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		<title>Traits</title>
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		<updated>2023-05-09T21:13:42Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;ten&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed. (The refs may correct minor errors in the inscription submitted, but this is not to be relied on. Please try to make sure you submit exactly what you intend to analyse.)&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have. You may research a topic of your choice as an additional action during downtime.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=409</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=409"/>
		<updated>2023-05-03T20:10:29Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Known Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat mages use the power of runecasting infused into a person in battle. A character who has the First Circle Mage trait is a mage and gains a mana pool. A newly initiated mage has two mana points. These are a separate pool to stamina points.&lt;br /&gt;
&lt;br /&gt;
A mage can meditate to recover all of their mana points when not under pressure.&lt;br /&gt;
&lt;br /&gt;
Spells are divided into Circles. A character with the First Circle Mage trait can cast &#039;&#039;&#039;[[First Circle Spells]]&#039;&#039;&#039;. A character with the Second Circle Mage Trait can also cast &#039;&#039;&#039;[[Second Circle Spells]]&#039;&#039;&#039;. A character with the Third Circle Mage Trait can also cast &#039;&#039;&#039;[[Third Circle Spells]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Using Magic==&lt;br /&gt;
To cast a spell, you must have enough remaining Mana Points to cast it. Each spell costs Mana Points equal to the Circle of the spell. [[First Circle Spells]] cost 1 MP; [[Second Circle Spells]] cost 2 MP; [[Third Circle Spells]] cost 3 MP. Spells have a verbal length that is a multiple of 3 seconds and an effect. (Most First Circle spells have a verbal length of 3 seconds.) To use the spell, the character must spend that much time speaking out loud - called the verbal of the spell - and obviously casting magic. Magic can’t be mumbled or whispered - it must be spoken to at least a conversational volume, but need not be shouted.&lt;br /&gt;
&lt;br /&gt;
If you don’t know what verbal to use, this standard verbal is about 3 seconds.&lt;br /&gt;
&lt;br /&gt;
    “I channel the power of the runes and call forth a spell.”&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can babble nonsense words while counting the seconds (“zap zap zap” is about one second), or make up your own spell verbals, as long as they meet the minimum length for the spell. Some mages with military background are trained to cast with a verbal such as “channelling three, channeling two, channeling one, cast!” in order to help the rest of the unit coordinate with their spells.&lt;br /&gt;
&lt;br /&gt;
When casting a spell, you can’t be actively fighting, and you must have a hand free. You can parry, but not attack, while casting a spell. You can only cast one spell at a time.&lt;br /&gt;
&lt;br /&gt;
After you have completed the verbal, you can call the effect of the spell. Most spells target anyone in close range (five metres). You must clearly indicate the target so that they know they’re being affected, and announce what call takes effect. At that point, you spend a mana point, and the spell is complete.&lt;br /&gt;
&lt;br /&gt;
For example, to use the First Circle spell Fear, you might cast it as follows:&lt;br /&gt;
&lt;br /&gt;
    “I channel the power of the runes and call forth a spell. Goblin with spear! REPEL!”&lt;br /&gt;
&lt;br /&gt;
If the target doesn’t notice you calling the effect, the mana point isn’t consumed.&lt;br /&gt;
&lt;br /&gt;
==Circles of Magic==&lt;br /&gt;
There are multiple circles of initiation into combat magic. Each level of initiation requires progressively more complex and strenuous runecasting invocations cast on the mage, along with the requisite training to control that kind of power.&lt;br /&gt;
&lt;br /&gt;
First Circle spells tend to have subtle effects, being used to control the battlefield or as supplements to other fighting styles.&lt;br /&gt;
Second Circle spells tend to have more overt effects, being used to directly take out enemies or make major changes to the way fights happen.&lt;br /&gt;
Third Circle spells are known to exist, but no surviving mages are currently capable of casting them, and the method of initiating a mage into Third Circle Magic has been lost.&lt;br /&gt;
&lt;br /&gt;
If you choose to initiate into a circle of magic in play, you immediately gain a spell of the circle you’ve initiated into when you do so. The spell that you get is determined by your character’s subconscious preferences. You may choose this spell OC or allow a ref to decide.&lt;br /&gt;
&lt;br /&gt;
==Learning Spells==&lt;br /&gt;
Learning spells is also done by means of a runecast invocation. The mage needs to be the target of a specific ritual designed to imbue them with that spell. The runic inscriptions are included with the known spells later, if you want this to occur in play. Alternatively, you can have your character learn spells “off-screen” from NPCs - combat mages are a valuable asset, so teaching them spells is something that you can find a runecaster willing to do.&lt;br /&gt;
&lt;br /&gt;
==Third Circle Spells==&lt;br /&gt;
Third circle spellcasting is known to exist, but the secret of third circle initiation is not common knowledge aboard Flotilla currently. There is some speculation about the exact extent of the power of third-circle magic, but it is generally agreed that it is another leap in power higher than the second circle. The one spell that is well-attested by many sources is the “Soulblast”, a piercing arcane strike that is able to fell nearly any foe.&lt;br /&gt;
&lt;br /&gt;
==Known Spells==&lt;br /&gt;
[[First Circle Spells]]&lt;br /&gt;
&lt;br /&gt;
[[Second Circle Spells]]&lt;br /&gt;
&lt;br /&gt;
[[Third Circle Spells]]&lt;br /&gt;
&lt;br /&gt;
Some new spells have been researched in play: https://docs.google.com/document/d/1uDFoJcnf3D2FlzAaWqY4qsQ6LLTHsN7reyxFxQ0zfd4/edit#&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=403</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=403"/>
		<updated>2023-03-27T17:32:22Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation Process==&lt;br /&gt;
&lt;br /&gt;
Choose an Origin, a Background, your free Lore Trait and free Income Trait, and 5 extra Traits. &#039;&#039;&#039;[[Traits|Click here for the full list of Traits.]]&#039;&#039;&#039;&lt;br /&gt;
(Since the system has been running for a while now, you will be able to then pick some number of extra Traits representing a more experienced character. See the Traits page for details.)&lt;br /&gt;
&lt;br /&gt;
Pick a name for your character, and you&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made your choices, [[How to contact the Refs|contact the refs]] to let them know what you&#039;ve chosen.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
A new character always has the following traits from basic training with the Seeker’s Guild:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: You have three hit points and have a limit of three trauma. All of your hit points are restored at the start of each linear and interactive.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have three stamina points. This can be spent to fuel skills. All of your stamina points are restored at the start of each linear and interactive.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can spend a stamina point to restore your health when not under pressure. This takes ten seconds of appropriate roleplaying.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: If someone is incapacitated, you can restore them to a state of health by roleplaying medicine or healing magic when not under pressure. This restores them to 1 hit point.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: If your limb or another character’s limb is ruined, you can restore it to a usable state. This takes 30 seconds of appropriate roleplaying.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour. When wearing light armour that covers your torso, you have +1 hit points. If you wear heavy armour that covers your torso, you have +2 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Weapons Training&#039;&#039;&#039;: You can use a single-handed weapon up to 42” and an offhand up to 24” or a buckler.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhancements&#039;&#039;&#039;: You can use one piece of Tinkered Technology, one Alchemical Elixir, and one Runecast Aura.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
Pick one of these three Origins for your character. This is where your character is from originally, and how they got to Flotilla. This does not have an effect on what your character can do on adventures, but might affect social status or what plots affect you.&lt;br /&gt;
===Oldworlder===&lt;br /&gt;
You lived in the world-that-was, before the end. You remember what life was like outside the city-ships of Flotilla - perhaps that was what drove you to become a Seeker? You may have kept some of the wealth you used to have, or set yourself up in the days following the Cataclysm. You might be more familiar with the herbs and potions that used to be much more common.&lt;br /&gt;
===Shipborn===&lt;br /&gt;
You were born after the End - or so close before that you don’t remember what life was like. The corridors of the Ships and the endless skies above the roiling smoke are all you have ever known. You also understand precisely how one person’s carelessness can doom an entire ship. You might have the skills to make and maintain gear and ships.&lt;br /&gt;
===Recovered===&lt;br /&gt;
You were caught up in the Great Storm - hurled through time and left on a shattered piece of the world, slowly falling to your death, but you were rescued by a crew of Seekers. Perhaps they took pity on you, or maybe you convinced them you had a useful skill, but for whatever reason they decided you were worth bringing back. Still, the Great Storm leaves its mark on those who’ve passed through it, and the otherworldly quality it imparts can be a boon in some situations; you might have unnatural insight into the nature of magic. Often, the Recovered have odd holes in their memory, and very few of them remember what their name was before the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What if I don’t know what sort of character I want to play?&lt;br /&gt;
&lt;br /&gt;
If you don’t know what you want to play, you can start play as a Recovered who is suffering from more severe than usual amnesia. If you choose this option, you don’t need to pick Traits. You can start not knowing anything about what’s going on and pick up Traits and information about the setting as you go along.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Pick a Background for your character. A character’s background is what they do when they’re not adventuring; this doesn&#039;t affect what you can do on adventures, but it might affect which plots you get involved in. &lt;br /&gt;
&lt;br /&gt;
This list of backgrounds isn’t intended to be exhaustive - feel free to ask a ref to add a new one if you have an idea.&lt;br /&gt;
&lt;br /&gt;
===Noble===&lt;br /&gt;
You are part of a pre-Cataclysm noble house. You might be involved in running the house’s affairs, or possibly just a wastrel heir, in which case you spend a lot of effort looking too busy to be assigned real duties. For whatever reason of your own, you’ve joined the Guild rather than being part of your family’s concerns.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
You are responsible for keeping part of the mechanical and technological apparatus of Flotilla running, or coming up with new inventions to tackle the problems and challenges of life in the Sky. You might be a qualified airship mechanic as well.&lt;br /&gt;
===Pilot===&lt;br /&gt;
You’re responsible for sailing one or more ships out from Flotilla. Some pilots are attached to a ship, others work for whoever hires them. There’s a certain cachet to being an expert pilot, and those who are accepted as one often wear a patch with a design of wings on their clothes.&lt;br /&gt;
===Lightning Catcher===&lt;br /&gt;
You have a business crewing or running a lightning-catcher, a ship designed to fly up into the Great Storm and use metal dragnets to capture energy. You almost certainly have tall tales about surviving deadly storms and avoiding storm-sharks.&lt;br /&gt;
===Navigator===&lt;br /&gt;
You’re skilled at charting courses and dead reckoning, and you help to navigate people between Flotilla and a few other sky-marks, as well as being part of the secretive Navigator’s Council that determines the direction of Flotilla as a whole.&lt;br /&gt;
===Workmage===&lt;br /&gt;
You’re a member in good standing of the Mage’s Guild, and you do everyday rituals and magic to keep the airships and floating islands making up Flotilla going, or the other spells that are required to sustain life in the Sky.&lt;br /&gt;
===Criminal===&lt;br /&gt;
You don’t have a problem turning to crime to make a little income on the side. It might be stealing from nobles, selling illegal byproducts from alchemical processes, smuggling or fencing weapons or resources aboard Flotilla, contract forgery, or plain old fraud and snake-oil sales.&lt;br /&gt;
===Logistics===&lt;br /&gt;
You work for a noble or one of the Guilds, making sure that resources and work are directed to the projects and locations that need it. It’s often thankless work, and takes a particular kind of mind to do well.&lt;br /&gt;
===Harvester===&lt;br /&gt;
You work in the top-deck fields of Flotilla, tending the crops that feed a large portion of the city. You might do this as manual labour in the fields, casting magic that encourages growth, or tending to bees or other animals.&lt;br /&gt;
===Whaler===&lt;br /&gt;
You hunt or herd sky-whales, vast flying creatures native to the sky. They lose buoyancy quickly once they’re slain, so hunting them is dangerous and difficult work - bringing an entire whale back is an effort that requires multiple ships. Herding them is less dangerous, but still a tricky process, mainly done to harvest their aerogris, a valuable substance used for airship maintenance. Many whalers are known to have miniature sky-whales as pets.&lt;br /&gt;
===Archivist===&lt;br /&gt;
You concern yourself with the preservation and organisation of relics and information. You might work for a noble, temple, or Guild, or maintain a private collection.&lt;br /&gt;
===Priest===&lt;br /&gt;
You spend your time ministering to the spiritual health of your congregation. Often, this involves sorting out interpersonal issues, delivering speeches or sermons, and giving people life advice or talking them through crises.&lt;br /&gt;
===Militia===&lt;br /&gt;
You work as a peacekeeper or guard of some kind. You might be paid to be on hand to guard things, or investigate reports of crimes. You could be employed for this by a noble, a Guild, a business, or freelance.&lt;br /&gt;
===Reporter===&lt;br /&gt;
You’re a journalist or otherwise involved in finding out and reporting on interesting goings-on aboard Flotilla and beyond. You probably know a few people who are well-connected, and a few others who are interested in whatever articles or pieces of information you put together.&lt;br /&gt;
&lt;br /&gt;
==Free Traits==&lt;br /&gt;
You then pick one free Lore Trait and one free Income Trait. The origin in brackets is the one associated with that trait by default, but you can choose a different one:&lt;br /&gt;
&lt;br /&gt;
===Lore Traits===&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039; (Oldworlder): You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039; (Shipborn): You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039; (Recovered): You know about demons, undead and elementals, and the ways to combat them.&lt;br /&gt;
&lt;br /&gt;
===Income Traits===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039; (Oldworlder): You can identify alchemical items. You receive an income of standard alchemical items.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039; (Shipborn): You receive an income of mixed material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039; (Recovered): You receive an income of mana crystals.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Pick up to 5 extra [[Traits]]. As the system progresses, the number of Traits that characters have will increase. You can choose to have fewer Traits than the maximum. You can fill in one of your remaining “Trait slots” by spending a few minutes roleplaying appropriate training.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=402</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=402"/>
		<updated>2023-03-27T17:30:40Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;eight&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed. (The refs may correct minor errors in the inscription submitted, but this is not to be relied on. Please try to make sure you submit exactly what you intend to analyse.)&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have. You may research a topic of your choice as an additional action during downtime.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=390</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=390"/>
		<updated>2023-02-24T16:17:26Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Income */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downtime is the period between events when players aren&#039;t playing their characters. It is assumed that the character is taking actions during this time, but if there&#039;s anything specific you want to do, you can ask to do that.&lt;br /&gt;
&lt;br /&gt;
After each weeks&#039;s events (after the [[Interactives|Interactive]] for weeks without a linear, or after the [[Linears|Linear]] for weeks with one), you can submit a downtime request to the ref team. This should be done in your player communication channel on Discord or sent via email to [mailto:larp-ref@srcf.net the ref mailing list].&lt;br /&gt;
&lt;br /&gt;
In a downtime request, you can do the following:&lt;br /&gt;
&lt;br /&gt;
* Vote for who should receive your share of the Seeker&#039;s Guild&#039;s resources that have been retrieved.&lt;br /&gt;
