Skill Headings

Combat Class Guides

These detailed guides cover each combat-focused skill heading in depth:

Skill headings are the primary abilities that define a character's mechanics.  All skill headings follow the same format:

Description: Some brief flavorful text to tell you more about this heading.
Starting/Trained Equipment: The item tags your character begins with, you'll need PhysReps for these items in order to receive tags when you check in to game.  Generally characters all begin trained in the equipment they begin with. Characters may learn to use equipment outside of their Skill Headings during play
RP Cost: This is the Roleplaying requirement for taking a given skill heading. Generally these are linked to conditions or just behaviors and are used as ways to draw players together to tell more stories, but once you take a heading these are always active for you
Mechanics Text: There may be miscellaneous text describing additional aspects of the skill heading
Achievements and Knacks: Each skill heading has an achievement list. This list is all the powers (called Knacks) that you can earn in play. The way you earn these Knacks is by performing the activity mentioned in the "Unlocked By" section. Once a character has unlocked a knack, it's always available (See the rules for more information on unlocking Knacks via Achievements). Knacks are the primary form of character advancement in Gethsemane

Several Skill Headings reference Recipes.  To view these recipes feel free to check out Sample Recipes

Fighting Skill Headings

The Arbiters (Brawler)

Anyone can point a gun and pull the trigger, but to get up and headbutt someone in the nose takes some real sand. A wise man also once said, people tend to pick up what they give out. Better to get your teeth knocked out then a bullet to the brain

Starting/Trained Equipment: Boxing Wraps

RP Cost: Short Tempered. If you get insulted and don't escalate to violence, you suffer from Shame.

Achievements:

  • Dead-Arm: When you strike an unarmored limb with an attack you may call Disable Limb You may rework feeling into your own disabled limbs with 10 seconds of roleplaying. (Unlocked By: Knockout 3 people in 1 event )
  • Monkey Arms - You may wield up to 30” unarmed boffers.   You may now parry Melee attacks with Unarmed Boffers but at the end of combat you suffer a limb wound. (Unlocked By:  You have to be a little insane to block a sword with your hands.  Enter a brawl (Win or Lose) with real stakes.  Do it while suffering from an Insanity)
  • Tough - You’re used to getting punched in the mouth.  The first time you’d take the Unconcious Status in a combat you can instead roleplay taking a knee, shaking it off, and getting back up to your feet.  You may ignore any hits you take during this roleplay (Unlocked By: Take out the Toughest guy in town, in a fair brawling match. Once you do, you're now the toughest guy in town. Don't let some chump take it from you)
  • Hold 'im Down - You can place a hand on someone's shoulder and you both gain the Grappled Status, this doesn't work on opponents significantly larger or stronger than you. (Unlocked By: 30 minute RP mod of being taught this skill by someone who has it)

Cutthroat

Some people live a long time because they just never fight fair.  They have been in some hard places and learned the only lesson that matters.  Be the guy who walks out of the fight.

Starting/Trained Equipment: Knife
RP Cost: Always looking out for Prey. If you see someone wander off into the dark alone and you don't take the opportunity to follow them, you gain Shame.
You may use one or two knives of up to 20” total in length.

Achievements:

  • Twist the Blade: When you down someone, give them the Unconscious trait (Unlocked By: Stab someone in the guts, watch them bleed out.  Watch them die.  You’re one cold son of a bitch.)
  • Longer Range - You may use a coreless knife as a thrown weapon.  Thrown weapons are disabled after use. (Unlocked By: Bring a knife to a gun fight, and win it)
  • Backstab: If you initiate a combat by stabbing someone, they may not use defenses on the initial attack (Any Missed they call you may Nope) (Unlocked By: Genuinely surprise someone with a knifing)
  • Lurker-  You may hide in the shadows and dark places.  You must be wearing dark clothing, and hold one hand over your head and one hand to your lips (Shh).   As long as you don't move or speak, you are undetectable in this position.  (Unlocked By: Find one of the Dark Places.  Take a bit of it with you)

Pistolero

"When it's time to sing the Sulfur Song, the Pistoleros always sing along"

In a fair fight.  No one beats a Pistolero.  Their skills with a revolver are unrivaled and the tricks they can do with them are jaw dropping.  There is no more fabled and fast force in all creation.

Starting/Trained Equipment: Pistol
RP Cost: Itchy Trigger Finger: You must always have your guns on you.  Any time you don’t you suffer from the Discomfort condition. You can't keep your guns holstered when other people skin their steel,  if you ever do, you gain Shame.

