|
Skills are special abilities that allow your character to perform in-game actions. Skills are purchased with Build Points, and each skill has its own Build cost to learn, which may vary form Profession to Profession. Except for skills purchased with starting build, all skills must be taught In-Game to be added to a character's sheet.
This is a list of all available in-game skills. To see if your character can learn a skill, check to see if it is listed under your Profession . If not, check to see if it is a Common Skill.
For more details on buying and using skills, see Advancing Your Character.
Please Note: This does not list all skills currently in the game. No exclusive Higher List Skills are contained below
A / B / C / D / E / F / G / H / I / J / K / L / M / N / O / P / Q / R / S / T / U / V / W / X / Y / Z / Weapons
-A-
Academic Tradition (Continuous) A Scholar's pursuit of knowledge is focused by the Academic Traditions. There are a total of four Academic Traditions, and upon opening the Scholar profession, a character automatically receives access to one Academic Tradition at no build cost. An Academic Tradition is a path of study that dictates the specific character of a number of other skills the scholar can purchase, such as the scroll-creating and spell-casting abilities.
When listed on the character card, each Academic Tradition should be noted by its specific name, as given in the subsections that follow. In addition, skills associated with the Academic Tradition should be named according to the specific tradition (i.e., Create Rank I Scroll / Psalm / Canticle / Ballad would be listed on the card as Create Rank I Canticle if the skill was purchased with respect to the Druidic Tradition).
Arcane Tradition The Arcane Tradition is the study of magic and sorcery. A scholar with the Arcane Tradition has the skill, Lore: Magic as a function of possessing this tradition. In addition, the Arcane Tradition allows a scholar to purchase Rank I spells from any of the magic spheres, the Create Scroll path of skills, and Magic Points at a ratio of 1:1.
Religious Tradition The Religious Tradition is the study of religion and mythology in Arawyn; the scholar must become baptized to a god before she can acquire this tradition. A scholar with the Religious Tradition has the skill, Lore: Divinity as a function of possessing this tradition. In addition, the Religious Tradition allows a scholar to purchase Rank I prayers from any of her deity's domains, the Create Psalm path of skills, and Faith Points at a ratio of 1:1.
Druidic Tradition The Druidic Tradition is the study of druidism. A scholar with the Druidic Tradition has the skill, Lore: Druidic as a function of possessing this tradition. In addition, the Druidic Tradition allows a scholar to purchase Rank I druid spells from any of the domains, the Create Canticle path of skills, and Druid Points at a ratio of 1:1.
Bardic Tradition The Bardic Tradition is the study of music, poetry, and folklore. A scholar with the Bardic Tradition has the skill, Lore: Bardic as a function of possessing this tradition. In addition, the Bardic Tradition allows a scholar to purchase Rank I Songs, the Create Ballad path of skills, and Spell Song Points at a ratio of 1:1.
Achilles Strike (Periodic) This attack skill severs both of an opponent’s Achilles tendons. The attack will cause excruciating pain and render both of the opponent’s legs injured as though severed. To strike with this skill, you must be wielding an edged weapon of any size, and must slash your blade across the back of your opponent’s ankles.
Advanced Literacy (Continuous) With this skill, a character is knowledgeable on the subjects of arithmetic, logic, and rhetoric.
Armor Efficiency (Continuous) A character with this skill may effectively increase the effectiveness of an undamaged suit of armor, such as at the beginning of an event or any time a suit of armor is fully repaired. The point value of the armor is increased by 25% (rounded down) while the character is wearing it. If the armor is removed for any reason (such as repair), this bonus will be lost until the armor is fully repaired again.
Armor Patch (Periodic) This skill allows a character to imbue twenty Armor Points to a piece or suit of armor. You must role-play fixing the armor for five minutes; if interrupted, you can resume work later, but no benefit is awarded by this skill until the entire working duration is completed.
Assail (Periodic) This attack skill inflicts Direct Body damage equal to a character's normal backstab damage quintupled. The strike must be delivered from behind, and to the back of your opponent. You must call out the total damage after the name of the skill, so that you hit your opponent and then call Assail x Body, where x is the damage total. This skill must be performed with a One Handed Edged or smaller edged weapon.