* One Major Action.&lt;br /&gt;
* Up to three Minor Actions.&lt;br /&gt;
* If you have the &#039;&#039;Careful Analysis&#039;&#039; [[Traits|Trait]], you can analyse up to three potential runic inscriptions.&lt;br /&gt;
* If you have the &#039;&#039;Basic Tinkering&#039;&#039; [[Traits|Trait]] and sufficient Tinkering resources, and you wish to attempt construction of a piece of Technology, you may do so. However, we encourage doing this at [[Interactives]] instead.&lt;br /&gt;
* If you have the &#039;&#039;Scrap Merchant&#039;&#039; or &#039;&#039;Master Alchemist&#039;&#039; [[Traits|Trait]], you can submit your request for which items you wish to receive in your income for the next event. You can also do this at the event, but this helps us make sure we&#039;ve got enough of the right resources and potions ready.&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
The Seeker&#039;s Guild uses its member&#039;s votes to decide where the resources retrieved from falling world-chunks should be allocated. You should choose one cause, faction, or prominent character to receive your vote. The recipient can&#039;t be a member of the Seeker&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=== Major Actions ===&lt;br /&gt;
A Major downtime action is anything that you want to try and do during the downtime period that requires the ref team to determine the results of your action. This should be something your character could achieve on their own.&lt;br /&gt;
&lt;br /&gt;
Examples might be:&lt;br /&gt;
* Spreading a particular rumour.&lt;br /&gt;
* Researching a particular piece of history.&lt;br /&gt;
* Intimidating any nobles that come to the lower districts.&lt;br /&gt;
&lt;br /&gt;
=== Minor Actions ===&lt;br /&gt;
A Minor downtime action is something that you&#039;re doing but doesn&#039;t particularly need a response. If the refs can just reply with &amp;quot;Noted.&amp;quot;, it&#039;s a minor action. These might affect how the refs interpret other actions, or decide which plots to steer your way, but they are mostly for flavour and to establish characters&#039; personalities.&lt;br /&gt;
&lt;br /&gt;
Examples might be:&lt;br /&gt;
* Going to a temple to pray to your God.&lt;br /&gt;
* Doing maintenance on your sky-ship.&lt;br /&gt;
* Earning a living catching lightning in jars.&lt;br /&gt;
&lt;br /&gt;
=== Careful Analysis ===&lt;br /&gt;
To submit a runic inscription for analysis, you need to provide the following:&lt;br /&gt;
* A picture or otherwise unambiguous definition that the refs can use of the runic inscription.&lt;br /&gt;
* (Optional) What you expect it to do; if you&#039;re correct, the result will confirm it.&lt;br /&gt;
&lt;br /&gt;
=== Loremaster ===&lt;br /&gt;
If you have the Loremaster trait, you get an additional action that can only be used to research information.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
If you can&#039;t or don&#039;t attend an interactive or linear, but still wish for your character to collect their usual income, you can do this. Please submit a downtime with a note to the refs that you are doing so and we will track the additional resources for the next time you attend an event. If you haven&#039;t done this, we&#039;ll try to approximate your income when we come back but we can&#039;t promise that it will be accurate.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=389</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=389"/>
		<updated>2023-02-19T17:55:55Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed. (The refs may correct minor errors in the inscription submitted, but this is not to be relied on. Please try to make sure you submit exactly what you intend to analyse.)&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have. You may research a topic of your choice as an additional action during downtime.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=388</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=388"/>
		<updated>2023-01-28T11:57:44Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hit Points and Basic Combat==&lt;br /&gt;
Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You don’t need to call this when you strike with a weapon, but you may if you wish to make it clear that you intend to cause a point of damage.&lt;br /&gt;
&lt;br /&gt;
==Noncombat Characters==&lt;br /&gt;
Some players may be unable to take part in physical combat or not wish to for personal reasons. In this case, they should make the organisers aware so that they can brief other players to not attack them. Instead of attacking a non-combat character, you should call IMPALE against them once you are in range to make an attack. If you are playing a non-combat character, take such an IMPALE as incapacitating you. (If someone mistakenly thinks you are a noncombat character and tries to do this, politely correct them and continue.) If a noncombat character calls RESIST to an IMPALE, you can’t call it again until three seconds have passed.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Dying==&lt;br /&gt;
If you are reduced to zero hit points, your character is now incapacitated. You can’t fight and can only stagger around. You should make it clear that you’re wounded, incapacitated and (mostly) helpless. If you regain hit points, you cease to be incapacitated.&lt;br /&gt;
&lt;br /&gt;
If you have been injured in combat to the point where you were incapacitated during an encounter, a ref will give you a trauma card, usually after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
An incapacitated character can be executed by taking thirty seconds of appropriate roleplay to do so, at which point they die.&lt;br /&gt;
&lt;br /&gt;
If you have been incapacitated for at least two minutes, you may recover one hit point on your own. If you do this, notify a ref and they will give you an additional trauma card.&lt;br /&gt;
Trauma Cards&lt;br /&gt;
From being heavily wounded, and through many other sources, your character may receive trauma. Each trauma has a type - physical, mental, magical and soul trauma are the more common types. These are represented by a trauma card that will be handed to you by a ref. It will specify the roleplaying effects of the trauma, along with any mechanical effects that it has.&lt;br /&gt;
&lt;br /&gt;
A character has a trauma limit of three - they can have three trauma at a time. If they ever have four trauma at the same time, that character must retire by the end of the current event. They may be terminally injured and dying, or otherwise unable to continue being an adventurer.&lt;br /&gt;
 &lt;br /&gt;
At the end of each interactive, your character naturally recovers from one trauma of your choice. Traumas can also be healed in play by the use of alchemy, divine magic, or the healing arts. Some more severe trauma cards may have additional requirements to recover from them.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
*Touch range is close enough that you could reach out and touch the other character. This does not require you to actually touch them, and you should not touch another player unless you already know they’re comfortable with you doing so.&lt;br /&gt;
*Close range is five metres. This is generally the range for spells and small arms fire.&lt;br /&gt;
*Long range is beyond five metres. There is no maximum to long range except for the ability to get other players to realise you’re targeting them.&lt;br /&gt;
&lt;br /&gt;
==Bows and Crossbows in Combat==&lt;br /&gt;
Bows and crossbows are not safe to block with in a melee. If your bow is struck, you take the hit as though it had struck your body, but you should not aim to strike someone’s bow when in melee.&lt;br /&gt;
&lt;br /&gt;
Arrows and crossbow bolts do DOUBLE CLEAVE when they hit you - that is, they deal two points of damage and they ruin a limb if they strike that limb. They can be blocked with shields but not parried with weapons for safety reasons - if you parry an arrow or bolt by accident, you should take it as a torso hit.&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some skills can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
&lt;br /&gt;
==Appropriate Roleplaying==&lt;br /&gt;
Some skills require appropriate roleplaying. This means that you should act out doing something appropriate to the effect of the skill - for example, with the Field Medicine trait, you can restore a ruined limb with appropriate roleplaying. Examples might include acting out a healing magic spell that you know, tying bandages around the affected limb, or breaking and re-setting the bone. If you’re doing an effect requiring appropriate roleplaying on a willing target, they are expected to follow your lead as long as doing so isn’t an issue for them.&lt;br /&gt;
&lt;br /&gt;
==Searching==&lt;br /&gt;
A large part of Falling Sky is looting things for resources. You can search a fallen foe when not under pressure. To do so, approach to touch range and inform them you’re searching them. They will give you any resources that they have been instructed to drop. You should not touch another player when searching them.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
This is a list of the calls that you might hear and what they mean. A call is a word or phrase with a specific OC meaning. If you hear it directed at you, your character takes a specified effect.&lt;br /&gt;
&lt;br /&gt;
Calls might be:&lt;br /&gt;
Used alongside a melee attack, to indicate that the call is associated with that strike.&lt;br /&gt;
Used with a description of a character. E.g. “You in the blue hat! TRIPLE!”&lt;br /&gt;
Used as an area of effect - see the MASS modifier.&lt;br /&gt;
&lt;br /&gt;
Some traits will change or resist the effects of calls that “don’t make contact”. This means any call that doesn’t involve something physically touching you.&lt;br /&gt;
A call delivered by weapon attack makes contact.&lt;br /&gt;
A call delivered by an arrow or bolt, even the unspoken DOUBLE CLEAVE, makes contact.&lt;br /&gt;
A spell call does not make contact.&lt;br /&gt;
&lt;br /&gt;
Some calls may be preceded by a descriptor for flavour. This is mostly to let you know how to react to it - e.g. LIGHTNING! TRIPLE! might be a blast of electricity.&lt;br /&gt;
&lt;br /&gt;
===STOP THE GAME===&lt;br /&gt;
This is an “emergency stop” call to indicate that there is an OC reason to halt gameplay and sort something out. This can be used for any hazard, not just injury. Lost glasses, a player panicking OC, or someone looking like they’re about to fall backwards over a log are all valid reasons to use the call.&lt;br /&gt;
===WOULD YOU KINDLY===&lt;br /&gt;
This call, which can be inserted into normal conversation, indicates mind control. Your character does their best to obey the command for a minute, or until you take damage. When the effect ends, you’re aware that something unusual happened.&lt;br /&gt;
===RESIST===&lt;br /&gt;
This call is used in response to being targeted or struck by another call, to indicate that you haven’t been affected by it.&lt;br /&gt;
===ZERO===&lt;br /&gt;
This effect deals no damage. This can be used if sparring in-character for deliberately non-damaging strikes.&lt;br /&gt;
===SINGLE===&lt;br /&gt;
This effect deals one point of damage. This is the default for melee weapons, and can be omitted unless it’s needed for clarity.&lt;br /&gt;
===DOUBLE===&lt;br /&gt;
This effect deals two points of damage. You must visibly react to the damage.&lt;br /&gt;
===TRIPLE===&lt;br /&gt;
This effect deals three points of damage. You must visibly react to the damage.&lt;br /&gt;
===QUAD===&lt;br /&gt;
This effect deals four points of damage. You must visibly react to the damage.&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
This effect ruins limbs. If it strikes a limb, that limb is ruined until it is restored such as by the Field Medicine trait. Ruined limbs are unusable and in pain. You must roleplay accordingly. You specifically cannot use a weapon with an arm that has been ruined. If one leg is ruined, you cannot run or walk, only limp. If both legs are ruined, you can’t use them to move, only stand in place.&lt;br /&gt;
If you are targeted by a CLEAVE effect that isn’t a physical strike, you choose which limb it affects.&lt;br /&gt;
&lt;br /&gt;
(You may choose to take the effects of CLEAVE more dramatically, but the intention is that people shouldn’t have to drop their expensive weapons or fall over in the mud unless they want to.)&lt;br /&gt;
===IMPALE===&lt;br /&gt;
This effect represents a deadly strike. If it strikes a limb, take it as a CLEAVE. If it strikes your torso, or it doesn’t make contact (e.g. a spell), you lose all of your hit points.&lt;br /&gt;
&lt;br /&gt;
===CURE===&lt;br /&gt;
This effect restores four hit points, or restores a ruined limb of the target’s choice.&lt;br /&gt;
===REPEL===&lt;br /&gt;
This effect knocks you away. You must move away from the source for FIVE seconds. If you block a weapon blow with this effect on your weapon or shield, you must still move away from the source but you are not damaged.&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
This effect saps your strength. When affected by this call, you cannot make calls except RESIST, and you cannot attack with weapons for FIVE seconds. You can move, dodge, and parry normally.&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
The target of this effect cannot move for the next FIVE seconds or until they take damage.&lt;br /&gt;
===SMASH===&lt;br /&gt;
If this call strikes a shield, the shield is broken and can’t be used. If it is an effect that isn’t a physical strike and you’re carrying a shield, the shield is broken. This call is also especially effective against construct enemies.&lt;br /&gt;
===DISRUPT===&lt;br /&gt;
This call does not affect player characters. It instead disrupts effects and creatures that are magical in nature. Monsters may be briefed to take additional effects from DISRUPT. For example, an ethereal ghost monster might only take 1 damage every 10 seconds until it’s hit by a DISRUPT.&lt;br /&gt;
===DEMON &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call only affects Demons. Player characters shouldn&#039;t be affected by this.&lt;br /&gt;
===MASS &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call affects every target within close range. If the user indicates a direction (with their arms or with a device they’re using for the effect), it instead affects everyone in a ninety-degree cone in that direction within close range.&lt;br /&gt;
===EFFECT: &amp;lt;SOMETHING&amp;gt;===&lt;br /&gt;
This is a catch-all for stranger things. If you are targeted by an EFFECT call, you should listen for what the effects are. An EFFECT can only occur outside of combat.&lt;br /&gt;
===EXECUTE===&lt;br /&gt;
With an exaggerated deathblow, any player may call EXECUTE on an incapacitated monster. Some monsters must be EXECUTEd to stop them rising again.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Armour Types==&lt;br /&gt;
Weapons are divided into classes based on their length:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Class !! Length&lt;br /&gt;
|-&lt;br /&gt;
| Light || 8-24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| One-handed || 24&amp;quot;-42&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Great weapon || 42&amp;quot;-60&amp;quot; (up to 5&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| Polearm || 60&amp;quot;-84&amp;quot; (up to 7&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armour must be phys-repped by gear that looks protective or combat-ready, but doesn&#039;t have to be &amp;quot;armour&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are no formal rules on armour coverage; plate bracers and greaves might suffice for heavy armour, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour Class !! Look&lt;br /&gt;
|-&lt;br /&gt;
| Light armour || your character visibly appears prepared for a fight&lt;br /&gt;
|-&lt;br /&gt;
| Heavy armour || your character visibly appears to have equipment designed to cover and protect their body&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The key distinction is: if it’s more graceful than bulky, it’s probably light armour.&lt;br /&gt;
&lt;br /&gt;
==Experience and Traits==&lt;br /&gt;
Characters have a collection of Traits. Each Trait defines something about a character’s abilities and what they know or can do. A character’s experience and skills are measured in experience points, or XP, and each Trait has an XP cost associated with it.&lt;br /&gt;
&lt;br /&gt;
Currently, newly created characters have [5] XP worth of traits. As the system goes on, experience points will be periodically awarded. At that point, all characters receive 1 XP, and newly created characters will enter play with an additional XP as well, with this document being updated to reflect the new starting XP total.&lt;br /&gt;
&lt;br /&gt;
When characters gain XP, they can spend it immediately, or between events.&lt;br /&gt;
&lt;br /&gt;
Some skills, especially Lore skills, may come with additional briefing packets. Access to these will be granted once you purchase the skill and ask a ref.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=384</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=384"/>
		<updated>2023-01-18T20:59:27Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downtime is the period between events when players aren&#039;t playing their characters. It is assumed that the character is taking actions during this time, but if there&#039;s anything specific you want to do, you can ask to do that.&lt;br /&gt;
&lt;br /&gt;
After each weeks&#039;s events (after the [[Interactives|Interactive]] for weeks without a linear, or after the [[Linears|Linear]] for weeks with one), you can submit a downtime request to the ref team. This should be done in your player communication channel on Discord or sent via email to [mailto:larp-ref@srcf.net the ref mailing list].&lt;br /&gt;
&lt;br /&gt;
In a downtime request, you can do the following:&lt;br /&gt;
&lt;br /&gt;
* Vote for who should receive your share of the Seeker&#039;s Guild&#039;s resources that have been retrieved.&lt;br /&gt;
* One Major Action.&lt;br /&gt;
* Up to three Minor Actions.&lt;br /&gt;
* If you have the &#039;&#039;Careful Analysis&#039;&#039; [[Traits|Trait]], you can analyse up to three potential runic inscriptions.&lt;br /&gt;