Knacks:

  • Quick Draw -  You gain access to the Initiative call.   During any Initiative you may draw any number of weapons which you can hold and aim during the Initiative countdown.  You may not fire during Initiative.
    (Refreshed By:  The Initiative Call Refreshes By Blank)
    (Unlocked By: Get into a duel with someone.  Be the guy who walks out of it.)
  • Trick Shot - Gain the use of Disarm. You may call an item after your Disarm to disarm a particular item (such as shooting a hat off someone's head).  To deliver this you must successfully hit someone with a Pistol.  Using Disarm removes the damage.
    (Refreshed By: Same as Unlock)
    (Unlocked By: Shooting a weapon out of someone’s hands when they mean to do you harm with it)

  • Tuck and Roll - Call Brace for 3 steps.  You must end this movement behind cover.
    (Refreshed By: Landing 3 shots in a row without reloading)
    (Unlocked By: Shooting someone who is partially exposed, but hiding behind cover)
  • Combat Style - You may choose one of two combat styles, Twin Suns Style, which allows you to Dual Wield a pistol in each hand, or Tempest Trigger Style with which you may hold the trigger down and fan the hammer.
    (Unlocked By: Spend an entire event only using your offhand (for everything, not just shootin), and get into at least 3 gunfights that event)

    Sword-Wielding Psycho

    You never need to reload a sword. The legends tell tale of the slavering madman who wanders the wastes and swings the steel. There's something about the crunch you just can't get enough of.

    Starting/Trained Equipment:: Sword, Axe, or Club
    RP Cost: Emphasis on Pyshco. Not just anyone carries a sword in a world of guns. If someone calls you out to a duel you MUST accept.  If something prevents you from doing this, you gain Shame.

    Achievements:

    • Parry: You may call Missed Me! on a Melee Attack.
      (Refreshed By: The enemy you used this on being downed)
      (Unlocked By: Go an event without being struck. Get into at least 3 lethal combats)
    • Serial Killer Instincts - You gain access to the Initiative call.   During any Initiative you may draw any long weapon and take 3 steps towards an enemy.
      (Refreshed By: Something)
      (Unlocked By: Kill at LEAST 2 people,  and watch yourself be operated on while suffering an insanity. )
    • Aegis of Screams: Call Brace while taking 3 steps towards a target.  Must be walking, pointing at the target with a weapon, and screaming to use.
      (Refreshed By: Have no enemies within melee)
      (Unlocked By: Go Down Swinging.   Fight by yourself and get taken down by multiple melee opponents and live to tell the tale.)
    • You're Next- When you down an enemy in combat, you may immediately call "Fear Command: Flee From Me" on one of their allies (Unlocked By: Start Bleeding Out 3 Times in a Weekend from Combat)

        Trigger Puller

        It's not always about speed and finesse.  Sometimes it just takes a long gun and a bad attitude to get the job done.  You need to be cool under fire and rock solid and dependable.  Do that, and you'll make it as a Trigger Puller

        Starting/Trained Equipment: Long Gun (Rifle or Shotgun)
        RP Cost: Playing it Bogart. While you can set up before a fight, once the shooting starts you're not one to dive for cover. If you have to take cover during a fight you gain Shame.

        Knacks:

        • Slugger: When you hit with a long gun shot at Point Blank Range (Arms' Reach) you may call "Knockback 3".   This shot must be fired from the hip.
          (Refreshed By: Empty your magazine without missing at close range)
          (Unlocked By: Empty the magazine, reload, empty it again. Don't miss a single shot )
        • Take Your Time - You take three slow deep breaths, count to 3 between each breath.  When you fire you can call “Pierce” (Your bullet ignores armor)
          (Unlocked By: Show off your shooting. Roleplay a scene where you shoot 5 cans off a wall or fence from 30 feet. If you miss, start over. Make sure you have a trainee or some witnesses)
        • Back 'Em Up: When you hit with a long gun shot at Point Blank Range (Arms' Reach) you may call "Knockback 3".   This shot must be fired from the hip.
          (Refreshed By: Empty your magazine without missing at close range)
          (Unlocked By: Get the killing blow on a Big Critter, take a totem from it with you.  If you lose the totem, you lose this knack)
        • Lead Savant - You gain the ability to craft Ammunition.   You begin with the basic schematic Magnum Rounds.
          (Unlocked By: 30 min RP mod with someone who has this skill and lets you fire a magazine of at least 2 custom ammo types)

              Commander

              "In a world gone mad, a strong hand and a cool head can forge order from chaos." - Unknown

              Amidst the chaos and turmoil of the world, there are those who possess the unshakable resolve to lead and rally others to their cause. Commanders, through their words and actions, can organize and inspire men and women to stand firm and fight together.

              Starting/Trained Equipment:  Neural Webbing
              RP Cost: Bleed - An overreliance upon Neural webbing has resulted in intrusive thoughts and emotions that don't belong to the commander having been orphaned there.  They occasionally suffer bouts of intense emotions that don't belong to them.