Athletic Feat (Periodic) This skill allows a character to perform a feat of athletic prowess. The character can walk across a tightrope, jump twenty feet, pole-vault fifty feet, or perform a similar maneuver. This skill can only be used for non-combat purposes. A Rules Marshal may rule whether or not the Athletic Feat is possible.
-B-
Backstab Proficiency +1 (Continuous) With this damage augmenting skill a character may add one to her weapon damage when attacking an opponent from behind and striking her in the back. This skill must be performed with a One Handed Edged or smaller edged melee or thrown weapon. When attacking with this skill, the proper way to call damage is to say x Backstab , where x is the damage total. This skill is hand specific.
Bard Songs (Continuous) Bard songs are extraordinary songs that produce magical effects. They are organized in ranks of difficulty, and must be purchased individually. Spell Song Points are expended for each Bard Song that a character performs. For complete details on the different Bard Songs and their effects, refer to See the Bard Song section of the Supplemental Rules for more information.
Bargain (Continuous) With this skill, a character always manages to get a better price in her dealings. To use this skill, the character must shake hands with her partner in the transaction, after agreeing to the terms of a sale. The partner must then immediately offer to lower her price by ten percent if the seller, or to pay a ten percent higher price if the buyer.
Battle Cry (Periodic) This skill allows the character to inspire a group of people who are ready for battle. Anyone who hears the call of this skill and is a direct ally of the character who calls it is suddenly inspired to heroic feats and can either add two to her normal weapon damage for the duration of the current battle, or negate the effect of the skill Despair if she is currently afflicted by it.
Befriend Animal (Periodic) This skill allows a character to charm one natural animal into being her friend for fifteen minutes. An animal under the effect of Befriend Animal will not act out of the ordinary and is not under the command of the character that has charmed it.
Benediction (Periodic) This skill allows a character to perform a quick sermon to a small group of people baptized to a God in the same pantheon as the priest, or to the same God as the priest in the case of a neutral God. This sermon must last for one minute and every believer involved must devote her attention to it. Every believer who participates (including the priest) will gain ten temporary Body Points. These points are the first to be expended, and expire at the end of the next battle in which the character participates A character may only benefit from this skill once per period.
Berserker Rage (Periodic) With this skill a character can launch into a lethal fit of rage. When this skill is used, the character gains twenty Body Points and +2 Strength for ten minutes. While under the effects of Berserker Rage, the character is immune to all pain-based and mind-influencing effects, both beneficial and harmful. In addition, the character is immune to the skill Waylay. Communication of any sort is impossible when a character is under the effects of Berserker Rage. The character will first battle all enemies until they have fallen. After all enemies have fallen, the character will attack the next living person she sees, including an ally, neutral party, or even a loved one. If no one is in sight, the character will immediately head in the last known direction of a potential opponent (such as the direction she saw people fleeing, or simply to the nearest place where she might expect to find someone to kill). While under the effects of Berserker Rage, the character will consider anyone who touches her to be an enemy and will immediately attack someone who does so. The character does not snap out of Berserker Rage until the ten minutes have expired, or if knocked unconscious or into serious condition. If the character lasts the entire ten minutes of the Berserker Rage, she immediately collapses from exhaustion. If the character currently has more than twenty Body Points, she falls unconscious for ten minutes; if she is at or below twenty Body Points, then she falls to serious condition.
Blind Fighting (Continuous) This skill allows a character to use melee based skills (attacks and defenses) while blinded.
Blinding Darkness (Periodic) This skill enshrouds an opponent’s head in a globe of impenetrable darkness. To use this skill, you must point at the opponent and call the skill. The globe is two feet in diameter, and renders the opponent Blind. The globe will stay with the opponent wherever she moves, and lasts for a duration of one minute.
Body Block (Periodic) This attack skill knocks an opponent back ten feet from the character, and Dazing them for 5 seconds. You do not use a weapon for this skill; instead, call the skill by gesturing in the direction of your opponent without touching her at all. You must be within arm's length of your target for the attack to be successful.
Body Shot (Periodic) This attack skill allows a character to deliver a normal weapon strike that deals Direct Body damage. You should declare your damage as, "Body Shot, X Body", where X is the damage total.