* If you have the &#039;&#039;Basic Tinkering&#039;&#039; [[Traits|Trait]] and sufficient Tinkering resources, and you wish to attempt construction of a piece of Technology, you may do so. However, we encourage doing this at [[Interactives]] instead.&lt;br /&gt;
* If you have the &#039;&#039;Scrap Merchant&#039;&#039; or &#039;&#039;Master Alchemist&#039;&#039; [[Traits|Trait]], you can submit your request for which items you wish to receive in your income for the next event. You can also do this at the event, but this helps us make sure we&#039;ve got enough of the right resources and potions ready.&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
The Seeker&#039;s Guild uses its member&#039;s votes to decide where the resources retrieved from falling world-chunks should be allocated. You should choose one cause, faction, or prominent character to receive your vote. The recipient can&#039;t be a member of the Seeker&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=== Major Actions ===&lt;br /&gt;
A Major downtime action is anything that you want to try and do during the downtime period that requires the ref team to determine the results of your action. This should be something your character could achieve on their own.&lt;br /&gt;
&lt;br /&gt;
Examples might be:&lt;br /&gt;
* Spreading a particular rumour.&lt;br /&gt;
* Researching a particular piece of history.&lt;br /&gt;
* Intimidating any nobles that come to the lower districts.&lt;br /&gt;
&lt;br /&gt;
=== Minor Actions ===&lt;br /&gt;
A Minor downtime action is something that you&#039;re doing but doesn&#039;t particularly need a response. If the refs can just reply with &amp;quot;Noted.&amp;quot;, it&#039;s a minor action. These might affect how the refs interpret other actions, or decide which plots to steer your way, but they are mostly for flavour and to establish characters&#039; personalities.&lt;br /&gt;
&lt;br /&gt;
Examples might be:&lt;br /&gt;
* Going to a temple to pray to your God.&lt;br /&gt;
* Doing maintenance on your sky-ship.&lt;br /&gt;
* Earning a living catching lightning in jars.&lt;br /&gt;
&lt;br /&gt;
=== Careful Analysis ===&lt;br /&gt;
To submit a runic inscription for analysis, you need to provide the following:&lt;br /&gt;
* A picture or otherwise unambiguous definition that the refs can use of the runic inscription.&lt;br /&gt;
* (Optional) What you expect it to do; if you&#039;re correct, the result will confirm it.&lt;br /&gt;
&lt;br /&gt;
=== Loremaster ===&lt;br /&gt;
If you have the Loremaster trait, you get an additional action that can only be used to research information.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
If you can&#039;t or don&#039;t attend an interactive or linear, but still wish for your character to collect their usual income, you can do this. Please submit a downtime with a note to the refs that you are doing so and we will track the additional resources for the next time you attend an event.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=383</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=383"/>
		<updated>2023-01-18T20:58:45Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have. You may research a topic of your choice as an additional action during downtime.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=382</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=382"/>
		<updated>2023-01-18T20:58:12Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have. You may research a particular piece of Lore as an additional action during downtime.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=381</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=381"/>
		<updated>2023-01-16T18:34:45Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Cleric */ updated Ordainment to Cleric&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=380</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=380"/>
		<updated>2023-01-16T16:28:45Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Tinkering&amp;diff=379</id>
		<title>Tinkering</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Tinkering&amp;diff=379"/>
		<updated>2023-01-16T16:28:10Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tinkering is the process by which material reagents recovered from the sky are converted into useful Technology. Characters with the Basic Tinkering [[Traits|Trait]] can attempt tinkering if they have reagents to use.&lt;br /&gt;
&lt;br /&gt;
It is known that attempts to scale up production of tinkered Technology have usually met with abject failure. Trying to mass-produce or farm out the creation of Technology results in it working badly, if at all, so the best method that’s been found has been to allow individual Tinkerers to do things their own way. Even trying to create multiples of the same piece yourself in quick succession is unlikely to work.&lt;br /&gt;
&lt;br /&gt;
== Creating Technology ==&lt;br /&gt;
&lt;br /&gt;
Attempting tinkering can be done at interactives; if you haven&#039;t had a chance to do it at interactives, you can do it in downtime instead.&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_ExampleTinkeringResult.png|200px|thumb|An example Tinkering Result card.]]&lt;br /&gt;
&lt;br /&gt;
To create a piece of Technology, you must use three reagents.&lt;br /&gt;
Hand in the reagents to a ref and tell them what you are trying to make. You can use more than one of the same reagent.&lt;br /&gt;
Then conduct at least two minutes of appropriate roleplaying as your character attempts to construct the item.&lt;br /&gt;
The ref will return one of these results:&lt;br /&gt;
* It works! Here is your item, plus a Tinkering Result card that may indicate some sort of event, or danger, or exhaustion caused by the Tinkering process.&lt;br /&gt;
* You can make something close - do you want to do that instead? If yes, go to It works! If not, skip to failure. &lt;br /&gt;
* You can&#039;t make it with this - but you could if you got X item or reagent instead. Then go to failure. &lt;br /&gt;
* Failure: It doesn&#039;t work. You get the reagents back, and optionally have experienced some kind of dangerous experimental failure.&lt;br /&gt;
&lt;br /&gt;
You can only make each “recipe” like this once per event - you can’t make more than one of the same item.&lt;br /&gt;
&lt;br /&gt;
There are five kinds of standard reagents available. Each has different resonances if they are used in making a piece of Technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Object!! Resonances&lt;br /&gt;
|-&lt;br /&gt;
| Metal Reagent|| Metal Cog || Strength, Hardness, Intricacy, Precision&lt;br /&gt;
|-&lt;br /&gt;
| Life Reagent || Green Leaf || Healing, Growth, Stamina, Resilience&lt;br /&gt;
|-&lt;br /&gt;
| Power Reagent || Metal Lightning Bolt || Power, Fire and Lightning, Transference, Light, Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| World Reagent || Amber Bead || Stability, Earth, Widespread Effects, Blood&lt;br /&gt;
|-&lt;br /&gt;
| Balance Reagent || Yin-Yang Symbol || Balance, Entropy, Order, Inversion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sometimes, rare and unique reagents will be found with varying resonances. These can also be used for tinkering, but the items created cannot be replicated, and will often be single-use.&lt;br /&gt;
&lt;br /&gt;
== Limits ==&lt;br /&gt;
&lt;br /&gt;
Technological items have a limit to their usage. &lt;br /&gt;
* Some items will break when they are used. This means that they are destroyed and cannot be repaired. &lt;br /&gt;
* Some items will exhaust when they are used. This means that they have depleted their energy and need to be repaired or reloaded. This can be done with the Field Maintenance trait by spending a Stamina point or a reagent matching one of the reagents used to make the item.&lt;br /&gt;
* Some items will last for one event and then break.&lt;br /&gt;
* It is almost unheard of to produce Technology that doesn&#039;t eventually break down.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
[[File:FallingSky_ExampleTechnology.png|200px|thumb|An example Technology card.]]&lt;br /&gt;
Charsi wants to make a medical device. &lt;br /&gt;
# Her player finds a ref and hands in her resources to use - &amp;quot;Here is one Metal for precision, one Power for lightning, and one Life for healing. I want to make a defibrillator glove.”&lt;br /&gt;
# The ref goes and determines the result.&lt;br /&gt;
# Charsi conducts some appropriate Mad Engineering roleplay.&lt;br /&gt;
# The ref returns and says “It should work - but it’s dangerous. Do you want to keep going?”&lt;br /&gt;
# She says yes, and the ref draws a Tinkering result - “You take a CLEAVE to one hand as you’re electrocuted working on it. Here’s the item.”&lt;br /&gt;
# The item card reads “Technology. Exhaust to call CURE 4 STUN at touch range on an incapacitated target.”&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=378</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=378"/>
		<updated>2023-01-16T16:26:30Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downtime is the period between events when players aren&#039;t playing their characters. It is assumed that the character is taking actions during this time, but if there&#039;s anything specific you want to do, you can ask to do that.&lt;br /&gt;
&lt;br /&gt;
After each weeks&#039;s events (after the [[Interactives|Interactive]] for weeks without a linear, or after the [[Linears|Linear]] for weeks with one), you can submit a downtime request to the ref team. This should be done in your player communication channel on Discord or sent via email to [mailto:larp-ref@srcf.net the ref mailing list].&lt;br /&gt;
&lt;br /&gt;
In a downtime request, you can do the following:&lt;br /&gt;
&lt;br /&gt;
* Vote for who should receive your share of the Seeker&#039;s Guild&#039;s resources that have been retrieved.&lt;br /&gt;
* One Major Action.&lt;br /&gt;
* Up to three Minor Actions.&lt;br /&gt;
* If you have the &#039;&#039;Careful Analysis&#039;&#039; [[Traits|Trait]], you can analyse up to three potential runic inscriptions.&lt;br /&gt;
* If you have the &#039;&#039;Basic Tinkering&#039;&#039; [[Traits|Trait]] and sufficient Tinkering resources, and you wish to attempt construction of a piece of Technology, you may do so. However, we encourage doing this at [[Interactives]] instead.&lt;br /&gt;
* If you have the &#039;&#039;Scrap Merchant&#039;&#039; or &#039;&#039;Master Alchemist&#039;&#039; [[Traits|Trait]], you can submit your request for which items you wish to receive in your income for the next event. You can also do this at the event, but this helps us make sure we&#039;ve got enough of the right resources and potions ready.&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
The Seeker&#039;s Guild uses its member&#039;s votes to decide where the resources retrieved from falling world-chunks should be allocated. You should choose one cause, faction, or prominent character to receive your vote. The recipient can&#039;t be a member of the Seeker&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=== Major Actions ===&lt;br /&gt;
A Major downtime action is anything that you want to try and do during the downtime period that requires the ref team to determine the results of your action. This should be something your character could achieve on their own.&lt;br /&gt;
&lt;br /&gt;
Examples might be:&lt;br /&gt;
* Spreading a particular rumour.&lt;br /&gt;
* Researching a particular piece of history.&lt;br /&gt;
* Intimidating any nobles that come to the lower districts.&lt;br /&gt;
&lt;br /&gt;
=== Minor Actions ===&lt;br /&gt;
A Minor downtime action is something that you&#039;re doing but doesn&#039;t particularly need a response. If the refs can just reply with &amp;quot;Noted.&amp;quot;, it&#039;s a minor action. These might affect how the refs interpret other actions, or decide which plots to steer your way, but they are mostly for flavour and to establish characters&#039; personalities.&lt;br /&gt;
&lt;br /&gt;
Examples might be:&lt;br /&gt;
* Going to a temple to pray to your God.&lt;br /&gt;
* Doing maintenance on your sky-ship.&lt;br /&gt;
* Earning a living catching lightning in jars.&lt;br /&gt;
&lt;br /&gt;
=== Careful Analysis ===&lt;br /&gt;
To submit a runic inscription for analysis, you need to provide the following:&lt;br /&gt;
* A picture or otherwise unambiguous definition that the refs can use of the runic inscription.&lt;br /&gt;
* (Optional) What you expect it to do; if you&#039;re correct, the result will confirm it.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
If you can&#039;t or don&#039;t attend an interactive or linear, but still wish for your character to collect their usual income, you can do this. Please submit a downtime with a note to the refs that you are doing so and we will track the additional resources for the next time you attend an event.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=377</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=377"/>
		<updated>2023-01-16T16:24:53Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Tinkering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=376</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=376"/>
		<updated>2023-01-16T16:23:59Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +1 Hit Point.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You can remove WEAKNESS on yourself by spending 3 seconds of appropriate stationary roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, you can call RESIST against IMPALE or CLEAVE by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE or REPEL by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. You may expend your Wits to call TRIPLE with a one-handed or light weapon. This ability may not be used if you are wielding a full-sized shield, one-handed weapon, or one-handed Technological weapon in your off-hand.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this during a combat by spending ten seconds without expending your Wits during which you must roleplay taunting the enemy or otherwise regaining your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. You may spend Stamina to call CURE again, at a cost of 1 Stamina a time. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call TRIPLE with a light weapon on your first strike against each enemy, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Heal Thyself: You can spend ten seconds of appropriate roleplaying, during which you must not be fighting, to call CURE on yourself for free.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention. If you change the God you&#039;re dedicated to, you lose access to specific Rites of your God and may retrain them at the end of the event.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or DEMON MASS REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 2 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people, one of whom can be yourself. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends after any fight in which it isn&#039;t used.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge and Inspiration.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=374</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=374"/>
		<updated>2022-12-04T19:04:27Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Tinkering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this by spending ten seconds to taunt and otherwise regain your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Prepared Medicines: Each event, you have 5 measures of medicine that you can spend to recharge your Healer trait.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Poisoner: You can spend 3 seconds of appropriate roleplaying to coat your weapon with poison. After doing so, your next hit deals DOUBLE WEAKNESS.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge and Inspiration.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) At the start of each event, or when you spend an additional Reagent when Tinkering, you become Inspired. Inspired Tinkering may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=373</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=373"/>
		<updated>2022-12-04T18:58:08Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Tinkering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this by spending ten seconds to taunt and otherwise regain your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Prepared Medicines: Each event, you have 5 measures of medicine that you can spend to recharge your Healer trait.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Poisoner: You can spend 3 seconds of appropriate roleplaying to coat your weapon with poison. After doing so, your next hit deals DOUBLE WEAKNESS.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge and Inspiration.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
** &#039;&#039;&#039;Inspiration&#039;&#039;&#039;: When you Tinker for the first time each event, you are Inspired. Inspired Tinkering may have better results.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can spend an additional Reagent when Tinkering to become Inspired.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=372</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=372"/>
		<updated>2022-12-04T18:57:54Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Tinkering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this by spending ten seconds to taunt and otherwise regain your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Prepared Medicines: Each event, you have 5 measures of medicine that you can spend to recharge your Healer trait.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Poisoner: You can spend 3 seconds of appropriate roleplaying to coat your weapon with poison. After doing so, your next hit deals DOUBLE WEAKNESS.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
** &#039;&#039;&#039;Inspiration&#039;&#039;&#039;: When you Tinker for the first time each event, you are Inspired. Inspired Tinkering may have better results.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can spend an additional Reagent when Tinkering to become Inspired.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=371</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=371"/>
		<updated>2022-12-04T18:26:52Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Healing Specialties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this by spending ten seconds to taunt and otherwise regain your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Prepared Medicines: Each event, you have 5 measures of medicine that you can spend to recharge your Healer trait.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