              Achievements:

              • The Basics - The commander knows the art of Formations.  Configuring Neural Webbed soldiers into efficient fighting forces.  The Commander unlocks Hammer and Anvil and may learn additional Formations found in play. (Unlocked By: Successfully organizing and leading a small group in a combat or defense scenario)
              • Drill - You've learned one of the hardest lessons.  How you practice is how you perform.  You are skilled at taking others and practicing maneuvers which increase their effectiveness.   You may roleplay a 15 minute physical training session with a number of players equal to your unlocked Commander abilities.  At the end of this time they gain 1 Unstacking Hit Point. (Unlocked By: Participate in a war game or tactical simulation with other players)
              • Utilitarian Combat Efficiency - On a battlefield your soldier's can't afford to suffer from PTSD or hesitation.   You may place your hands on a willing recipients temples, in your neural webbing, for 30s.  At the end of this time you may transfer any Mental Conditions from others in your Network to them (Unlocked By: Guiding their troops through a harrowing experience or traumatic event, maintaining their focus and effectiveness.)
              • Neural Haunt - With a whispered urging from the Neural Webbing, you push your wounded companion past their limits. The unseen whispers of the Webbing animate their form, allowing them to continue fighting even after suffering a debilitating injury.  Call: “My Team: Reanimate” (Unlocked By: Having a member of your team die in combat)

                      Polite Skill Headings

                      Maven

                      "Amid the ruins, it's not always the loudest roar that catches attention, but a soft purr that can penetrate the deepest chambers of influence." - Casimir "Catty" Duval

                      Surviving the desolation of a ruined society requires more than just brute force or cunning. The Mavens, adepts of social intrigue, wield their honeyed words and razor-sharp wit to navigate the treacherous waters of power and influence. In the midst of the chaos, these socialites understand that it is not merely about forging alliances or inspiring loyalty, but about knowing when to cut the strings that bind, and where to sink the knife.

                      Starting/Trained Equipment: Calling Card
                      RP Cost: As a Maven, you thrive on the whirlwind of social politics, always needing to be in the center of the storm. You must constantly spread rumors, gossip, or even secrets about those around you, whether true or false. Should you fail to engage in these social games and provocations, you suffer the Shame condition as you doubt your own cunning and ability to maintain your web of influence.

                      Achievements:

                      • The Hottest Parties - The Maven may now run Event Vignettes. They gain the Contest of Skill Event Recipe. (Unlocked by: Successfully coordinate and manage a group activity or game at an event, and receive positive feedback from the participants.)
                      • The Maven's Hand - When running an Event, for each unlocked Maven ability you have you may add a "Favor Opportunity" to the event.   Other Maven that are working on the event with you may combine their Hand with yours, if you both have this skill. (Unlocked by: Receive a Favor from an NPC 2 events in a row.  This can be from different NPCs )
                      • Allies in High Places - You're connected and know everyone in the city.  When interacting with an NPC at an Event Vignette that you are hosting or helping run, you may place your hand around your ear and use the call "Reveal: Tell me your social story".  The NPC will give you a brief TL;DR on their social situation.  (Unlocked By: Successfully persuade NPCs to reveal information or secrets through charm, flattery, or other means, such as by providing valuable services or favors in exchange. )
                      • Looking the Part and Knowing the Rules - You may use the Influence gesture with the call "Let me In" when you attempt to convince an individual that you belong in a given social setting for which you are dressed.  You may also read White Etiquette cards. If there is a storyteller present when you enter a strange social environment you may alternatively ask them for an "Etiquette Hint" (Unlocked by: Successfully talk or charm yourself into an event you have no business being at)

                      Intercessor

                      "Dancing on the edge of Shadow and Light is the domain of the Intercessor, because interpretting that razor's edge is the difference betwixt a brilliant rise and a bloody fall" - Unknown Intercessor

                      The Legion follow a stringent set of rules and lore.  The Intercessor has that special something which lets them tap into these laws and pull some of them into our world.  Normally that's a downright stupid thing to do, but there are upsides, and having someone who knows how to find Loopholes is never a bad thing

                      Starting/Trained Equipment: Binding Stone
                      RP Cost: Must mediate conflicts or disagreements impartially, without showing favoritism or bias.