Branded (Continuous) With this skill, the Dark Elf carries the brand of purity that marks her rejection of Dark Elf society. The effect of this brand on other races varies, but among other Dark Elves it is a clear sign that the character stands against her kind. Branded Dark Elves are highly inclined to trust one another, while unbranded Dark Elves tend to hold the branded ones in contempt and treat them as enemies – and the feelings are mutual. The statistical effect of this skill is that the racial skill Vengeance v. High and Sylvan Elves becomes Vengeance v. Dark Elves if a character has this skill. In addition, the Starting and Prohibited Profession lists are modified so that Priest and Cleric become available as Starting Professions, and Assassin and Torturer become Prohibited Professions.
Brawling Proficiency +1 (Continuous) This skill allows you to swing for +1 damage with both fists when used with the Brawling skill. This skill may not be used with Martial Arts, Claws, or any weapon. A character with this proficiency can press and squat an additional 50lbs. This additional lifting ability is only applied to the first proficiency purchased and is not cumulative; a character with Brawling Proficiency +2 does not gain an additional 100lbs lifting ability.
Break Limb (Periodic) This attack skill breaks an opponent’s limb, causing severe pain and injuring it. You must strike the opponent’s limb that you wish to break for this attack to be successful. To use this skill with Martial Arts or Brawling, you must strike the limb that you wish to break with both fists simultaneously. This skill is hand specific.
Break Shield (Periodic) This attack skill breaks an opponent’s shield. You must strike the shield for this attack to be successful, at which point the shield is considered useless and must be dropped to the ground. You must wield a One Handed or larger weapon to strike with this skill. This skill is hand specific.
Breathe Water (Continuous) With this skill, a character can breathe water as well as air.
-C-
Cantrip (Continuous) With this skill, a character has the ability to cast one first rank arcane spell of her choosing. The spell can be in any magic sphere except for Necromancy. Once selected, the spell becomes associated with this skill for the life of the character. The character utilizes surge casting to deliver the spell rather than calling its incantation, but must abide all of the normal conditions of the spell and expend the required Magic Points to cast it.
Chaotic Alteration (Periodic) With this skill, a character convinces an opponent that her current allies are her enemies, and her enemies are her allies. To inflict Chaotic Alteration on an opponent, you must strike her with a spell packet or a weapon. The alteration lasts for five minutes, or until the end of the current battle, whichever comes first.
Chaos Blast (Periodic) This skill allows a character to channel raw chaotic energy into a destructive blast directed at an opponent. The blast must be delivered by a single weapon strike that can hit anywhere on the opponent, including a weapon or shield. You can choose to destroy all of the opponent’s Armor Points, or the opponent’s shield, or all of the weapons that the opponent is wielding. This skill is hand specific.
Charm (Periodic) This skill allows a character to charm another character into being her friend for fifteen minutes. You must be talking to a character (face to face) for at least one minute before you can use Charm on her. A character under the effect of Charm will not act out of the ordinary and is not under the command of the character that has charmed her.
Claw Fortitude (Periodic) This skill allows a character to resist an attack that would shatter one of her claws.
Claw Hardening (Continuous) With this skill, a character is able to block weapon attacks with her claws without taking damage.
Claw Regeneration (Continuous) With this skill, a character will regenerate a broken claw after a duration of six hours.
Cleave (Periodic) This attack skill inflicts damage equal to one half of an opponent’s current Body Points. You must wield a One Handed Edged or larger edged weapon to strike with this skill. This attack will inflict a minimum of ten points and a maximum of one hundred points of Direct Body damage. This skill is hand specific.
Climb (Periodic) This skill allows a character to climb a tree, wall, or similar vertical surface to a maximum height of twenty feet, instantaneously, and return safely to her original position. To use this skill, you must touch whatever it is your character is climbing and then stand at the base of it with one hand in contact with it; if you lose contact at any time, you immediately fall to the ground, suffering falling damage appropriate to the distance. You are free to use your available arm to perform whatever actions you are able, other than to deliver an attack of any kind. A character can remain in the climbed position indefinitely. It is possible to depart the vertical surface for a horizontal surface that is within five feet of the character’s position, but doing so ends the use of the skill and the character will have to find another means of safely returning to ground level. You cannot carry another person while using this skill. This skill can also be used to climb down a surface from a higher ground level, with all the conditions of this skill applying in a logical manner to the reversed circumstances.