* Poisoner: You can spend 3 seconds of appropriate roleplaying to coat your weapon with poison. After doing so, your next hit deals DOUBLE WEAKNESS.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=370</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=370"/>
		<updated>2022-12-04T18:23:17Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Healer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this by spending ten seconds to taunt and otherwise regain your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Healer&#039;&#039;) Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Experienced Healer&#039;&#039;) Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Prepared Medicines: Each event, you have 5 measures of medicine that you can spend to recharge your Healer trait.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=369</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=369"/>
		<updated>2022-12-04T18:21:33Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this by spending ten seconds to taunt and otherwise regain your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Second Circle Mage&#039;&#039;, must be gained in-character) It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=368</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=368"/>
		<updated>2022-12-04T18:20:39Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Swashbuckler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;:  (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;)If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take. You can restore this by spending ten seconds to taunt and otherwise regain your cool.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=367</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=367"/>
		<updated>2022-12-04T18:19:03Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=366</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=366"/>
		<updated>2022-12-04T18:18:00Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Swashbuckler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;†Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=365</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=365"/>
		<updated>2022-12-04T18:17:48Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=364</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=364"/>
		<updated>2022-12-04T18:17:27Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* General Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=363</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=363"/>
		<updated>2022-12-04T18:13:26Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=362</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=362"/>
		<updated>2022-12-04T18:13:03Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=361</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=361"/>
		<updated>2022-12-04T18:12:49Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit; this takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=360</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=360"/>
		<updated>2022-12-04T18:12:20Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Traits with Associated Pools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina. This restoration takes 3 seconds of appropriate roleplaying.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=359</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=359"/>
		<updated>2022-12-04T18:11:50Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Tinkering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this an additional time.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=358</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=358"/>
		<updated>2022-12-04T18:11:03Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Korr&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
** &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Enso&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
** &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Psima&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
** &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
* &#039;&#039;&#039;Cleric of Astel&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
** &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this additional times.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=357</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=357"/>
		<updated>2022-12-04T18:09:21Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Healer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Specialised Healer&#039;&#039;&#039;: You may choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Astel====&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this additional times.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=356</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=356"/>
		<updated>2022-12-04T18:08:40Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Swashbuckler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Astel====&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this additional times.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=355</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=355"/>
		<updated>2022-12-04T18:08:11Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Retraining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know, either before the interactive or before the linear. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact once per encounter.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact once per encounter.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Astel====&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this additional times.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=354</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=354"/>
		<updated>2022-12-04T18:07:42Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;seven&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Starting characters were created with &#039;&#039;&#039;five&#039;&#039;&#039; Traits. Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know per event. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact once per encounter.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact once per encounter.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Astel====&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this additional times.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=353</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=353"/>
		<updated>2022-12-04T18:05:36Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;five&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;two&#039;&#039;&#039; Traits of their choice, for a total of &#039;&#039;&#039;seven&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Each week, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know per event. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Archetype Traits ===&lt;br /&gt;
&lt;br /&gt;
Some traits are &#039;&#039;&#039;Archetype Traits&#039;&#039;&#039;. This means that they are intended to be a base Trait for characters of that archetype. They are marked with a ¤ symbol.&lt;br /&gt;
&lt;br /&gt;
Each character can have at most &#039;&#039;&#039;two&#039;&#039;&#039; Archetype Traits.&lt;br /&gt;
&lt;br /&gt;
=== Traits with Associated Pools ===&lt;br /&gt;
&lt;br /&gt;
Some Traits will give you a pool of points to spend on that skill tree. These points aren&#039;t interchangeable; you can&#039;t spend Grit from the Warrior tree on skills from the Mage tree that require Mana.&lt;br /&gt;
&lt;br /&gt;
For each of these pools (Grit, Mana, and Karma) you can spend 1 Stamina Point to recover 2 Points. If you have access to multiple pools, you must choose which you&#039;re restoring when you spend your Stamina.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== General Traits ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 Hit Points.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +2 Stamina Points.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +1 Stamina Point. If you have no Stamina Points, you may recover 1 when not under pressure. &lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: (Archetype) You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with any weapon. You can spend 1 SP to recover 2 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Gritty&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Grittier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Gritty&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself by spending 1 Grit. You are also immune to WEAKNESS and should call RESIST.&lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;:(prerequisite: &#039;&#039;Warrior&#039;&#039;) When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;, &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH by spending 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE by spending 1 Grit.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;¤† Swashbuckler&#039;&#039;&#039;: (Archetype) As long as you have a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, You gain Wits, which is spent to power abilities in the Swashbuckler archetype. You recover your Wits 10 seconds after you spend it. you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact once per encounter.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can spend your Wits to call RESIST any call or weapon strike that &#039;&#039;&#039;does&#039;&#039;&#039; make contact once per encounter.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, you can immediately call TRIPLE with a weapon you have in hand. If you don&#039;t use this immediately, it&#039;s lost.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you call RESIST to the first call or damage you take.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;Mage&#039;&#039;&#039;: (Archetype) You have a mana pool of 2 Mana Points. You may learn and cast [[First Circle Spells]], and have one spell slot. You also gain Meditate.&lt;br /&gt;
** &#039;&#039;Meditate&#039;&#039;: When not under pressure, you can concentrate to recover all of your Mana Points. You can spend 1 SP at any time to recover 2 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot. You learn one Second Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but only a very few people aboard Flotilla knows how to access it. This Trait must be gained in-character. You have +1 Mana Point and an additional spell slot, and you may learn and cast [[Third Circle Spells]]. You learn one Third Circle Spell chosen by the refs.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;Additional Spells&#039;&#039;&#039;: You have 3 more spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Healer&#039;&#039;&#039;: Once an event, you can call CURE at touch range. Additionally, choose a Healing Specialty from below.&lt;br /&gt;
* &#039;&#039;&#039;Experienced Healer&#039;&#039;&#039;: Your CURE from Healer can be at close range. Additionally, choose another Healing Specialty.&lt;br /&gt;
* &#039;&#039;&#039;Master Healer&#039;&#039;&#039;: Your CURE from Healer can be MASS CURE. Additionally, choose another Healing Specialty.&lt;br /&gt;
&lt;br /&gt;
==== Healing Specialties ====&lt;br /&gt;
* Chirurgeon: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can determine what physical traumas someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. &lt;br /&gt;
* Esoteric Healer: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can tell what magical wounds someone has by inspecting them at touch range. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma.&lt;br /&gt;
* Well-Supplied: You can call CURE from Healer once an encounter, rather than once an event.&lt;br /&gt;
* Anatomist: You can call DOUBLE with a light weapon, and you can call DOUBLE CLEAVE from behind with a light weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Cleric&#039;&#039;&#039;: (Archetype) You are ordained as a priest of your god. You have a pool of 2 Karma Points. You also gain Prayer, Blessing and Divine Intervention.&lt;br /&gt;
** &#039;&#039;Prayer&#039;&#039;: When not under pressure, you can pray to restore all your Karma. You can spend 1 Stamina at any time to recover 2 Karma.&lt;br /&gt;
** &#039;&#039;Blessing&#039;&#039;: You can spend 1 Karma to bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them.&lt;br /&gt;
** &#039;&#039;Divine Intervention&#039;&#039;: You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to call CURE at touch range, with no verbal.&lt;br /&gt;
* &#039;&#039;&#039;Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You can spend 1 Karma to bless the ground. Until you move, you may call DEMON REPEL or MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You may spend 1 Karma to call DEMON QUAD; this only affects demons.&lt;br /&gt;
* &#039;&#039;&#039;Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Cleric&#039;&#039;) You have an additional 3 Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 Karma and make a 3-second prayer. Your &#039;&#039;&#039;next&#039;&#039;&#039; weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) When not under pressure, you can use a few seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +2 Karma, and doing so restores all of your Karma.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 Karma to call &amp;quot;WOULD YOU KINDLY ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. You can tell what soul traumas someone has by inspecting them at touch range. When in an appropriate environment, you can treat a soul trauma. On characters who have no soul trauma, you can spend 1 Karma to grant them +1 Stamina Point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 Karma to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This bond lasts until it is used, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Astel====&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Near Misses&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) You spend 1 Karma to bless a character. The next hit or call against that character misses; they must call RESIST. This effect ends when you pray to restore your Karma.&lt;br /&gt;
* &#039;&#039;&#039;Astel&#039;s Rite of Fate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Astel) Whenever you or a person you&#039;re supervising would draw a card from a deck (e.g. trauma, tinkering results...) you may instead look at two options and choose one of them. You also have enhanced luck in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information. You also gain Recharge.&lt;br /&gt;
** &#039;&#039;&#039;Recharge&#039;&#039;&#039;: You can recharge exhausted pieces of Technology you&#039;re using when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can recharge pieces of Technology for someone else this way. In combat, you can spend 3 seconds to recharge an exhausted piece of Technology once an encounter. You can spend 1 Stamina to do this additional times.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time, or two non-Advanced pieces of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better or more dangerous results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event, and that inscription &#039;&#039;&#039;doesn&#039;t cost a mana crystal&#039;&#039;&#039;. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) For each Alchemical Elixir in effect on you, you have +1 Hit Point and +1 Stamina Point.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use up to three Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Master Merchant&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrap Merchant&#039;&#039;) You receive additional material reagents, including at least one unusual reagent.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Tender&#039;&#039;&#039;: (prerequisite: &#039;&#039;Crystal Harvester&#039;&#039;) You have access to a bountiful source of mana crystals, meaning that you get twice as many.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=352</id>
		<title>Traits Revised</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits_Revised&amp;diff=352"/>
		<updated>2022-12-04T16:57:24Z</updated>

		<summary type="html">&lt;p&gt;Lisa: create new Traits Revised page to hold working content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;five&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;one&#039;&#039;&#039; Trait of their choice, for a total of &#039;&#039;&#039;six&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
In between events, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know per event. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Exhausting Traits ===&lt;br /&gt;
&lt;br /&gt;
Some Traits are &#039;&#039;&#039;exhausting&#039;&#039;&#039;: they cost a Stamina Point to use them. These traits are marked with the &#039;&#039;&#039;¤&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
Many &#039;&#039;&#039;exhausting&#039;&#039;&#039; Traits allow you to use them once an encounter without spending a Stamina point.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +3 SP.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 SP. &lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;: When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again. &lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself once an encounter. You can spend 1 SP to do it again. &lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with a two-handed weapon. You can spend 1 SP to recover 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Scrappy&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Scrappier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrappy&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;¤ Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE once an encounter.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;† Swashbuckler&#039;&#039;&#039;: With a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact once per encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can call RESIST any call that &#039;&#039;&#039;does&#039;&#039;&#039; make contact once per encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, your Wits immediately refreshes.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you gain +3 temporary HP. These hit points are lost first, and expire at the end of the encounter.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;First Circle Mage&#039;&#039;&#039;: You have a mana pool of 2 MP. You may learn and cast [[First Circle Spells]], and have one spell slot. You can spend 1 SP to recover 1 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;First Circle Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but nobody aboard Flotilla knows how to access it. If it is discovered, this Trait will become available.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;First Circle Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;* Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;* Additional Spells&#039;&#039;&#039;: You have 2 more spell slots.&lt;br /&gt;