                      Achievements:

                      • Sympathy for the Legion: As an Intercessor, you create covenants using your Binding Stone, turning laws into tangible agreements. You gain the ability to create Covenants using a Binding Stone.  This also unlocks the Covenant of Obedience and the Covenant of Barter.  (Unlocked By: Successfully mediate a life and death situation in a way that both parties agree to)
                      • Penance: You can use your Binding Stone to register a violation of one of the city's laws. You can also bear witness to a punishment being carried out and have that violation considered paid. Additionally, you gain the ability to alter the default Consequences of a covenant you create. (Unlocked By: Be the hand that carries out the will of an Overseer in judgement)
                      • The Hero Pays The Price: You may use your Binding Stone to transfer a consequence from another individual to yourself or from yourself to another individual.  You know that ultimately the Legion wants blood, it doesn't care whose.  You may now alter the Preamble of any Covenant you create(Unlocked By: Convincing a character or NPC of higher rank or status to accept a consequence on your behalf, demonstrating your persuasive skills.)
                      • A Taste Of Their Power: You now gain a benefit for each active Covenant you have created.  You may not benefit from more Covenants than you have unlocked Intercessor powers.  You may now alter the conditions of any Covenant you create. (Unlocked By: Resolving a crisis or threat to the city using your knowledge of the Legion's laws and Covenants, highlighting your mastery of the Intercessor's abilities. )

                        Marked

                        "In the embrace of the Legion, we rise above the weak, becoming the architects of our own blessed destiny"  - Unknown

                        The Marked are individuals who, in their ambition and desire for power, have willingly accepted the brand of the Overseers. Elevated above the masses, these Marked souls wield their newfound authority with arrogance and pride, seeking to solidify their position in the twisted hierarchy of this new world.  On the upside, this makes them a member of Polite Society and capable of holding office.

                        Starting/Trained Equipment: Overseer's Mark
                        Requirement: ST Approval and 5 Favor
                        RP Cost: You deserve the best and expect it, you're a favored pet after all.  When any non-Legion treat you as a commoner or with disrespect, you must make a scene or threaten repercussions, if you don't, then suffer Shame as you second guess your place in the new pecking order of this hellscape.  You also gain the Marked complication which can not be resolved.

                        Achievements:

                        • Buying Allies: You gain the ability to make perform Rites to commune with your Overseer.   You begin play with the Rite of Ascendence.You will also receive whispers from your Overseer based on your Favor Rank at check in.  (Unlocked By: Successfully invoking your Overseer's name to secure a favor or gain an advantage in a negotiation)
                        • A Favored Sense:  Those who bear a mark for some time begin to gain the ability to sense others that bear the same mark.  You may place your hand around your ear and use the call "Reveal: Tell me your Legion Offiliations" This may be used on Stealthed/Hidden individuals but if they are not marked you do not notice them.   (Unlocked By: Demonstrate your loyalty to your Overseer and reinforce your bond by offering them a significant sacrifice.  It's up to you to be sure you understand what 'significant' means )
                        • Scales of Power: Your ties with the Overseers have grown to the point where their games of power influence you as well. When your cusp is dominant you gain your Overseers Ascendant Boon and when they are not you gain their Lesser Boon. (Unlocked By: Successfully undermining or weakening a rival Marked, alternatively incapacitate them and bring them to your Overseer)
                        • Commune - Your mark allows you to earn the ear of any of the Legion at least for a moment.  This can be used to speak to any from the most Feral Legion up to the Overseers themselves, but it offers you no continued protection, only the ability to speak with them, and the right to hold an audience with them.   You can use the Influence gesture with the call "Speak with me" (Unlocked By: Gaining the trust of a Legion member and persuading them to divulge information or aid you in your endeavors, proving your skill as a diplomat and negotiator.)

                        Impolite Skill Headings

                        Criminal

                        "In a world gone mad, pickin' pockets and breakin' locks be a poet's work, a dance in the shadows, a way to seize fortune from the unwary." - "Slim" Jack Rafferty

                        In a time where order crumbles and old loyalties fray, there are those who thrive in the chaos. These Criminals slip through society's cracks, their cunning and guile guiding them as they weave in and out of shadows. They are masters of deception, skilled in thievery, and adept at orchestrating daring heists, always just beyond the grasp of the law. Some see them as nothin' more than outlaws and scoundrels, but there are those who know the unique skills they possess, the unyielding will to survive in a world that offers no quarter.


                        Starting/Trained Equipment:
                        Lockpicks
                        RP Cost: Habitual Schemer - A Criminal must constantly concoct and discuss potential schemes, heists, or cons, even if they have no intention of actually carrying them out. They should always be plotting their next big score, whether it's feasible or not.