Cloak Of The Green (Periodic) With this skill, a character can become unseen in a woodland setting. The character must be inside a well wooded area and be crouching near a tree or other foliage to use this skill. As long as the character does not move or make noise other than breathing, she can only be seen by skills that can foil yellow headband concealments. You must wear a yellow headband to denote that your character is hidden.
Collect Essence (Continuous) This skill allows a character to recognize and identify essences in items, dead beings, or areas, and to collect essences from these sources. To use this skill on a dead being, you must call the skill to the player of the being to determine if an essence is present; to use this skill on an area or item, you must spot an essence card in its place. You must role-play collecting the essence for at least ten seconds, after which will be given or may take the essence card.
Command Goblinoid (Periodic) This skill allows a character to issue a one-sentence command to an orc, goblin, or ogre that must be obeyed. The command may not be contrary to the nature of the character, but otherwise the goblinoid must do everything possible to satisfy the command.
Concentrate Alchemy (Periodic) When using an alchemical compound that the alchemist has made herself, the alchemist may double one effect the compound produces - damage dealt, body healed, duration, or numerical bonus granted or needed - of the alchemists choice. The skill is used at the moment the compound is used, not during creation.
Contacts (Continuous) With this skill, a character gains a degree of protection from the law. Whenever the character is convicted of a crime for which the punishment is a fine and/or jail time, the character automatically receives one-half the minimum punishment for the offense, taking into account the number of previous convictions on that offense. Furthermore, the character never receives a punishment of execution for any crime for which only the third offense results in execution of the offender; instead, she suffers one-half the minimum punishment of a second offense. In addition, the character can extend this protection to another character once per event, for one criminal charge against her. As a matter of role-play, the character may at first be assessed a harsher punishment; however, her connections always see to it that she never has to suffer that punishment.
The player with the skill and the beneficiary of it should approach a Rules Marshal, who will then make the appropriate notes (that the racketeer has used the skill for X person and that X person's punishment has been reduced). The Rules Marshal then needs to tell the Baron, the Sheriff, or the Captain of the Guard at his/her earliest convenience, so that they can role-play having received notice about what happened.
Courage (Periodic) This skill renders a character immune to any type of fear - magical or otherwise - for the duration of the encounter in which it is used.
Create Manuscript (Continuous) This skill allows a character to create Manuscripts. A Manuscript can contain one Lore skill, which the character must know - or she must be able to interview someone who does know it. The character can have a maximum of two Manuscripts in progress at any given time. A Manuscript requires two events of work, and the expenditure (after completing work) of 1gp for materials. You must role-play preparing the Manuscript for at least thirty minutes at each event, including an additional five minutes at each event interviewing someone who knows the Lore skill if you do not. At the end of the second event, you will be given an item card for the completed Manuscript. The character is not required, but may choose to learn the Lore skill as a result of producing the Manuscript, assuming she is logistically able to learn it.
Create Codex (Continuous) This skill allows a character to create a Codex. A Codex can contain one sphere or domain of magic spells, prayers, druidic spells, or the complete list of bard songs. The character must know at least two abilities at each rank of the subject matter - or she must be able to interview someone who does know them. The character can have a maximum of two Codices in progress at any given time. Each Codex requires two events of work, and the expenditure (after completing work) of 5gp for materials. You must role-play preparing the Codex for at least thirty minutes at each event, including an additional ten minutes at each event interviewing someone who knows the subject being written if you do not. At the end of the second event, you will be given an item card for the Codex, with the subject now contained in its pages. A Codex cannot be used to teach or learn its subject matter.
Create Scroll / Psalm / Canticle / Ballad (Periodic)
Create Rank I / II / III / IV Scroll This skill allows a character to produce a scroll of one spell of the same rank. The character must know the spell herself, possess a Codex for the sphere or enlist the help of someone who does know the spell for the duration of the creation process. You must role-play writing and preparing the scroll for ten minutes. Any character with the skill Advanced Literacy can use a scroll for Rank I through Rank III; to use a Rank IV scroll, a character must possess the ability to cast spells. Wild Mages are unable to use scrolls.