* &#039;&#039;&#039;Mage Shield&#039;&#039;&#039;: You can call RESIST to one strike or call per encounter if you&#039;re casting a spell. You gain one additional spell slot which always contains the Mage Skin spell. If you are incapacitated while casting a spell, you can finish the spell.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Chirurgeon&#039;&#039;&#039;: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. In addition, you may call CURE on yourself once an event with no extra verbal or roleplay required.&lt;br /&gt;
* &#039;&#039;&#039;Esoteric Healer&#039;&#039;&#039;: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma. In addition, you may call MASS CURE once per event.&lt;br /&gt;
* &#039;&#039;&#039;¤ Battlefield Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) Once per encounter, you can call CURE at touch range with no extra verbal or roleplay required. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;† Improvised Remedies&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) You can expend your Wits to call CURE at touch range with no extra verbal or roleplay required. You must have a free hand or a knife/dagger to use this.&lt;br /&gt;
* &#039;&#039;&#039;Anatomist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) You can call CLEAVE with an 18&amp;quot; or shorter weapon once per encounter. You can call IMPALE from behind on an unaware target with an 18&amp;quot; or shorter weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Ordainment&#039;&#039;&#039;: You are ordained as a priest of your god. Once per encounter, you can spend bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them until they are restored to full health. When not under pressure, you can pray to gain 2 temporary SP for use on Cleric traits. You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;¤ Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) You can spend 1 SP to call CURE at touch range.&lt;br /&gt;
* &#039;&#039;&#039;¤ Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) You can spend 1 SP to bless the ground. Until you move, you may call MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;¤ Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) Once per encounter, you may call DEMON QUAD; this only affects demons. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;* Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) When you pray, you gain an additional +3 SP for use on Cleric traits.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;¤ Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 SP and make a 3-second prayer. Your next weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 30 seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +1 SP.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;¤ Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 SP to call &amp;quot;Would you kindly ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. When in an appropriate environment, you can treat a soul trauma, or grant a character +1 stamina point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 SP to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This lasts until you use it or have it used on you, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can repair exhausted pieces of Technology you&#039;re using when not under pressure. You can also repair one other piece of Technology for someone else this way. In combat, you can take 10 seconds and spend a Stamina point to repair an exhausted piece of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) As long as you&#039;re under the effect of at least one Alchemical Elixir, you have +1 HP and +1 SP.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use two Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Known_Runes&amp;diff=350</id>
		<title>Known Runes</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Known_Runes&amp;diff=350"/>
		<updated>2022-10-31T23:25:50Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Known Runes==&lt;br /&gt;
These first set of runes are well-known and understood. &lt;br /&gt;
&lt;br /&gt;
====Varwem====&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_Varwem.png|200px|thumb|none|Varwem]]&lt;br /&gt;
&lt;br /&gt;
Varwem is the rune that represents mana, or a mage’s magical power. &lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription requires there to be mages participating in the inscription whose mana will be expended to fuel the inscription. If there is insufficient mana available among the invokers, it is known to leave the invokers involved drained or otherwise magically injured.&lt;br /&gt;
&lt;br /&gt;
It can also be used in effects that should target, move, or shape mana.&lt;br /&gt;
&lt;br /&gt;
====Varwem&#039;Ko====&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_VarwemKo.png|200px|thumb|none|Varwem&#039;Ko]]&lt;br /&gt;
&lt;br /&gt;
Varwem&#039;Ko is the rune that represents crystallised mana, or potential energy.&lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription will require additional mana crystals. This is often regarded as ruinously expensive, but it is also safer than most other options, as if there are insufficient crystals available, it will simply fail rather than injuring the researchers.&lt;br /&gt;
&lt;br /&gt;
It is also possible to design inscriptions that convert other resources into crystal mana, but an inscription has not yet been made that returns more mana than is used to infuse it.&lt;br /&gt;
&lt;br /&gt;
====Kho and Ai&#039;Kho====&lt;br /&gt;
[[File:FallingSky_Kho.png|200px|thumb|none|Kho]] [[File:FallingSky_AiKho.png|200px|thumb|none|Ai&#039;Kho]]&lt;br /&gt;
&lt;br /&gt;
Kho is the Lesser Rune of Targeting; it represents a target that you touch as part of an effect. Ai&#039;Kho is the Greater Rune of Targeting; it represents a target at up to close range instead.&lt;br /&gt;
&lt;br /&gt;
====Korr====&lt;br /&gt;
[[File:FallingSky_Korr.png|200px|thumb|none|Korr]]&lt;br /&gt;
&lt;br /&gt;
Korr is one of the Godsrunes. It represents the body, health, or strength. It is also used to represent the god Korr, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Enso====&lt;br /&gt;
[[File:FallingSky_Enso.png|200px|thumb|none|Enso]]&lt;br /&gt;
&lt;br /&gt;
Enso is one of the Godsrunes. It represents the mind, knowledge, or magic. It is also used to represent the god Enso, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Psima====&lt;br /&gt;
[[File:FallingSky_Psima.png|200px|thumb|none|Psima]]&lt;br /&gt;
&lt;br /&gt;
Psima is one of the Godsrunes. It represents the soul, emotion, and inner strength. It is also used to represent the god Psima, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Astel====&lt;br /&gt;
[[File:FallingSky_Astel.png|200px|thumb|none|Astel]]&lt;br /&gt;
&lt;br /&gt;
Astel is one of the Godsrunes. It represents guidance, fate or stars. It is also used to represent the lost god Astel, and was often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Oa====&lt;br /&gt;
[[File:FallingSky_Oa.png|200px|thumb|none|Oa]]&lt;br /&gt;
&lt;br /&gt;
Oa represents breaking or destruction; it is often used in offensive magic.&lt;br /&gt;
&lt;br /&gt;
====Saal====&lt;br /&gt;
[[File:FallingSky_Saal.png|200px|thumb|none|Saal]]&lt;br /&gt;
&lt;br /&gt;
Saal is the rune that represents blood or life-force.&lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription will drain the health of those participating in the infusion.&lt;br /&gt;
&lt;br /&gt;
It can also be used to affect blood or life-force as a target.&lt;br /&gt;
&lt;br /&gt;
====E====&lt;br /&gt;
[[File:FallingSky_E.png|200px|thumb|none|E]]&lt;br /&gt;
&lt;br /&gt;
E is a &amp;quot;blank&amp;quot; rune. Some ancient inscriptions contain it, but researchers haven&#039;t yet determined what, if any, effect it has.&lt;br /&gt;
&lt;br /&gt;
====Olize====&lt;br /&gt;
[[File:FallingSky_Olize.png|200px|thumb|none|Olize]]&lt;br /&gt;
&lt;br /&gt;
Olize is the rune of Fear. It is most often found in spells or effects that repel or terrify.&lt;br /&gt;
&lt;br /&gt;
====Moress====&lt;br /&gt;
[[File:FallingSky_Moress.png|200px|thumb|none|Moress]]&lt;br /&gt;
&lt;br /&gt;
Moress is an enchanting rune. It is claimed to be more &amp;quot;gentle&amp;quot; than the others. It is used to attach auras or spells to a being.&lt;br /&gt;
&lt;br /&gt;
====Quend====&lt;br /&gt;
[[File:FallingSky_Quend.png|200px|thumb|none|Quend]]&lt;br /&gt;
&lt;br /&gt;
Quend is an enchanting rune. It is claimed to be more &amp;quot;direct&amp;quot;. It is used in creating auras.&lt;br /&gt;
&lt;br /&gt;
====Kav====&lt;br /&gt;
[[File:FallingSky_Kav.png|200px|thumb|none|Kav]]&lt;br /&gt;
&lt;br /&gt;
Kav is an enchanting rune. It is sometimes called the rune of Defence or Protection; it creates defensive auras and effects.&lt;br /&gt;
&lt;br /&gt;
====Kimlez====&lt;br /&gt;
[[File:FallingSky_Kimlez.png|200px|thumb|none|Kimlez]]&lt;br /&gt;
&lt;br /&gt;
Kimlez is the rune of Fire.&lt;br /&gt;
&lt;br /&gt;
====Quorith====&lt;br /&gt;
[[File:FallingSky_Quorith.png|200px|thumb|none|Quorith]]&lt;br /&gt;
&lt;br /&gt;
Quorith is the rune of Strength. It is often used in enchantments or spells that empower.&lt;br /&gt;
&lt;br /&gt;
====Joor====&lt;br /&gt;
[[File:FallingSky_Joor.png|200px|thumb|none|Joor]]&lt;br /&gt;
&lt;br /&gt;
Joor is a &amp;quot;joining&amp;quot; rune. It seems to combine concepts into one. The side with the arrow is the &amp;quot;out&amp;quot; side, and the concepts to be combined link to the other two sides.&lt;br /&gt;
&lt;br /&gt;
====Unzef====&lt;br /&gt;
[[File:FallingSky_Unzef.png|200px|thumb|none|Unzef]]&lt;br /&gt;
&lt;br /&gt;
Unzef is sometimes called the &amp;quot;rune of Death&amp;quot;, but it might be more accurate to call it the &amp;quot;rune of the Dead&amp;quot;. It modifies another rune to represent a dead version of itself.&lt;br /&gt;
&lt;br /&gt;
==Poorly-Understood Runes==&lt;br /&gt;
These runes are known and Flotilla may have some examples of inscriptions with them in, but they aren&#039;t well-understood. Contributions to understanding these would be valuable.&lt;br /&gt;
&lt;br /&gt;
====O====&lt;br /&gt;
[[File:FallingSky_O.png|200px|thumb|none|O]]&lt;br /&gt;
&lt;br /&gt;
O is a poorly-understood rune. It seems to act as a modifier of some kind.&lt;br /&gt;
&lt;br /&gt;
====Lokris====&lt;br /&gt;
[[File:FallingSky_Lokris.png|200px|thumb|none|Lokris]]&lt;br /&gt;
&lt;br /&gt;
Lokris is a rune that primarily appears in mage initiation inscriptions.&lt;br /&gt;
&lt;br /&gt;
====Gwep====&lt;br /&gt;
[[File:FallingSky_Gwep.png|200px|thumb|none|Gwep]]&lt;br /&gt;
&lt;br /&gt;
Gwep is a rune that appears in effects that paralyse or weaken.&lt;br /&gt;
&lt;br /&gt;
====Chaw====&lt;br /&gt;
[[File:FallingSky_Chaw.png|200px|thumb|none|Chaw]]&lt;br /&gt;
&lt;br /&gt;
Chaw is a poorly-understood rune. It is believed to affect or modify the resolution of other runes in an inscription.&lt;br /&gt;
&lt;br /&gt;
====Chombo====&lt;br /&gt;
[[File:FallingSky_Chombo.png|200px|thumb|none|Chombo]]&lt;br /&gt;
&lt;br /&gt;
Chombo is a rune that appears in a few known spells, but the exact effect is unclear.&lt;br /&gt;
&lt;br /&gt;
===Womp and Wompa===&lt;br /&gt;
[[File:FallingSky_Womp.png|200px|thumb|none|Womp]]&lt;br /&gt;
[[File:FallingSky_Wompa.png|200px|thumb|none|Wompa]]&lt;br /&gt;
&lt;br /&gt;
These runes - Womp and Wompa - are clearly related. They can be found in multiple Second-Circle attack spells, and when used in immediate-effect inscriptions, tend to cause damaging effects.&lt;br /&gt;
&lt;br /&gt;
===Ryim===&lt;br /&gt;
[[File:FallingSky_Ryim.png|200px|thumb|none|Ryim]]&lt;br /&gt;
&lt;br /&gt;
This rune is known to appear in some enchantments.&lt;br /&gt;
&lt;br /&gt;
===Ekrem===&lt;br /&gt;
[[File:FallingSky_Ekrem.png|200px|thumb|none|Ekrem]]&lt;br /&gt;
&lt;br /&gt;
This rune appears in only one known inscription - the Enchant Weapon spell.&lt;br /&gt;
&lt;br /&gt;
===Za===&lt;br /&gt;
[[File:FallingSky_Za.png|200px|thumb|none|Za]]&lt;br /&gt;
&lt;br /&gt;
This rune appears in many inscriptions. It appears to connect concepts together so that they can be used by other runes.&lt;br /&gt;
&lt;br /&gt;
===Akk===&lt;br /&gt;
[[File:FallingSky_Akk.png|200px|thumb|none|Akk]]&lt;br /&gt;
&lt;br /&gt;
This rune was discovered by the new &amp;quot;geometric analysis&amp;quot; theory at the Temple of Enso. The calculations indicate that this should be in some way a &amp;quot;regular&amp;quot; rune.&lt;br /&gt;
&lt;br /&gt;
==Mystery Runes==&lt;br /&gt;
These runes are known to the Runic Repository, but their effects and use in inscriptions are a mystery.&lt;br /&gt;
&lt;br /&gt;
===Hu===&lt;br /&gt;
[[File:FallingSky_Hu.png|200px|thumb|none|Hu]]&lt;br /&gt;
===Liroforil===&lt;br /&gt;
[[File:FallingSky_Liroforil.png|200px|thumb|none|Liroforil]]&lt;br /&gt;
===Felmor===&lt;br /&gt;
[[File:FallingSky_Felmor.png|200px|thumb|none|Felmor]]&lt;br /&gt;
===Kras===&lt;br /&gt;
[[File:FallingSky_Kras.png|200px|thumb|none|Kras]]&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
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		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=File:FallingSky_Akk.png&amp;diff=349</id>
		<title>File:FallingSky Akk.png</title>
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		<updated>2022-10-31T23:23:46Z</updated>

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		<author><name>Lisa</name></author>
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	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=348</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=348"/>
		<updated>2022-10-29T16:51:46Z</updated>

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&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;five&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important:&#039;&#039;&#039;&#039;&#039; Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;one&#039;&#039;&#039; Trait of their choice, for a total of &#039;&#039;&#039;six&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
In between events, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know per event. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Exhausting Traits ===&lt;br /&gt;
&lt;br /&gt;
Some Traits are &#039;&#039;&#039;exhausting&#039;&#039;&#039;: they cost a Stamina Point to use them. These traits are marked with the &#039;&#039;&#039;¤&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
Many &#039;&#039;&#039;exhausting&#039;&#039;&#039; Traits allow you to use them once an encounter without spending a Stamina point.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +3 SP.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 SP. &lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;: When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again. &lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself once an encounter. You can spend 1 SP to do it again. &lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with a two-handed weapon. You can spend 1 SP to recover 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Scrappy&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Scrappier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrappy&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;¤ Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE once an encounter.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;† Swashbuckler&#039;&#039;&#039;: With a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact once per encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can call RESIST any call that &#039;&#039;&#039;does&#039;&#039;&#039; make contact once per encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, your Wits immediately refreshes.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you gain +3 temporary HP. These hit points are lost first, and expire at the end of the encounter.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;First Circle Mage&#039;&#039;&#039;: You have a mana pool of 2 MP. You may learn and cast [[First Circle Spells]], and have one spell slot. You can spend 1 SP to recover 1 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;First Circle Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but nobody aboard Flotilla knows how to access it. If it is discovered, this Trait will become available.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;First Circle Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;* Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;* Additional Spells&#039;&#039;&#039;: You have 2 more spell slots.&lt;br /&gt;
* &#039;&#039;&#039;Mage Shield&#039;&#039;&#039;: You can call RESIST to one strike or call per encounter if you&#039;re casting a spell. You gain one additional spell slot which always contains the Mage Skin spell. If you are incapacitated while casting a spell, you can finish the spell.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Chirurgeon&#039;&#039;&#039;: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. In addition, you may call CURE on yourself once an event with no extra verbal or roleplay required.&lt;br /&gt;
* &#039;&#039;&#039;Esoteric Healer&#039;&#039;&#039;: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma. In addition, you may call MASS CURE once per event.&lt;br /&gt;
* &#039;&#039;&#039;¤ Battlefield Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) Once per encounter, you can call CURE at touch range with no extra verbal or roleplay required. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;† Improvised Remedies&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) You can expend your Wits to call CURE at touch range with no extra verbal or roleplay required. You must have a free hand or a knife/dagger to use this.&lt;br /&gt;