                        Achievements

                        • Pickpocket - Gain 1 Clothespin per Thief skill unlock. Clip it onto an unsuspectin' soul to swipe an item from their pouch or the item you attach it to.  CvC flag required for use on players; repercussions possible with NPCs. (Unlocked By: A 30 min RP mod with someone who has this skill and grants you one of their clothespins to be used for the remainder of the event. If you succeed against a worthy opponent, you learn this skill)
                        • The Unseen Hand - Stash small treasures in the shadows of your garments. Wrap an item in a black cloth, making sure it fits in one hand, and carry it discreetly on your person. (Unlocked By: Successfully pickpocketing something of value from another Criminal.  Up to you if you return it later)
                        • The Score: You unlock the ability to turn Opportunities into Heist Vignettes. These represent opportunities to steal wealth from the citizens of Chalcedony  (Unlocked By: Participate in a Heist Vignette run by another Criminal)
                        • Criminal Mastermind: You may exchange 2 of your pickpocket clothespins for 1 "reverse pickpocket" clothespin.  During Jobs that exploit Opportunities you've created, Hidden Loot becomes available.  You now have two unseen hands.   (Unlocked By: Demonstratin' your criminal prowess to a seasoned mastermind by outsmartin' them in a game of wits or strategy)

                        Rebel

                        "Outmatched and outgunned, but we fight on, and give 'em hell. Honestly I'm not sure anymore if it's dedication or just stubbornness." - Kael "The Unyielding" Blackthorn

                        In a world now ruled by darkness, where hope is a scarce and bitter commodity, there are those who refuse to let their spirit be crushed. These Rebels are rumored to stand against the Legion despite everything, but if they are discovered by the Legion or their Sympathizers then they can expect a merciless end.  Yet, they persevere, driven by a stubborn tenacity, holding onto the grim satisfaction of knowing they've given their oppressors a taste of their own medicine.

                        Starting/Trained Equipment: Any Other Grouping's Starting Equipment
                        RP Cost: Code of Honor - At character creation you must work with ST staff to pick a rule you will never allow to be broken.   (Never kill an innocent, etc).  If you ever break this rule you gain the Shame condition.  These should be conditions that could reasonably come up each game

                        Achievements:

                        • The Tik-Tok Men - You may learn Explosive patterns.  You gain the Improvised Explosive pattern.  (Unlocked By: Successfully sabotage Legion-controlled plans or targets.  Do so without being discovered)
                        • Nothing is True - The character may hold their hand over their face to blend into a crowd of 5 or more people.   Unless they call attention to themselves (or had attention called to them) they may remain amidst the crowd as a nameless face. (Unlocked By: Infiltrate an enemy gathering or meeting without being detected or raising suspicion.  Gather information that would get you killed if people knew your true alleigances)
                        • Rallying Cry - When all seems lost, you can pull your forces together and bring their spirits together.  You may gather a small group (no more than your unlocked Rebel abilities) and give them a pep talk that takes a Moment to deliver.  After doing so they may ignore the next Fear call they take as long as it occurs during the same scene, or remove any Shaken effect they have.  (Unlocked By: Lead a fight from the forefront and convince your allies to throw themselves at bitter odds.  Their survival doesn't influence whether or not this is unlocked)
                        • Intel: You may claim and exploit Intel.  During gameplay you may encounter Intel that requires some activity to be resolved.  If you can solve these miniature quests, you may turn this into Exploitable Intel, which can be spent between games to interfere with city resources (Unlocked By: Uncover valuable information about the Legion's plans or operations that are inhumane)

                          Wyrdo

                          "In the depths of the abyss, where shadows dance and whispers echo, lies a secret that can reshape the world." - Unknown

                          There are those who dwell on the fringes of reality, their souls attuned to the discordant frequencies of existence. Their perceptions stretch beyond the mundane, their minds awash with visions and insights that others cannot fathom. To the uninitiated, these Wyrdos may appear mad, but they insist they have glimpsed the true nature of the world. Whether their claims hold truth remains to be seen.

                          Starting/Trained Equipment: Shadow Lantern
                          RP Cost: A Wyrdo must always carry a worn, tattered journal in which they record their visions, thoughts, and encounters. They are compelled to share cryptic messages and warnings with those around them, whether they are welcome or not.
                          Requirements: ST Approval and 5 Favor

                          Achievements:

                          • The Whispering Maladies of Mephistopheles: Shadows speak in hushed tones. Their voices, real as the wind. They know things that are hidden. They share their dark knowledge. You listen, and see the world unveiled. After a night's rest, a brush with unconsciousness, or the torment of sickness, visit Plot and receive another vision (Unlocked By: Share your darkest secret with a quartet of strangers, each beneath a different phase of the moon)
                          • The Secret of Meat: The Bloody Red Bite.  The transformation from is to was.  The bite that takes us back.   In the red torrent comes tasty insight.   After consuming the still warm flesh of something that once was living, you may gain a bit of who it was within you.  Visit Plot. (Unlocked By: Consume the lifeblood of someone whose last thoughts were of love)
                          • A Grim Bloody Fable With an Unhappy End: Woe to thee who walks before you.  Woe to he who speaks your name.   For each Wyrdo power held, a token to grant them to show their shame.  Give one curse token, consequences unknown, to the one who earns your wrath.  (Unlocked By: Witness a triad of betrayals and confront the betrayers with their treachery)
                          • The Power That Isn't A Power: For each power held in Wyrdo, gain a touched token.  These have no purpose.  Bestow them carefully, record to whom and why you do so.  (Unlocked By: Experience a moment of duality, where joy and sorrow, love and hate, or life and death are twofold, and commit this moment to memory)