Create Rank I / II / III / IV Psalm This skill allows a character to produce a Psalm of one prayer of the same rank. The character must know the prayer herself, possess a Codex for the domain or enlist the help of someone who does know the prayer for the duration of the creation process. When creating a Psalm, the verbals must be for an appropriate deity for the prayer - it does not need to be the author's deity. Any character that has the skill Advanced Literacy, can use a Psalm for Rank I through Rank III; to use a Rank IV Psalm, a character must possess the ability to cast Prayers.
Create Rank I / II / III / IV Canticle This skill allows a character to produce a Canticle of one druid spell of the same rank. The character must know the druid spell herself, possess a Codex for the domain or enlist the help of someone who does know the druid spell for the duration of the creation process. You must role-play writing and preparing the Canticle for ten minutes. Any character with the skill Advanced Literacy can use a Canticle for Rank I through Rank III; to use a Rank IV Canticle, a character must possess the ability to cast druid spells.
Create Rank I / II / III / IV Ballad This skill allows a character to produce a Ballad of one spell of the same rank. The character must know the song herself, possess a Codex for songs or enlist the help of someone who does know the song for the duration of the creation process. You must role-play writing and preparing the Ballad for ten minutes. Any character with the skill Advanced Literacy can use a Ballad for Rank I through Rank III; to use a Rank IV Ballad, a character must possess the ability to cast Songs. Wild Mages are unable to use Ballads.
Create Tome (Continuous) This skill allows a character to create Tomes. A Tome can contain non-combat skills (defined as weapon-use, attack, or defense skills) from one (and only one) of the Scholar, Physician, Smith or Alchemist profession lists, which the character must know - or she must be able to interview someone who does know them. A character can have a maximum of two Tomes in progress at any time. A skill entry in a tome can contain multiple skills of the same track, such as Herbal Recipes, Metalsmithing abilities or Trauma path Physician abilities. Each skill or skill track that is being added to a Tome requires two events of work, and the expenditure (after completing work) of 5gp for materials. You must role-play preparing the Tome for at least thirty minutes at each event, including an additional ten minutes at each event interviewing someone who knows the skill(s) being written if you do not. At the end of the second event, you will be given an item card for the Tome, with the skill(s) now contained in its pages, or you will have an existing Tome item card updated to reflect the latest skill(s) added to its contents. The character is not required, but may choose to learn the skill(s) as a result of producing the Tome, assuming she is logistically able to learn it.
Critical Attack (Periodic) This attack skill inflicts double a character’s normal weapon damage to an opponent. When attacking with this skill, the proper way to call damage is to say “Crit x”, where x is the damage total.
Critical Backstab (Periodic) This attack skill inflicts double a character’s normal backstab damage to an opponent. The strike must be delivered from behind, and to the back of your opponent. When attacking with this skill, the proper way to call damage is to say Crit x Backstab”, where x is the damage total. This skill must be performed with a One Handed Edged or smaller edged weapon.
Critical Ranged Attack (Periodic) This attack skill inflicts double a character’s normal ranged weapon damage to an opponent. When attacking with this skill, the proper way to call damage is to say “Crit x”, where x is the damage total. You must wield a ranged weapon to strike with this skill.
-D-
Deflect (Periodic) This defense skill blocks a weapon, claw or fist attack. The opponent’s attack fails and the attack skill is considered used. This skill is not hand or weapon specific. You must have a weapon or shield in hand to use this skill.
Despair (Periodic) Anyone who hears the call of this skill and is not a direct ally of the character who calls it is suddenly overwhelmed with a feeling of despair. This skill negates the effect of the skill Battle Cry if a victim is currently benefiting from it, or it weakens the victim, requiring her to subtract two from her normal weapon damage for the duration of the current battle.
Detect Disguise (Periodic) With this skill a character is able to make subtle observations about another person that reveal whether or not that person is wearing a disguise. To use this skill, you must have a general reason why you believe the person is in disguise, and must role-play studying the person for at least five minutes. A Rules Marshal must supervise the use of this skill, and will ask the subject if her character is wearing a disguise upon its successful use.
Detect Lycanthropy (Periodic) With this skill a character is able to make subtle observations about another person that reveal whether or not that person is cursed with Lycanthropy. To use this skill, you must role-play studying the person for at least five minutes. Once you have completed the observations, find a Rules Marshal to ask the person if her character is cursed with Lycanthropy.