* &#039;&#039;&#039;Anatomist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) You can call CLEAVE with an 18&amp;quot; or shorter weapon once per encounter. You can call IMPALE from behind on an unaware target with an 18&amp;quot; or shorter weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Ordainment&#039;&#039;&#039;: You are ordained as a priest of your god. Once per encounter, you can spend bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them until they are restored to full health. When not under pressure, you can pray to gain 2 temporary SP for use on Cleric traits. You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;¤ Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) You can spend 1 SP to call CURE at touch range.&lt;br /&gt;
* &#039;&#039;&#039;¤ Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) You can spend 1 SP to bless the ground. Until you move, you may call MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;¤ Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) Once per encounter, you may call DEMON QUAD; this only affects demons. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;* Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) When you pray, you gain an additional +3 SP for use on Cleric traits.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;¤ Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 SP and make a 3-second prayer. Your next weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 30 seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +1 SP.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;¤ Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 SP to call &amp;quot;Would you kindly ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. When in an appropriate environment, you can treat a soul trauma, or grant a character +1 stamina point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 SP to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This lasts until you use it or have it used on you, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can repair exhausted pieces of Technology you&#039;re using when not under pressure. You can also repair one other piece of Technology for someone else this way. In combat, you can take 10 seconds and spend a Stamina point to repair an exhausted piece of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) As long as you&#039;re under the effect of at least one Alchemical Elixir, you have +1 HP and +1 SP.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use two Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=347</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=347"/>
		<updated>2022-10-29T16:51:06Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Character Creation Process==&lt;br /&gt;
&lt;br /&gt;
Choose an Origin, a Background, your free Lore Trait and free Income Trait, and 5 extra Traits. &#039;&#039;&#039;[[Traits|Click here for the full list of Traits.]]&#039;&#039;&#039;&lt;br /&gt;
(Since the system has been running for a while now, you will be able to pick some extra Traits. See the Traits page for details.)&lt;br /&gt;
&lt;br /&gt;
Pick a name for your character, and you&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made your choices, [[How to contact the Refs|contact the refs]] to let them know what you&#039;ve chosen.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
A new character always has the following traits from basic training with the Seeker’s Guild:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: You have three hit points and have a limit of three trauma. All of your hit points are restored at the start of each linear and interactive.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have three stamina points. This can be spent to fuel skills. All of your stamina points are restored at the start of each linear and interactive.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can spend a stamina point to restore your health when not under pressure. This takes ten seconds of appropriate roleplaying.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: If someone is incapacitated, you can restore them to a state of health by roleplaying medicine or healing magic when not under pressure. This restores them to 1 hit point.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: If your limb or another character’s limb is ruined, you can restore it to a usable state. This takes 30 seconds of appropriate roleplaying.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour. When wearing light armour that covers your torso, you have +1 hit points. If you wear heavy armour that covers your torso, you have +2 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Weapons Training&#039;&#039;&#039;: You can use a single-handed weapon up to 42” and an offhand up to 24” or a buckler.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhancements&#039;&#039;&#039;: You can use one piece of Tinkered Technology, one Alchemical Elixir, and one Runecast Aura.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
Pick one of these three Origins for your character. This is where your character is from originally, and how they got to Flotilla. This does not have an effect on what your character can do on adventures, but might affect social status or what plots affect you.&lt;br /&gt;
===Oldworlder===&lt;br /&gt;
You lived in the world-that-was, before the end. You remember what life was like outside the city-ships of Flotilla - perhaps that was what drove you to become a Seeker? You may have kept some of the wealth you used to have, or set yourself up in the days following the Cataclysm. You might be more familiar with the herbs and potions that used to be much more common.&lt;br /&gt;
===Shipborn===&lt;br /&gt;
You were born after the End - or so close before that you don’t remember what life was like. The corridors of the Ships and the endless skies above the roiling smoke are all you have ever known. You also understand precisely how one person’s carelessness can doom an entire ship. You might have the skills to make and maintain gear and ships.&lt;br /&gt;
===Recovered===&lt;br /&gt;
You were caught up in the Great Storm - hurled through time and left on a shattered piece of the world, slowly falling to your death, but you were rescued by a crew of Seekers. Perhaps they took pity on you, or maybe you convinced them you had a useful skill, but for whatever reason they decided you were worth bringing back. Still, the Great Storm leaves its mark on those who’ve passed through it, and the otherworldly quality it imparts can be a boon in some situations; you might have unnatural insight into the nature of magic. Often, the Recovered have odd holes in their memory, and very few of them remember what their name was before the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What if I don’t know what sort of character I want to play?&lt;br /&gt;
&lt;br /&gt;
If you don’t know what you want to play, you can start play as a Recovered who is suffering from more severe than usual amnesia. If you choose this option, you don’t need to pick Traits. You can start not knowing anything about what’s going on and pick up Traits and information about the setting as you go along.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Pick a Background for your character. A character’s background is what they do when they’re not adventuring; this doesn&#039;t affect what you can do on adventures, but it might affect which plots you get involved in. &lt;br /&gt;
&lt;br /&gt;
This list of backgrounds isn’t intended to be exhaustive - feel free to ask a ref to add a new one if you have an idea.&lt;br /&gt;
&lt;br /&gt;
===Noble===&lt;br /&gt;
You are part of a pre-Cataclysm noble house. You might be involved in running the house’s affairs, or possibly just a wastrel heir, in which case you spend a lot of effort looking too busy to be assigned real duties. For whatever reason of your own, you’ve joined the Guild rather than being part of your family’s concerns.&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
You are responsible for keeping part of the mechanical and technological apparatus of Flotilla running, or coming up with new inventions to tackle the problems and challenges of life in the Sky. You might be a qualified airship mechanic as well.&lt;br /&gt;
===Pilot===&lt;br /&gt;
You’re responsible for sailing one or more ships out from Flotilla. Some pilots are attached to a ship, others work for whoever hires them. There’s a certain cachet to being an expert pilot, and those who are accepted as one often wear a patch with a design of wings on their clothes.&lt;br /&gt;
===Lightning Catcher===&lt;br /&gt;
You have a business crewing or running a lightning-catcher, a ship designed to fly up into the Great Storm and use metal dragnets to capture energy. You almost certainly have tall tales about surviving deadly storms and avoiding storm-sharks.&lt;br /&gt;
===Navigator===&lt;br /&gt;
You’re skilled at charting courses and dead reckoning, and you help to navigate people between Flotilla and a few other sky-marks, as well as being part of the secretive Navigator’s Council that determines the direction of Flotilla as a whole.&lt;br /&gt;
===Workmage===&lt;br /&gt;
You’re a member in good standing of the Mage’s Guild, and you do everyday rituals and magic to keep the airships and floating islands making up Flotilla going, or the other spells that are required to sustain life in the Sky.&lt;br /&gt;
===Criminal===&lt;br /&gt;
You don’t have a problem turning to crime to make a little income on the side. It might be stealing from nobles, selling illegal byproducts from alchemical processes, smuggling or fencing weapons or resources aboard Flotilla, contract forgery, or plain old fraud and snake-oil sales.&lt;br /&gt;
===Logistics===&lt;br /&gt;
You work for a noble or one of the Guilds, making sure that resources and work are directed to the projects and locations that need it. It’s often thankless work, and takes a particular kind of mind to do well.&lt;br /&gt;
===Harvester===&lt;br /&gt;
You work in the top-deck fields of Flotilla, tending the crops that feed a large portion of the city. You might do this as manual labour in the fields, casting magic that encourages growth, or tending to bees or other animals.&lt;br /&gt;
===Whaler===&lt;br /&gt;
You hunt or herd sky-whales, vast flying creatures native to the sky. They lose buoyancy quickly once they’re slain, so hunting them is dangerous and difficult work - bringing an entire whale back is an effort that requires multiple ships. Herding them is less dangerous, but still a tricky process, mainly done to harvest their aerogris, a valuable substance used for airship maintenance. Many whalers are known to have miniature sky-whales as pets.&lt;br /&gt;
===Archivist===&lt;br /&gt;
You concern yourself with the preservation and organisation of relics and information. You might work for a noble, temple, or Guild, or maintain a private collection.&lt;br /&gt;
===Priest===&lt;br /&gt;
You spend your time ministering to the spiritual health of your congregation. Often, this involves sorting out interpersonal issues, delivering speeches or sermons, and giving people life advice or talking them through crises.&lt;br /&gt;
===Militia===&lt;br /&gt;
You work as a peacekeeper or guard of some kind. You might be paid to be on hand to guard things, or investigate reports of crimes. You could be employed for this by a noble, a Guild, a business, or freelance.&lt;br /&gt;
===Reporter===&lt;br /&gt;
You’re a journalist or otherwise involved in finding out and reporting on interesting goings-on aboard Flotilla and beyond. You probably know a few people who are well-connected, and a few others who are interested in whatever articles or pieces of information you put together.&lt;br /&gt;
&lt;br /&gt;
==Free Traits==&lt;br /&gt;
You then pick one free Lore Trait and one free Income Trait. The origin in brackets is the one associated with that trait by default, but you can choose a different one:&lt;br /&gt;
&lt;br /&gt;
===Lore Traits===&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039; (Oldworlder): You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039; (Shipborn): You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039; (Recovered): You know about demons, undead and elementals, and the ways to combat them.&lt;br /&gt;
&lt;br /&gt;
===Income Traits===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039; (Oldworlder): You can identify alchemical items. You receive an income of standard alchemical items.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039; (Shipborn): You receive an income of mixed material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039; (Recovered): You receive an income of mana crystals.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Pick up to 5 extra [[Traits]]. As the system progresses, the number of Traits that characters have will increase. You can choose to have fewer Traits than the maximum. You can fill in one of your remaining “Trait slots” by spending a few minutes roleplaying appropriate training.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=346</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Traits&amp;diff=346"/>
		<updated>2022-10-29T16:50:10Z</updated>

		<summary type="html">&lt;p&gt;Lisa: Update number of Traits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in Falling Sky has a number of Traits. These Traits make up the abilities that your character has, and define your combat effectiveness and what other skills your character has.&lt;br /&gt;
&lt;br /&gt;
A characters should have &#039;&#039;&#039;all&#039;&#039;&#039; of the Free Traits, one free Income Trait, one free Lore Trait, and up to &#039;&#039;&#039;five&#039;&#039;&#039; other traits. You may choose less Traits than this if you wish to choose your Traits later.&lt;br /&gt;
&lt;br /&gt;
Since the system has been running, additional Traits have been earned. All characters now get an additional &#039;&#039;&#039;one&#039;&#039;&#039; Trait of their choice, for a total of &#039;&#039;&#039;six&#039;&#039;&#039; selected Traits.&lt;br /&gt;
&lt;br /&gt;
Some Traits have prerequisites; if they do, you must have the prerequisite trait first before you can take that Trait.&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
In between events, you may unlearn &#039;&#039;&#039;one&#039;&#039;&#039; Trait that you know per event. You can&#039;t unlearn a trait that is a prerequisite for another Trait you have. Once you have done so, you can learn another Trait in its place, either now or later.&lt;br /&gt;
&lt;br /&gt;
You can also retrain any amount of Traits after your first Falling Sky event, so you don&#039;t need to worry about getting your character exactly right the first time.&lt;br /&gt;
&lt;br /&gt;
=== Exhausting Traits ===&lt;br /&gt;
&lt;br /&gt;
Some Traits are &#039;&#039;&#039;exhausting&#039;&#039;&#039;: they cost a Stamina Point to use them. These traits are marked with the &#039;&#039;&#039;¤&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
Many &#039;&#039;&#039;exhausting&#039;&#039;&#039; Traits allow you to use them once an encounter without spending a Stamina point.&lt;br /&gt;
&lt;br /&gt;
=== Wits ===&lt;br /&gt;
Some Traits expend your Wits. You can&#039;t use another trait that expends Wits until you have recharged; this takes ten seconds from the moment you spent it. These traits are marked with the &#039;&#039;&#039;†&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
For example, a character with the &#039;&#039;Swashbuckler&#039;&#039; Trait can call TRIPLE every ten seconds. &lt;br /&gt;
&lt;br /&gt;
=== Stackable Traits ===&lt;br /&gt;
Some traits can be taken multiple times and stack. These traits are marked with the &#039;&#039;&#039;*&#039;&#039;&#039; symbol.&lt;br /&gt;
&lt;br /&gt;
== List of Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Free Traits ===&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: You have 3 HP.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039;: You have 3 SP. This restores at the start of an event.&lt;br /&gt;
* &#039;&#039;&#039;Walk it Off&#039;&#039;&#039;: You can regain all your HP by resting when not under pressure.&lt;br /&gt;
* &#039;&#039;&#039;Staunch Wounds&#039;&#039;&#039;: With 5 seconds of appropriate roleplaying, you can call CURE at touch range on someone who is &#039;&#039;incapacitated&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Field Medicine&#039;&#039;&#039;: With 30 seconds of appropriate roleplaying, or 5 seconds and spending 1 SP, you can call CURE on a &#039;&#039;ruined&#039;&#039; limb.&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039;: You can wear light armour for +1 HP, or heavy armour for +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Basic Weapon Training&#039;&#039;&#039;: You can use a one-handed weapon, and a buckler or a light weapon in your off-hand. You can repair a buckler or shield that has been broken by spending 30 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Dedicate&#039;&#039;&#039;: You may choose a [[Gods|God]]. You are dedicated to that God.&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
* &#039;&#039;&#039;*Hardy&#039;&#039;&#039;: You gain +2 HP.&lt;br /&gt;
* &#039;&#039;&#039;Energetic&#039;&#039;&#039;: You gain +3 SP.&lt;br /&gt;
* &#039;&#039;&#039;Hyper-Energetic&#039;&#039;&#039;: (prerequisite: &#039;&#039;Energetic&#039;&#039;) You gain another +2 SP. &lt;br /&gt;
* &#039;&#039;&#039;Hard to Finish&#039;&#039;&#039;: When wearing armour, if you are hit with an IMPALE or CLEAVE, you may take it as a DOUBLE instead.&lt;br /&gt;
* &#039;&#039;&#039;Shield Use&#039;&#039;&#039;: You can use a full-sized shield. &lt;br /&gt;
* &#039;&#039;&#039;¤Shield Mastery&#039;&#039;&#039;: (prerequisite: &#039;&#039;Shield Use&#039;&#039;) You can call RESIST against SMASH once an encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;¤Defiance&#039;&#039;&#039;: You can call RESIST against PARALYSE or WOULD YOU KINDLY once an encounter. You can spend 1 SP to do it again. &lt;br /&gt;
* &#039;&#039;&#039;¤Self-Reliance&#039;&#039;&#039;: You can call CURE on yourself once an encounter. You can spend 1 SP to do it again. &lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Bow Training&#039;&#039;&#039;: After you have been certified by a ref or designated CLS safety officer, you can use a two-handed bow or crossbow. Arrows deal DOUBLE CLEAVE on hit.&lt;br /&gt;