                          Interfacer

                          "Some say knowledge is power. Well, I'd say knowing how to use it is what truly makes the difference." - Seraphine "The Whisperer" Marlowe

                          In the midst of a desolate wasteland, where ancient technology lies dormant, a select few possess the knowledge to unlock its hidden potential. These enigmatic individuals are the Hackers, masters of manipulation, and seekers of secrets buried within the remnants of long-forgotten civilizations. They communicate through whispers in the shadows, using their skills to tap into forbidden networks and unravel the mysteries of DeadCiv tech.

                          Starting/Trained Equipment: CityTech Access Key
                          RP Cost: Constant Thirst for Knowledge - Your character's insatiable curiosity drives them to dig deeper, uncovering every last secret hidden within the ancient tech. This relentless pursuit of knowledge can put them in dangerous situations or make them vulnerable to manipulation by those who promise access to forbidden information.

                          Achievements:

                          • BB.exe - When using your access key, if there is someone in the city selling an item you're trained in, you can line up an opportunity to buy it. This also works in reverse, finding a buyer for something you have.(Unlocked By: Successfully sell a restricted item)
                          • LogEdit.exe - When using your access key, You may modify the access logs for CityTech and WildTech devices.  This lets you add and remove information as desired, but you may only add or modify one WhisperSheet file per access key use. (Unlocked By: Gaining access to a restricted area or event by manipulating CityTech or WildTech access logs to your advantage.)
                          • SideWalker.exe - Once per event when using your access key, you may reduce any Character's Heat level by 1.  You may also interact with Access Opportunity minigames. (Unlocked By: Successfully defusing a tense situation using your knowledge and tech skills.)
                          • GossamerShade.exe - There are parts of the Interface that only a select few know of, and using them an Interfacer can view potentially lucrative avenues others might miss.  When leading a Job you may add an Exploitable Opportunity to it which you yourself may not take advantage of. (Unlocked By: Uncovering a hidden opportunity or secret that leads to a successful Job.))

                          Support Skill Headings

                          Buttercup

                          "If everyone's a hero, then who will be left to bury the dead?"

                          Starting/Trained Equipment:  TBD
                          RP Cost: Suffering disquiets you.  If you ever see a person or creature suffering and don't do something to easy their suffering, you gain the Shame condition

                          Achievements:

                          • Give Comfort - You’re good at easing the burdens of others.  Once per day you may spend five minutes performing a simple task to comfort one subject.   This can be anything from a song, to a backrub, a drawing just for them or cooking them a meal.  At the end of this service, the target cures the Worn Out trait.  (Note, you can not cook a group meal and grant this to everyone, this must be a service dedicated to easing one person’s burdens/making them feel special) (The OOC activity must be consensual) (Unlocked By: )
                          • Give Assistance - You can help individuals perform tasks more quickly.   By working with an individual specifically assisting them in their efforts, you may participate in their mini-games, as long as you do so directly under their instruction. If you stop being instructed, you immediately stop participating in the mini-game. (Unlocked By: )
                          • Loyal Sidekick - For each Buttercup ability you've unlocked in this tree, you receive one Friendship token at check-in.   When you have a scene where you are assisting someone with an activity they're doing, or when you have a heartwarming scene about bonding you to someone, you may give them one of your friendship tokens.  Friendship tokens may be spent as though they were any other kind of token,  may be spent in place of Inspiration, or may be spent for a temporary unstacking hitpoint when someone is trying to aid you once you have been wounded. (Unlocked By:)
                          • These Eyes Can't Lie: At any time when it is important for someone to believe you are telling the truth, you may use the Sincerity Social Call, you may only do this if you are ACTUALLY telling the whole truth (no fudging words to be technically true) (Unlocked By:)

                          Patcher

                          Starting/Trained Equipment: Patcher's Kit
                          RP Cost: TBD

                          Achievements:

                          • Diagnose - You may roleplay examining an individual (For at least 10 seconds) and then ask them “Are you Bleedin Out?” or “Are you Dying?” or “What is your count for (Bleedin Out/Dying)” or “Do you have any Medical Complications?” Each question after the first requires 10 more seconds of investigation (the second question takes 20 seconds, 3rd 30 etc).  This also grants you the ability to read and understand Basic Medical Complication symbols (Unlocked By:)
                          • Clean and Stitch - The bread and butter of the Patcher, you can treat a limb that has been wounded.   When using a Patcher's Kit you may now also resolve the Wounded condition into the Patched condition.  If you have Basic Treatment as well, you may use this to resolve Torso Wounds into the Battered condition  (These both count as a use of your kit for Disabling purposes) (Unlocked By:)
                          • Operate - You gain the ability to Operate on an individual who has either the Death's Door or Severely Wounded condition.   This requires you to draw from and resolve a Medical Complication.  Using Operate requires a Use of your Patcher's Kit.   You gain the Intermediate set of Medical Complication Symbols  (Unlocked By: Having someone die while you’re trying to save them with Clean and Stitch)
                          • Medical Research - You may now treat Maimed limbs with Clean and Stitch, resolving them into Wounded limbs.  You gain the Advanced set of Medical Complication Symbols.   You may also now learn, be taught, and research Medical Complication symbols per normal instruction rules. (Unlocked By)

                          Necro-Technician

                          Starting/Trained Equipment: Autodoc
                          RP Cost: TBD

                          Achievements:

                          • NecroTech Fundamentals - You have an understanding of the basics of how NecroTech functions and can administer it to an individual.   You may read gold bordered Necrotech cards, and follow the Installation Instructions of any NecroTech Items you find (Unlocked By: )
                          • Speak in Tongues - You may commune with the Autodoc to pacify Necrotech.  When an individual is connected to an Autodoc you may add or remove the Powered Down condition from their Necrotech.  This takes a moment to activate (Unlocked By: )
                          • Parasitic Algae - You gain the ability to learn the recipes for Infested Consumables, and gain the recipe for Parasitic Algae.  (Unlocked By: )
                          • Bacteriophage - Your closeness to NecroTech has left you Inured to its side effects. You may resolve any Disease and Pollutant Conditions you receive and instead become Exhausted.  Additionally when drawing complications for your own Necrotech, you may draw 2 complication cards and pick one. (Unlocked By:)

                          Maker Skill Headings

                          Maker

                          Starting/Trained Equipment:  Repair Kit
                          RP Cost:

                          Achievements:

                          • Fix Everything - For each unlocked Maker skill you may choose another category of equipment. You count as being skilled in all items in your chosen category for the purposes of performing simple repairs with a toolkit.  You may also learn Advanced Repairs which will grant minor buffs when performing these repairs. (Unlocked By:)
                          • Specialty Salvage: For each unlocked Maker skill you can choose a type of Salvage and receive a Salvage Token at CheckIn.  After a Short Scene RPing telling someone what to look for, you may grant them your Salvage Token which will allow them the chance at Specialty Salvage during a Job or Scouting Mission.   Specialty Salvage can be used during Repairs to unlock Advanced Repairs, and during Crafting to unlock a Spark of Insight.  (Unlocked By:)
                          • Sore Hands and Eyes - You may now utilize Schematics to create new items.  These Schematics will include modification opportunities which you can leverage Specialty Salvage for (Unlocked By:)
                          • The Fires of Invention:  You may now develop a Spark of Invention into a unique item.   You may take your Spark of Invention to the ST camp and they will give you a series of steps that must be undertaken to turn this Spark into a Schematic (Unlocked By:)

                          Sin Eater

                          Starting/Trained Equipment: Oculus of Envisioning
                          RP Cost

                          Achievements:

                          • A Simple Truth  - Sin Eaters gain the Understanding of Infection.  They may now also use the Oculus of Envisioning to consume a Sigil's Power, granting them an Insight Token. (Unlocked By:)
                          • The Trick is, I'm Always Crazy - The Sin Eater may no longer have less than 1 Insanity, but may not be affected by more than 3 (Unlocked By:)
                          • A Shared Tongue - The Sin Eater may offer an insight token to any of the Legion and say "Command: Take this token and leave me be" (Unlocked By:)
                          • A Deeper Madness - The Sin Eater may now deepen and expand their Understanding of Infection. This allows them to spend Insight Tokens to unlock new Understandings. (Unlocked By:)

                          Gathering Skill Headings

                          Survivalist

                          Starting/Trained Equipment: Cheap WildTech Access Key
                          RP Cost: Natural Born Loners.  You're at home in the wilds and empty lonesome plains.  When you find yourself in crowds of more than 5 people you are Discomforted.

                          Achievements

                          • Wastelore - You have knowledge of the Wastes.  You may read Orange Wastelore cards when you see them, and receive the Wastelore information when undertaking a Scouting job.  When running a Scouting Job you may add an Exploitable Opportunity to it, but you yourself may not use this opportunity. (Unlocked By:)
                          • Big Game Hunter - You gain the Unteachable pattern for Traps and Snares. When on Scouting  jobs you may claim Flesh Eater salvage.  (TBD)
                          • No Time To Bleed - You may put off the effects of a condition for a scene, but if you do so, that condition automatically complicates at the end of the scene. If you are unable to complicate the condition, the condition overwhelms you and you are rendered catatonic for the following scene. (Unlocked By:)
                          • Scouting Run - When you do an NPC shift at game, in addition to the normal rewards you gain a bonus Salvage Pull.  You may also interact with Hunting mini-games.