Detect Poison (Continuous) With this skill a character is able to determine if food, drink, or a weapon is poisoned. To use this skill, you must role-play studying the item for at least ten seconds, and have unrestricted access to the item in question. Once you have completed the observations, find a Rules Marshal to determine if the item is poisoned.
Detect Traps (Periodic) This skill allows a character to spot a trap that is hidden with the Concealed trait. The trap is only visible to the character that uses this skill, but she can show or tell where it is to any others that she chooses. You do not need to have a reason to suspect that a trap is present to use this skill.
Disarm/Retain (Periodic) This skill allows a character to disarm an opponent’s weapon, or to retain her weapon when struck by an opponent’s Disarm. To disarm an opponent, you must strike the opponent’s weapon that you wish to disarm. If the weapon is wielded in one hand, the opponent must drop the weapon and cannot pick it up for five seconds. Weapons that are held two-handed may not be disarmed with this skill. To use this skill to retain your weapon when struck by an opponent’s Disarm, simply call Retain in response to the attack and continue to wield your weapon. You can use this skill to disarm or retain - not both - once per period.
Disarm (Martial Arts version) (Periodic) The martial arts version of this skill is slightly different than the normal Disarm. There is no Retain since the character using this skill would not normally be using a weapon. The effect of Disarm against your opponent is the same as above, but you must strike your opponent's arm between the shoulder and the wrist in order to call the Disarm.
Disarm (Ranged Weapon) (Periodic) This ranged weapon skill allows a character to disarm an opponent’s weapon. To disarm an opponent, you must strike anywhere on the opponent’s body with a ranged attack. After striking the opponent, you must declare what weapon you wish to disarm. If the weapon is wielded in one hand, the opponent must drop the weapon and cannot pick it up for five seconds. If the weapon is wielded in two hands, the opponent must release one hand from the weapon for five seconds; if the opponent is struck by another Disarm on the hand still holding the weapon within the five seconds, she must drop the weapon and cannot pick it up for five seconds.
Disarm Trap (Periodic) This skill allows a character to attempt to disarm a trap. If the trap does not have the Complex trait, then the attempt automatically succeeds and the trap is disabled. If the trap has the Complex trait, then a Rules Marshal must supervise the attempt. You must guess a number between one and ten, which must match one of three numbers the Rules Marshal will select before the guess is made; an incorrect guess results in the trap being set off, while a correct guess results in success and the trap is disabled.
Disguise Skills: Basic Disguise (Periodic) This skill allows a character to assume a disguise as another person of the same age, race, and gender. You must spend 5 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting - is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. Finally, it is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises.
Advanced Disguise (Periodic) This skill allows a character to assume a disguise as another person of the same race, but of a different gender and/or age. You must spend 10 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting - is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. Finally, it is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises.
Expert Disguise (Periodic) This skill allows a character to assume a disguise as a person of any race that is available for PCs, and of a different gender and/or age. You must spend 10 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting - is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. Finally, it is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises.
Monstrous Disguise (Periodic) This skill allows a character to assume a disguise as any humanoid (or nearly humanoid) being of approximately the same size, and of a different gender and/or age. The character must possess a Lore: Monster skill for the being she wishes to disguise herself as. You must spend 10 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting - is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. It is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises. Furthermore, this disguise does not grant the character the ability to speak or read and write the being’s language, nor does it foil detection abilities that bypass the visual sense (i.e., Sense Life).
Dissect (Continuous) A character may remove and preserve body parts from dead creatures. The character must role-play the dissection. It takes one minute per cubic inch of the object being dissected.
Dissipate Undead (Periodic) This skill allows the Witch Hunter to use strikes of positive energy to completely destroy undead. It offers enough potency to do ONE of the following: five (5) strikes to lesser undead, OR three (3) strikes to normal undead, OR one (1) strike to a greater intelligent undead. Any successful strike immediately destroys the undead. This skill will deliver a maximum of 400 Damage (total, not 800 with Positive) to an Undead.