* &#039;&#039;&#039;Stopping Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Bow Training&#039;&#039;) When you shoot someone with a bow or crossbow, you can call REPEL when your shot lands. This is in addition to the normal effects of shooting them.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* &#039;&#039;&#039;¤ Warrior&#039;&#039;&#039;: You have 2 Grit and recover it when not under pressure. You can spend your Grit to call REPEL with a one-handed weapon or SMASH with a two-handed weapon. You can spend 1 SP to recover 1 Grit.&lt;br /&gt;
* &#039;&#039;&#039;Scrappy&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You have 1 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;Scrappier&#039;&#039;&#039;: (prerequisite: &#039;&#039;Scrappy&#039;&#039;) You have another 2 more Grit.&lt;br /&gt;
* &#039;&#039;&#039;¤ Expertise&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can spend 1 Grit to call TRIPLE with a melee weapon.&lt;br /&gt;
* &#039;&#039;&#039;Armour Mastery&#039;&#039;&#039;: You can wear light armour for +3 HP or heavy armour for +4 HP. This &#039;&#039;&#039;does stack&#039;&#039;&#039; with the free &#039;&#039;&#039;Basic Armour Use&#039;&#039;&#039; Trait, for a total of +4/+6 HP respectively.&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) Once per event, you can give a dramatic roar or similar. When you do, you regain all your HP and Grit.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Weapon Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;Warrior&#039;&#039;) You can use a single two-handed weapon up to 7&#039; or two one-handed weapons up to 42&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Great Weapon Specialist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Advanced Weapon Training&#039;&#039;) If you&#039;re using a great weapon (two-handed sword or similar, or a pole weapon of 5&#039; or shorter), you can call CLEAVE once an encounter.&lt;br /&gt;
&lt;br /&gt;
=== Swashbuckler ===&lt;br /&gt;
* &#039;&#039;&#039;† Swashbuckler&#039;&#039;&#039;: With a 1-handed weapon and a buckler, light weapon or nothing in your off-hand, you can expend your Wits to call TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;† Vital Slice&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) You can call WEAKNESS with Swashbuckler instead of TRIPLE.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Missiles&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can call RESIST any call that &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; make contact once per encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;¤ Dodge Blows&#039;&#039;&#039;: If you&#039;re not wearing heavy armour, you can call RESIST any call that &#039;&#039;&#039;does&#039;&#039;&#039; make contact once per encounter. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;Riposte&#039;&#039;&#039;: (prerequisite: &#039;&#039;Swashbuckler&#039;&#039;) When you RESIST a call, your Wits immediately refreshes.&lt;br /&gt;
* &#039;&#039;&#039;Swagger&#039;&#039;&#039;: If you&#039;re not wearing heavy armour and approach an encounter with swagger, banter, or intimidation, you gain +3 temporary HP. These hit points are lost first, and expire at the end of the encounter.&lt;br /&gt;
&lt;br /&gt;
=== Mage ===&lt;br /&gt;
* &#039;&#039;&#039;First Circle Mage&#039;&#039;&#039;: You have a mana pool of 2 MP. You may learn and cast [[First Circle Spells]], and have one spell slot. You can spend 1 SP to recover 1 Mana.&lt;br /&gt;
* &#039;&#039;&#039;Second Circle Mage&#039;&#039;&#039;: (prerequisite: &#039;&#039;First Circle Mage&#039;&#039;) You may learn and cast [[Second Circle Spells]], which cost 2 MP, and gain an additional spell slot.&lt;br /&gt;
* &#039;&#039;&#039;Third Circle Mage&#039;&#039;&#039;: It is known that Third Circle Magic exists, but nobody aboard Flotilla knows how to access it. If it is discovered, this Trait will become available.&lt;br /&gt;
* &#039;&#039;&#039;Combat Mage Training&#039;&#039;&#039;: (prerequisite: &#039;&#039;First Circle Mage&#039;&#039;) You can spend 3 seconds of spellcasting roleplaying to call SINGLE at a target up to close range.&lt;br /&gt;
* &#039;&#039;&#039;* Expanded Mana Pool&#039;&#039;&#039;: You have +2 MP.&lt;br /&gt;
* &#039;&#039;&#039;* Additional Spells&#039;&#039;&#039;: You have 2 more spell slots.&lt;br /&gt;
* &#039;&#039;&#039;Mage Shield&#039;&#039;&#039;: You can call RESIST to one strike or call per encounter if you&#039;re casting a spell. You gain one additional spell slot which always contains the Mage Skin spell. If you are incapacitated while casting a spell, you can finish the spell.&lt;br /&gt;
&lt;br /&gt;
=== Healer ===&lt;br /&gt;
* &#039;&#039;&#039;Chirurgeon&#039;&#039;&#039;: You can treat serious wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a physical trauma. In addition, you may call CURE on yourself once an event with no extra verbal or roleplay required.&lt;br /&gt;
* &#039;&#039;&#039;Esoteric Healer&#039;&#039;&#039;: You can treat stranger wounds when you have an appropriate environment - e.g. an interactive event. You can spend at least 2 minutes of appropriate roleplaying to treat a magical trauma. In addition, you may call MASS CURE once per event.&lt;br /&gt;
* &#039;&#039;&#039;¤ Battlefield Healer&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) Once per encounter, you can call CURE at touch range with no extra verbal or roleplay required. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;† Improvised Remedies&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) You can expend your Wits to call CURE at touch range with no extra verbal or roleplay required. You must have a free hand or a knife/dagger to use this.&lt;br /&gt;
* &#039;&#039;&#039;Anatomist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Chirurgeon&#039;&#039;) You can call CLEAVE with an 18&amp;quot; or shorter weapon once per encounter. You can call IMPALE from behind on an unaware target with an 18&amp;quot; or shorter weapon.&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
* &#039;&#039;&#039;Ordainment&#039;&#039;&#039;: You are ordained as a priest of your god. Once per encounter, you can spend bless someone as long as they answer 3 questions you ask in the affirmative. This allows you to call CURE on them until they are restored to full health. When not under pressure, you can pray to gain 2 temporary SP for use on Cleric traits. You can also pray to beseech your God for aid or advice. The outcome of this depends on the situation and your God&#039;s attitude. Repeated requests for divine intervention will worsen your God&#039;s attitude.&lt;br /&gt;
* &#039;&#039;&#039;¤ Lay On Hands&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) You can spend 1 SP to call CURE at touch range.&lt;br /&gt;
* &#039;&#039;&#039;¤ Consecrate&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) You can spend 1 SP to bless the ground. Until you move, you may call MASS DEMON REPEL at will.&lt;br /&gt;
* &#039;&#039;&#039;¤ Purge Demon&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) Once per encounter, you may call DEMON QUAD; this only affects demons. You can spend 1 SP to do it again.&lt;br /&gt;
* &#039;&#039;&#039;* Great-Souled&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;) When you pray, you gain an additional +3 SP for use on Cleric traits.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Korr====&lt;br /&gt;
* &#039;&#039;&#039;¤ Korr&#039;s Rite of Strength&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 1 SP and make a 3-second prayer. Your next weapon strike deals TRIPLE or SMASH, your choice.&lt;br /&gt;
* &#039;&#039;&#039;Korr&#039;s Rite of the Martyr&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Korr) You can spend 30 seconds of appropriate roleplaying to transfer another character&#039;s trauma to yourself. For each trauma you have currently taken on in this fashion, you have +2 HP and +1 SP.&lt;br /&gt;
&lt;br /&gt;
====Cleric of Enso====&lt;br /&gt;
* &#039;&#039;&#039;Enso&#039;s Rite of Mysteries&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You ask Enso to tell you whether something is true or false, to the best of their vast knowledge. Some questions may require Enso to consult their archives and you will receive a vision later with the answer. Can be used once an event.&lt;br /&gt;
* &#039;&#039;&#039;¤ Enso&#039;s Rite of Shadows&#039;&#039;&#039;:(prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Enso) You can spend 1 SP to call &amp;quot;Would you kindly ignore me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Cleric of Psima====&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Soothing&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can conduct a rite that heals and strengthens the soul. When in an appropriate environment, you can treat a soul trauma, or grant a character +1 stamina point beyond their usual maximum for the next event.&lt;br /&gt;
* &#039;&#039;&#039;Psima&#039;s Rite of Binding&#039;&#039;&#039;: (prerequisite: &#039;&#039;Ordainment&#039;&#039;, must be dedicated to Psima) You can spend 1 SP to bless two people. When one of them is incapacitated, the other may call CURE at up to close range. This lasts until you use it or have it used on you, or at the end of the next event.&lt;br /&gt;
&lt;br /&gt;
=== Tinkering ===&lt;br /&gt;
* &#039;&#039;&#039;Basic Tinkering&#039;&#039;&#039;: You may build Technology from material reagents. See [[Tinkering]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Field Maintenance&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can repair exhausted pieces of Technology you&#039;re using when not under pressure. You can also repair one other piece of Technology for someone else this way. In combat, you can take 10 seconds and spend a Stamina point to repair an exhausted piece of Technology.&lt;br /&gt;
* &#039;&#039;&#039;Geared Up&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can use an additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Maximum Gear&#039;&#039;&#039;: (prerequisite: &#039;&#039;Geared Up&#039;&#039;) You can use &#039;&#039;another&#039;&#039; additional piece of Technology at a time.&lt;br /&gt;
* &#039;&#039;&#039;Jury Rig&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can attempt to make Technology with one fewer Reagent. Only you can use the resulting Technology.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Tinkering&#039;&#039;&#039;: (prerequisite: &#039;&#039;Basic Tinkering&#039;&#039;) You can build Technology with four reagents rather than three. This may have better results.&lt;br /&gt;
&lt;br /&gt;
=== Runecaster ===&lt;br /&gt;
* &#039;&#039;&#039;Runecaster&#039;&#039;&#039;: You may use Runecasting. Your maximum runic capacity is &#039;&#039;&#039;2&#039;&#039;&#039;. You can identify the name of a rune by inspecting it. See [[Runecasting]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Runic Capacity&#039;&#039;&#039;: Your runic capacity is increased by &#039;&#039;&#039;2&#039;&#039;&#039; for invoking runic inscriptions, and you can have an additional Runecast Aura.&lt;br /&gt;
* &#039;&#039;&#039;Infusion Protocols&#039;&#039;&#039;: You can invoke an additional inscription per event. You may take a magical trauma to cancel a runic invocation, after the ref tells you the effect and cost.&lt;br /&gt;
* &#039;&#039;&#039;Careful Inscriber&#039;&#039;&#039;: You can spend downtime inspecting up to &#039;&#039;&#039;three&#039;&#039;&#039; theoretical runic inscriptions to determine information about them. This lets you know if it&#039;s valid, and answers &amp;quot;does this do what I think it does?&amp;quot; if you supply an intended effect. Your runic capacity is increased by &#039;&#039;&#039;1&#039;&#039;&#039; when performing an inscription you have analysed.&lt;br /&gt;
&lt;br /&gt;
=== Alchemy ===&lt;br /&gt;
* &#039;&#039;&#039;Alchemist&#039;&#039;&#039;: You can identify alchemical items. You receive an income of standard alchemical items. See [[Alchemy]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;Master Alchemist&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You receive an &#039;&#039;additional&#039;&#039; income of advanced or experimental alchemical items. You may choose one of the alchemical items you receive.&lt;br /&gt;
* &#039;&#039;&#039;Unnatural Power&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) As long as you&#039;re under the effect of at least one Alchemical Elixir, you have +1 HP and +1 SP.&lt;br /&gt;
* &#039;&#039;&#039;Iron Stomach&#039;&#039;&#039;: (prerequisite: &#039;&#039;Alchemist&#039;&#039;) You can use two Alchemical Elixirs at a time.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
* &#039;&#039;&#039;Income&#039;&#039;&#039;: You receive an income of random mana crystals or material reagents.&lt;br /&gt;
* &#039;&#039;&#039;Scrap Merchant&#039;&#039;&#039;: You receive an income of mixed material reagents. You may choose one of the reagents you receive.&lt;br /&gt;
* &#039;&#039;&#039;Crystal Harvester&#039;&#039;&#039;: You receive an income of mana crystals.&lt;br /&gt;
* &#039;&#039;&#039;Gossip&#039;&#039;&#039;: You receive an income of random gossip and opportunities.&lt;br /&gt;
* &#039;&#039;&#039;Slightly Dodgy Income&#039;&#039;&#039;: You receive an entirely randomised income from criminal contacts.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
* &#039;&#039;&#039;Loremaster&#039;&#039;&#039;: You gain the two other Lore traits that you don&#039;t already have.&lt;br /&gt;
* &#039;&#039;&#039;Historical Lore&#039;&#039;&#039;: You know about the World-That-Was and its history.&lt;br /&gt;
* &#039;&#039;&#039;Sky Lore&#039;&#039;&#039;: You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
* &#039;&#039;&#039;Monstrous Lore&#039;&#039;&#039;: You know about demons, undead and elementals, and the ways to combat them.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Known_Runes&amp;diff=344</id>
		<title>Known Runes</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Known_Runes&amp;diff=344"/>
		<updated>2022-10-24T20:59:40Z</updated>

		<summary type="html">&lt;p&gt;Lisa: /* Kras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Known Runes==&lt;br /&gt;
These first set of runes are well-known and understood. &lt;br /&gt;
&lt;br /&gt;
====Varwem====&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_Varwem.png|200px|thumb|none|Varwem]]&lt;br /&gt;
&lt;br /&gt;
Varwem is the rune that represents mana, or a mage’s magical power. &lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription requires there to be mages participating in the inscription whose mana will be expended to fuel the inscription. If there is insufficient mana available among the invokers, it is known to leave the invokers involved drained or otherwise magically injured.&lt;br /&gt;
&lt;br /&gt;
It can also be used in effects that should target, move, or shape mana.&lt;br /&gt;
&lt;br /&gt;
====Varwem&#039;Ko====&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_VarwemKo.png|200px|thumb|none|Varwem&#039;Ko]]&lt;br /&gt;
&lt;br /&gt;
Varwem&#039;Ko is the rune that represents crystallised mana, or potential energy.&lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription will require additional mana crystals. This is often regarded as ruinously expensive, but it is also safer than most other options, as if there are insufficient crystals available, it will simply fail rather than injuring the researchers.&lt;br /&gt;
&lt;br /&gt;
It is also possible to design inscriptions that convert other resources into crystal mana, but an inscription has not yet been made that returns more mana than is used to infuse it.&lt;br /&gt;
&lt;br /&gt;
====Kho and Ai&#039;Kho====&lt;br /&gt;
[[File:FallingSky_Kho.png|200px|thumb|none|Kho]] [[File:FallingSky_AiKho.png|200px|thumb|none|Ai&#039;Kho]]&lt;br /&gt;
&lt;br /&gt;
Kho is the Lesser Rune of Targeting; it represents a target that you touch as part of an effect. Ai&#039;Kho is the Greater Rune of Targeting; it represents a target at up to close range instead.&lt;br /&gt;
&lt;br /&gt;
====Korr====&lt;br /&gt;
[[File:FallingSky_Korr.png|200px|thumb|none|Korr]]&lt;br /&gt;
&lt;br /&gt;
Korr is one of the Godsrunes. It represents the body, health, or strength. It is also used to represent the god Korr, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Enso====&lt;br /&gt;
[[File:FallingSky_Enso.png|200px|thumb|none|Enso]]&lt;br /&gt;
&lt;br /&gt;
Enso is one of the Godsrunes. It represents the mind, knowledge, or magic. It is also used to represent the god Enso, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Psima====&lt;br /&gt;
[[File:FallingSky_Psima.png|200px|thumb|none|Psima]]&lt;br /&gt;
&lt;br /&gt;
Psima is one of the Godsrunes. It represents the soul, emotion, and inner strength. It is also used to represent the god Psima, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Astel====&lt;br /&gt;
[[File:FallingSky_Astel.png|200px|thumb|none|Astel]]&lt;br /&gt;
&lt;br /&gt;
Astel is one of the Godsrunes. It represents guidance, fate or stars. It is also used to represent the lost god Astel, and was often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Oa====&lt;br /&gt;
[[File:FallingSky_Oa.png|200px|thumb|none|Oa]]&lt;br /&gt;
&lt;br /&gt;
Oa represents breaking or destruction; it is often used in offensive magic.&lt;br /&gt;
&lt;br /&gt;
====Saal====&lt;br /&gt;
[[File:FallingSky_Saal.png|200px|thumb|none|Saal]]&lt;br /&gt;
&lt;br /&gt;
Saal is the rune that represents blood or life-force.&lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription will drain the health of those participating in the infusion.&lt;br /&gt;
&lt;br /&gt;
It can also be used to affect blood or life-force as a target.&lt;br /&gt;
&lt;br /&gt;
====E====&lt;br /&gt;
[[File:FallingSky_E.png|200px|thumb|none|E]]&lt;br /&gt;
&lt;br /&gt;
E is a &amp;quot;blank&amp;quot; rune. Some ancient inscriptions contain it, but researchers haven&#039;t yet determined what, if any, effect it has.&lt;br /&gt;
&lt;br /&gt;
====Olize====&lt;br /&gt;
[[File:FallingSky_Olize.png|200px|thumb|none|Olize]]&lt;br /&gt;
&lt;br /&gt;
Olize is the rune of Fear. It is most often found in spells or effects that repel or terrify.&lt;br /&gt;
&lt;br /&gt;
====Moress====&lt;br /&gt;
[[File:FallingSky_Moress.png|200px|thumb|none|Moress]]&lt;br /&gt;