                          Scorched

                          Those that enter the waste gathering supplies often enough wind up with a particular sheen to their skin.  A combination of tan, oil, mud and the slight glow of radiation.  These are commonly referred to as Scorched, and they can be very effective at what they do.   Picking through the Remnants for treasures.

                          Starting/Trained Equipment: Salvage Tool
                          RP Cost: Compulsive.   The Scorched find it difficult to not sort and dig through potential loot.  They gain Shame if they ever fail to explore a source of loot, and are Discomforted for as long as they are in it's presence.

                          Achievements:

                          • Clean The Bones - You take 15 seconds interacting with a person who is Dead, Dying, or Bleedin’ Out.  Roleplay going through their pockets/etc.   They will provide one item card that is considered “easily accessible”.  Each body can only be interacted in such a way only once. A PC can resist Pilfer at no cost if they so wish. (Unlocked By:)
                          • Glowing Green Teeth - You gain the Rite of Cleansing vignette which allows you to remove radiation from people and items (Unlocked By:)
                          • Out of the Blue and Into The Black - While others may panic deep underground or in the depths of wreckage, you find yourself at home here.  You are able to select the Scarce rewards on Salvage cards. (Unlocked By:)
                          • Faintly Glowing - While you gain Radiation Exposure like normal, but you are immune to the effects of Poison, Radiation and Disease complications (Unlocked By:)
                          • Battlefield Scavenger: You pick through the remains of conflict and find the lost treasure. You may clean up a battleground and turn in the trash/nerf reloads at Monster Camp for a Scavenger Pull.  You may also interact with Waste Pile mini games (Unlocked By: )

                          Strongback

                          Starting/Trained Equipment: Harvesting Tools
                          RP Cost: You know that others may be stronger, faster or smarter than you, but none are more tenacious.  As such you are always willing to do your part.  If there is work to be done, and you don't volunteer to help with it, you gain Shame.

                          • Fruits of your Labors - If you assist in game Setup or game Tear Down, you gain a Salvage Pull at the start of the next game in addition to any standard rewards for assisting.   You also generate 1 additional Manual Labor during downtime actions. (Unlocked By:)
                          • Get Your Hand Out Of There - If someone within arms reach of you would be struck with an attack, you may take the blow instead.  This counts as a Torso wound for you and ignores Hit Points.   Your recovery times from wounds are also reduced by half. (Unlocked By:)
                          • Pack Mule - When participating in Jobs or Scouting Missions your group gains the ability to take Heavy salvage.   You may also interact with Labor mini-games (Unlocked By:)
                          • Monkey Wrencher - Given the right tools and time you know the fine art of breaking things.  With a 1 minute scene, you may apply the Broken tag to an item, within reason.  (You can use a hammer to break a circuit board, but not a tank).  When in doubt, ask an ST. (Unlocked By:)

                          Racial Skill Headings

                          Human

                          All Humans gain this skill header automatically

                          Trained Equipment: Bandages

                          RP Cost: More than a man can count.  You are never satisfied.  No matter what you have you want more.  You lust. You hunger. You are Mortal. You sin.  You strive.  You seek out other humans.  You murder.  You love.  Just act natural.  No one else will know you're just pretending to be a normal human like everyone else.

                          Achievements

                          • Staunch Bleeding: You may hold two hands on an individual who is Bleedin’ Out. If you do, you temporarily suspend their countdown to their condition worsening and their pain is lessened.  If you stop holding them they resume their count.  (Unlocked By: Helplessly watch someone bleed out who you desperately wanted to save)
                          • Tool Wielding Apes: You may spend a downtime action to upgrade one of your Equipment Trainings to the next quality level.  Assuming you have access to that quality gear. (Unlocked By: Acquire a piece of Good Quality gear that you have training in the Cheap version of. Destroy it to understand it better.)
                          • The Unstoppable Infection - Knowledge: You have the ability to teach someone how to use a piece of equipment, or other training, that you are skilled with.   This requires an hour of instruction between the two of you. (Unlocked By: Receiving Instruction)
                          • Adaptable: This skill header no longer counts against your max number of headers (Unlocked By: )

                          Other Headings

                          Advanced Header

                          An Advanced Header is a special type of header which lays ontop of an existing header. It gives you additional knacks to earn, but may require you to replace existing knacks. Advancing a Header does not count against your 5 Header max.

                          Hidden Header

                          There are headers not shown on this list which can be found in play. These headers do count against the 5 header max, but will be a full set of Knacks