&lt;br /&gt;
Moress is an enchanting rune. It is claimed to be more &amp;quot;gentle&amp;quot; than the others. It is used to attach auras or spells to a being.&lt;br /&gt;
&lt;br /&gt;
====Quend====&lt;br /&gt;
[[File:FallingSky_Quend.png|200px|thumb|none|Quend]]&lt;br /&gt;
&lt;br /&gt;
Quend is an enchanting rune. It is claimed to be more &amp;quot;direct&amp;quot;. It is used in creating auras.&lt;br /&gt;
&lt;br /&gt;
====Kav====&lt;br /&gt;
[[File:FallingSky_Kav.png|200px|thumb|none|Kav]]&lt;br /&gt;
&lt;br /&gt;
Kav is an enchanting rune. It is sometimes called the rune of Defence or Protection; it creates defensive auras and effects.&lt;br /&gt;
&lt;br /&gt;
====Kimlez====&lt;br /&gt;
[[File:FallingSky_Kimlez.png|200px|thumb|none|Kimlez]]&lt;br /&gt;
&lt;br /&gt;
Kimlez is the rune of Fire.&lt;br /&gt;
&lt;br /&gt;
====Quorith====&lt;br /&gt;
[[File:FallingSky_Quorith.png|200px|thumb|none|Quorith]]&lt;br /&gt;
&lt;br /&gt;
Quorith is the rune of Strength. It is often used in enchantments or spells that empower.&lt;br /&gt;
&lt;br /&gt;
====Joor====&lt;br /&gt;
[[File:FallingSky_Joor.png|200px|thumb|none|Joor]]&lt;br /&gt;
&lt;br /&gt;
Joor is a &amp;quot;joining&amp;quot; rune. It seems to combine concepts into one. The side with the arrow is the &amp;quot;out&amp;quot; side, and the concepts to be combined link to the other two sides.&lt;br /&gt;
&lt;br /&gt;
====Unzef====&lt;br /&gt;
[[File:FallingSky_Unzef.png|200px|thumb|none|Unzef]]&lt;br /&gt;
&lt;br /&gt;
Unzef is sometimes called the &amp;quot;rune of Death&amp;quot;, but it might be more accurate to call it the &amp;quot;rune of the Dead&amp;quot;. It modifies another rune to represent a dead version of itself.&lt;br /&gt;
&lt;br /&gt;
==Poorly-Understood Runes==&lt;br /&gt;
These runes are known and Flotilla may have some examples of inscriptions with them in, but they aren&#039;t well-understood. Contributions to understanding these would be valuable.&lt;br /&gt;
&lt;br /&gt;
====O====&lt;br /&gt;
[[File:FallingSky_O.png|200px|thumb|none|O]]&lt;br /&gt;
&lt;br /&gt;
O is a poorly-understood rune. It seems to act as a modifier of some kind.&lt;br /&gt;
&lt;br /&gt;
====Lokris====&lt;br /&gt;
[[File:FallingSky_Lokris.png|200px|thumb|none|Lokris]]&lt;br /&gt;
&lt;br /&gt;
Lokris is a rune that primarily appears in mage initiation inscriptions.&lt;br /&gt;
&lt;br /&gt;
====Gwep====&lt;br /&gt;
[[File:FallingSky_Gwep.png|200px|thumb|none|Gwep]]&lt;br /&gt;
&lt;br /&gt;
Gwep is a rune that appears in effects that paralyse or weaken.&lt;br /&gt;
&lt;br /&gt;
====Chaw====&lt;br /&gt;
[[File:FallingSky_Chaw.png|200px|thumb|none|Chaw]]&lt;br /&gt;
&lt;br /&gt;
Chaw is a poorly-understood rune. It is believed to affect or modify the resolution of other runes in an inscription.&lt;br /&gt;
&lt;br /&gt;
====Chombo====&lt;br /&gt;
[[File:FallingSky_Chombo.png|200px|thumb|none|Chombo]]&lt;br /&gt;
&lt;br /&gt;
Chombo is a rune that appears in a few known spells, but the exact effect is unclear.&lt;br /&gt;
&lt;br /&gt;
===Womp and Wompa===&lt;br /&gt;
[[File:FallingSky_Womp.png|200px|thumb|none|Womp]]&lt;br /&gt;
[[File:FallingSky_Wompa.png|200px|thumb|none|Wompa]]&lt;br /&gt;
&lt;br /&gt;
These runes - Womp and Wompa - are clearly related. They can be found in multiple Second-Circle attack spells, and when used in immediate-effect inscriptions, tend to cause damaging effects.&lt;br /&gt;
&lt;br /&gt;
===Ryim===&lt;br /&gt;
[[File:FallingSky_Ryim.png|200px|thumb|none|Ryim]]&lt;br /&gt;
&lt;br /&gt;
This rune is known to appear in some enchantments.&lt;br /&gt;
&lt;br /&gt;
===Ekrem===&lt;br /&gt;
[[File:FallingSky_Ekrem.png|200px|thumb|none|Ekrem]]&lt;br /&gt;
&lt;br /&gt;
This rune appears in only one known inscription - the Enchant Weapon spell.&lt;br /&gt;
&lt;br /&gt;
===Za===&lt;br /&gt;
[[File:FallingSky_Za.png|200px|thumb|none|Za]]&lt;br /&gt;
&lt;br /&gt;
This rune appears in many inscriptions. It appears to connect concepts together so that they can be used by other runes.&lt;br /&gt;
&lt;br /&gt;
==Mystery Runes==&lt;br /&gt;
These runes are known to the Runic Repository, but their effects and use in inscriptions are a mystery.&lt;br /&gt;
&lt;br /&gt;
===Hu===&lt;br /&gt;
[[File:FallingSky_Hu.png|200px|thumb|none|Hu]]&lt;br /&gt;
===Liroforil===&lt;br /&gt;
[[File:FallingSky_Liroforil.png|200px|thumb|none|Liroforil]]&lt;br /&gt;
===Felmor===&lt;br /&gt;
[[File:FallingSky_Felmor.png|200px|thumb|none|Felmor]]&lt;br /&gt;
===Kras===&lt;br /&gt;
[[File:FallingSky_Kras.png|200px|thumb|none|Kras]]&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Known_Runes&amp;diff=343</id>
		<title>Known Runes</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Known_Runes&amp;diff=343"/>
		<updated>2022-10-24T20:59:22Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Known Runes==&lt;br /&gt;
These first set of runes are well-known and understood. &lt;br /&gt;
&lt;br /&gt;
====Varwem====&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_Varwem.png|200px|thumb|none|Varwem]]&lt;br /&gt;
&lt;br /&gt;
Varwem is the rune that represents mana, or a mage’s magical power. &lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription requires there to be mages participating in the inscription whose mana will be expended to fuel the inscription. If there is insufficient mana available among the invokers, it is known to leave the invokers involved drained or otherwise magically injured.&lt;br /&gt;
&lt;br /&gt;
It can also be used in effects that should target, move, or shape mana.&lt;br /&gt;
&lt;br /&gt;
====Varwem&#039;Ko====&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_VarwemKo.png|200px|thumb|none|Varwem&#039;Ko]]&lt;br /&gt;
&lt;br /&gt;
Varwem&#039;Ko is the rune that represents crystallised mana, or potential energy.&lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription will require additional mana crystals. This is often regarded as ruinously expensive, but it is also safer than most other options, as if there are insufficient crystals available, it will simply fail rather than injuring the researchers.&lt;br /&gt;
&lt;br /&gt;
It is also possible to design inscriptions that convert other resources into crystal mana, but an inscription has not yet been made that returns more mana than is used to infuse it.&lt;br /&gt;
&lt;br /&gt;
====Kho and Ai&#039;Kho====&lt;br /&gt;
[[File:FallingSky_Kho.png|200px|thumb|none|Kho]] [[File:FallingSky_AiKho.png|200px|thumb|none|Ai&#039;Kho]]&lt;br /&gt;
&lt;br /&gt;
Kho is the Lesser Rune of Targeting; it represents a target that you touch as part of an effect. Ai&#039;Kho is the Greater Rune of Targeting; it represents a target at up to close range instead.&lt;br /&gt;
&lt;br /&gt;
====Korr====&lt;br /&gt;
[[File:FallingSky_Korr.png|200px|thumb|none|Korr]]&lt;br /&gt;
&lt;br /&gt;
Korr is one of the Godsrunes. It represents the body, health, or strength. It is also used to represent the god Korr, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Enso====&lt;br /&gt;
[[File:FallingSky_Enso.png|200px|thumb|none|Enso]]&lt;br /&gt;
&lt;br /&gt;
Enso is one of the Godsrunes. It represents the mind, knowledge, or magic. It is also used to represent the god Enso, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Psima====&lt;br /&gt;
[[File:FallingSky_Psima.png|200px|thumb|none|Psima]]&lt;br /&gt;
&lt;br /&gt;
Psima is one of the Godsrunes. It represents the soul, emotion, and inner strength. It is also used to represent the god Psima, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Astel====&lt;br /&gt;
[[File:FallingSky_Astel.png|200px|thumb|none|Astel]]&lt;br /&gt;
&lt;br /&gt;
Astel is one of the Godsrunes. It represents guidance, fate or stars. It is also used to represent the lost god Astel, and was often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Oa====&lt;br /&gt;
[[File:FallingSky_Oa.png|200px|thumb|none|Oa]]&lt;br /&gt;
&lt;br /&gt;
Oa represents breaking or destruction; it is often used in offensive magic.&lt;br /&gt;
&lt;br /&gt;
====Saal====&lt;br /&gt;
[[File:FallingSky_Saal.png|200px|thumb|none|Saal]]&lt;br /&gt;
&lt;br /&gt;
Saal is the rune that represents blood or life-force.&lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription will drain the health of those participating in the infusion.&lt;br /&gt;
&lt;br /&gt;
It can also be used to affect blood or life-force as a target.&lt;br /&gt;
&lt;br /&gt;
====E====&lt;br /&gt;
[[File:FallingSky_E.png|200px|thumb|none|E]]&lt;br /&gt;
&lt;br /&gt;
E is a &amp;quot;blank&amp;quot; rune. Some ancient inscriptions contain it, but researchers haven&#039;t yet determined what, if any, effect it has.&lt;br /&gt;
&lt;br /&gt;
====Olize====&lt;br /&gt;
[[File:FallingSky_Olize.png|200px|thumb|none|Olize]]&lt;br /&gt;
&lt;br /&gt;
Olize is the rune of Fear. It is most often found in spells or effects that repel or terrify.&lt;br /&gt;
&lt;br /&gt;
====Moress====&lt;br /&gt;
[[File:FallingSky_Moress.png|200px|thumb|none|Moress]]&lt;br /&gt;
&lt;br /&gt;
Moress is an enchanting rune. It is claimed to be more &amp;quot;gentle&amp;quot; than the others. It is used to attach auras or spells to a being.&lt;br /&gt;
&lt;br /&gt;
====Quend====&lt;br /&gt;
[[File:FallingSky_Quend.png|200px|thumb|none|Quend]]&lt;br /&gt;
&lt;br /&gt;
Quend is an enchanting rune. It is claimed to be more &amp;quot;direct&amp;quot;. It is used in creating auras.&lt;br /&gt;
&lt;br /&gt;
====Kav====&lt;br /&gt;
[[File:FallingSky_Kav.png|200px|thumb|none|Kav]]&lt;br /&gt;
&lt;br /&gt;
Kav is an enchanting rune. It is sometimes called the rune of Defence or Protection; it creates defensive auras and effects.&lt;br /&gt;
&lt;br /&gt;
====Kimlez====&lt;br /&gt;
[[File:FallingSky_Kimlez.png|200px|thumb|none|Kimlez]]&lt;br /&gt;
&lt;br /&gt;
Kimlez is the rune of Fire.&lt;br /&gt;
&lt;br /&gt;
====Quorith====&lt;br /&gt;
[[File:FallingSky_Quorith.png|200px|thumb|none|Quorith]]&lt;br /&gt;
&lt;br /&gt;
Quorith is the rune of Strength. It is often used in enchantments or spells that empower.&lt;br /&gt;
&lt;br /&gt;
====Joor====&lt;br /&gt;
[[File:FallingSky_Joor.png|200px|thumb|none|Joor]]&lt;br /&gt;
&lt;br /&gt;
Joor is a &amp;quot;joining&amp;quot; rune. It seems to combine concepts into one. The side with the arrow is the &amp;quot;out&amp;quot; side, and the concepts to be combined link to the other two sides.&lt;br /&gt;
&lt;br /&gt;
====Unzef====&lt;br /&gt;
[[File:FallingSky_Unzef.png|200px|thumb|none|Unzef]]&lt;br /&gt;
&lt;br /&gt;
Unzef is sometimes called the &amp;quot;rune of Death&amp;quot;, but it might be more accurate to call it the &amp;quot;rune of the Dead&amp;quot;. It modifies another rune to represent a dead version of itself.&lt;br /&gt;
&lt;br /&gt;
==Poorly-Understood Runes==&lt;br /&gt;
These runes are known and Flotilla may have some examples of inscriptions with them in, but they aren&#039;t well-understood. Contributions to understanding these would be valuable.&lt;br /&gt;
&lt;br /&gt;
====O====&lt;br /&gt;
[[File:FallingSky_O.png|200px|thumb|none|O]]&lt;br /&gt;
&lt;br /&gt;
O is a poorly-understood rune. It seems to act as a modifier of some kind.&lt;br /&gt;
&lt;br /&gt;
====Lokris====&lt;br /&gt;
[[File:FallingSky_Lokris.png|200px|thumb|none|Lokris]]&lt;br /&gt;
&lt;br /&gt;
Lokris is a rune that primarily appears in mage initiation inscriptions.&lt;br /&gt;
&lt;br /&gt;
====Gwep====&lt;br /&gt;
[[File:FallingSky_Gwep.png|200px|thumb|none|Gwep]]&lt;br /&gt;
&lt;br /&gt;
Gwep is a rune that appears in effects that paralyse or weaken.&lt;br /&gt;
&lt;br /&gt;
====Chaw====&lt;br /&gt;
[[File:FallingSky_Chaw.png|200px|thumb|none|Chaw]]&lt;br /&gt;
&lt;br /&gt;
Chaw is a poorly-understood rune. It is believed to affect or modify the resolution of other runes in an inscription.&lt;br /&gt;
&lt;br /&gt;
====Chombo====&lt;br /&gt;
[[File:FallingSky_Chombo.png|200px|thumb|none|Chombo]]&lt;br /&gt;
&lt;br /&gt;
Chombo is a rune that appears in a few known spells, but the exact effect is unclear.&lt;br /&gt;
&lt;br /&gt;
===Womp and Wompa===&lt;br /&gt;
[[File:FallingSky_Womp.png|200px|thumb|none|Womp]]&lt;br /&gt;
[[File:FallingSky_Wompa.png|200px|thumb|none|Wompa]]&lt;br /&gt;
&lt;br /&gt;
These runes - Womp and Wompa - are clearly related. They can be found in multiple Second-Circle attack spells, and when used in immediate-effect inscriptions, tend to cause damaging effects.&lt;br /&gt;
&lt;br /&gt;
===Ryim===&lt;br /&gt;
[[File:FallingSky_Ryim.png|200px|thumb|none|Ryim]]&lt;br /&gt;
&lt;br /&gt;
This rune is known to appear in some enchantments.&lt;br /&gt;
&lt;br /&gt;
===Ekrem===&lt;br /&gt;
[[File:FallingSky_Ekrem.png|200px|thumb|none|Ekrem]]&lt;br /&gt;
&lt;br /&gt;
This rune appears in only one known inscription - the Enchant Weapon spell.&lt;br /&gt;
&lt;br /&gt;
===Za===&lt;br /&gt;
[[File:FallingSky_Za.png|200px|thumb|none|Za]]&lt;br /&gt;
&lt;br /&gt;
This rune appears in many inscriptions. It appears to connect concepts together so that they can be used by other runes.&lt;br /&gt;
&lt;br /&gt;
==Mystery Runes==&lt;br /&gt;
These runes are known to the Runic Repository, but their effects and use in inscriptions are a mystery.&lt;br /&gt;
&lt;br /&gt;
===Hu===&lt;br /&gt;
[[File:FallingSky_Hu.png|200px|thumb|none|Hu]]&lt;br /&gt;
===Liroforil===&lt;br /&gt;
[[File:FallingSky_Liroforil.png|200px|thumb|none|Liroforil]]&lt;br /&gt;
===Felmor===&lt;br /&gt;
[[File:FallingSky_Felmor.png|200px|thumb|none|Felmor]]&lt;br /&gt;
===Kras===&lt;br /&gt;
[[File:FallingSky_Kras.png|200px|thumb|none|Felmor]]&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=File:FallingSky_Kras.png&amp;diff=342</id>
		<title>File:FallingSky Kras.png</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=File:FallingSky_Kras.png&amp;diff=342"/>
		<updated>2022-10-24T20:58:52Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Noble_Houses&amp;diff=341</id>
		<title>Noble Houses</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Noble_Houses&amp;diff=341"/>
		<updated>2022-10-21T12:28:42Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flotilla has quite a few noble houses that survived the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
The list below is not exhaustive. Players creating a character who is a noble can choose to belong to one of these or invent their own.&lt;br /&gt;
&lt;br /&gt;
* Icehold; very politically active with a long history. The Baroness is known to be a deadly enemy to have.&lt;br /&gt;
* de Relarme: pre-Cataclysm naval house, Jan de Relarme was the previous Admiral.&lt;br /&gt;
* Barrington: pre-Cataclysm naval house, Veltha Barrington is the current Admiral&lt;br /&gt;
* Rathnison: old money, and lucky enough to have an eccentric patriarch who loved airships; he&#039;s a patron of the Reconstructionists.&lt;br /&gt;
* Ronchettilon: a minor house from the old nation of Quatrepart, famous for their tempers and military prowess.&lt;br /&gt;
* Westmore: a minor noble house, who concern themselves with setting up basic schooling for literacy, numeracy and engineering.&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=340</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Recent_History&amp;diff=340"/>
		<updated>2022-10-19T20:00:55Z</updated>

		<summary type="html">&lt;p&gt;Lisa: Created page with &amp;quot;These are brief summaries of previous Falling Sky events.  == Term 1 ==  === Interactive 1: Seeker&amp;#039;s Guild Graduation === Members new and old of the Seeker&amp;#039;s Guild are welcome...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are brief summaries of previous Falling Sky events.&lt;br /&gt;
&lt;br /&gt;
== Term 1 ==&lt;br /&gt;
&lt;br /&gt;
=== Interactive 1: Seeker&#039;s Guild Graduation ===&lt;br /&gt;
Members new and old of the Seeker&#039;s Guild are welcomed by the Guildmaster, Korvath Fire-Mane.&lt;br /&gt;
&lt;br /&gt;
Baroness Icehold and Lord Hazarond both ask the Seekers to retrieve the same heirloom sword from the next falling fragment, claiming it&#039;s rightfully the possession of their house; someone accidentally electrocutes the Baroness and she leaves.&lt;br /&gt;
&lt;br /&gt;
Many people come in canvassing for votes for their projects: the Farmer&#039;s and Magewright&#039;s Guilds, along with a representative from the Admiralty, and someone who wanted funds to open a speakeasy.&lt;br /&gt;
&lt;br /&gt;
=== Linear 1: Welcome to the Sky ===&lt;br /&gt;
Captain Williamson, Stars, and an Argent Order war-mage head out to the old Icehold estate. The gardens are infested with plant-zombies, and they take out a massive flower that seems to be at the root of it.&lt;br /&gt;
&lt;br /&gt;
They then explode their way into the Icehold crypt and make their way through an array of defences to retrieve Grave&#039;s Edge, a blessed sword used for defeating undead. However, removing the sword has also freed the wraith of Wilhelmina Icehold, who chases them out of the tomb with a horde of zombies. They make it back to the ship, chased by a few demons that start to appear.&lt;br /&gt;
&lt;br /&gt;
=== Interactive 2 ===&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=339</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=339"/>
		<updated>2022-10-19T19:39:40Z</updated>

		<summary type="html">&lt;p&gt;Lisa: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
** mainpage|Overview&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Equipment and Enhancements|Equipment and Enhancements&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
* Setting&lt;br /&gt;
** The Flotilla|The Flotilla&lt;br /&gt;
** Factions|Factions&lt;br /&gt;
** Gods|Gods&lt;br /&gt;
** Resources|Resources&lt;br /&gt;
** Magical Flora and Fauna|Magical Flora and Fauna&lt;br /&gt;
* Rules&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Traits|Traits&lt;br /&gt;
** Spellcasting|Spellcasting&lt;br /&gt;
** Runecasting|Runecasting&lt;br /&gt;
*** Known Runes|Known Runes&lt;br /&gt;
** Tinkering|Tinkering&lt;br /&gt;
** Alchemy|Alchemy&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
* Events&lt;br /&gt;
** Schedule|Schedule&lt;br /&gt;
** Linears|Linears&lt;br /&gt;
** Interactives|Interactives&lt;br /&gt;
** Recent History|Recent History&lt;br /&gt;
* See Also&lt;br /&gt;
** https://www.camlarp.co.uk/Equality_and_diversity|Equality and Diversity&lt;br /&gt;
** https://www.camlarp.co.uk/Access_Statement|Access Statement&lt;br /&gt;
* Contacts&lt;br /&gt;
** How_to_contact_the_Refs|How to contact the Refs&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Lisa</name></author>
	</entry>
</feed>