Dodge (Periodic) This defense skill allows a character to avoid one attack dealt against her, including a magical spell or prayer. The attack fails and the skill, spell, or prayer is considered used. Dodge cannot protect a character against psionics, bard songs, or radius effects.
Dread Surgery (Periodic) With this vile skill, a character can carve open the torso of a held or paralyzed person and force her to stare at her own viscera. You must role-play performing the torture for fifteen minutes, after which the victim must answer questions asked of her, truthfully, to a maximum of five questions. Additionally, items can be implanted or removed from the victim’s body during the use of this skill. A victim of Dread Surgery suffers two minor insanity points and is rendered into serious condition.
Druidics (Continuous) See the Druid Spells section of the Supplemental Rules for more information on Druidics.
-E-
Entry/Escape Skills: Basic Entry/Escape (Periodic) This skill allows a character to enter or exit a building by way of an unsecured window or similar opening after five seconds of concentration, during which time you must role-play preparing to escape through the exit. The character must be positioned next to the exit before the concentration time begins. If the window is secured by a lock that is accessible to the character, she may pick the lock (if she possesses the appropriate skill) and then use this skill to pass through the window. The character appears on the other side of the window in the nearest immediate spot. If the character is struck by an attack or takes any action other than concentrating on passing through the window, the skill fails but is not expended.
Advanced Entry/Escape (Periodic) This skill allows a character to enter or exit a building by way of any unsecured opening through which she could reasonably fit, for example, a chimney, after ten seconds of concentration, during which time you must role-play preparing to escape through the exit. The character must be positioned next to the exit before the concentration time begins. If the opening is secured by a lock that is accessible to the character, she may pick the lock (if she possesses the appropriate skill) and then use this skill to pass through the opening. The character appears on the other side of the opening in the nearest immediate spot. If the character is struck by an attack or takes any action other than concentrating on passing through the opening, the skill fails but is not expended.
Expert Entry/Escape (Periodic) This skill allows a character to enter or exit a building by way of any point where there is open space on the other side, after thirty seconds of concentration, during which time you must role-play seeking an exit and preparing to escape through it. The character appears on the other side of the point in the nearest immediate spot. If the character is struck by an attack or takes any action other than concentrating on passing through the point, the skill fails but is not expended.
Escape Restraints (Periodic) This skill allows a character to slip free of restraints, after ten seconds of concentration. If the character is struck by an attack or takes any action other than concentrating on slipping out of the restraints, the skill fails but is not expended.
Evaluate Item (Continuous) This skill allows a character to determine the monetary value of an object of treasure, based upon what she is able to observe and what she is told about the object’s nature. Any magical properties of an item cannot be definitively valued, such rarities are simply worth as much as someone is willing to pay. A list of the values of gems can be found in several locations, including Logistics, while the value of other treasure items will be indicated as Apparent Value on the item’s card.
Extract Truth (Periodic) This skill allows a character to coerce another person into answering one question truthfully through the use of torture. You must role-play torturing the subject for at least one minute, after which you must call the skill name and then ask the question that you want to have answered. The subject must answer the question truthfully and completely.
-F-
Fear (Periodic) With this skill, a character projects chaotic energy at an opponent, causing her to panic. To use this skill, you must point at the intended target and call the skill name. The opponent must run in fear until she is out of sight of the character and cannot face the character again for five minutes.
Feint (Periodic) With this skill, a character forces an opponent to expend a Parry, Deflect, or Dodge against a deceptive maneuver. This skill is comprised of two components, the Feint itself and an attack that is coupled with it. The coupled attack can be a non-surprise attack skill from a profession list, or can be a weapon attack for the character’s normal damage. To deliver a Feint, you must strike your opponent and call the skill, in addition to the attack that you are using with it. The opponent must use a Parry, Deflect, or Dodge, if she has one, in response to the Feint. If the opponent has a defense that can stop the coupled attack after the Feint has been resolved, then she can use it to block the attack; otherwise the attack succeeds. This skill is hand and weapon specific.
Fence (Continuous) With this skill, a character is connected to the criminal underworld enough that she has achieved membership in the local chapter of the rogue's guild. The primary point of contact for guild membership is the Fence. For complete details on how to utilize this skill, refer to the Rogue Rules section of the Online Rulebook.
Find Hidden Doors (Periodic) With this skill a character can spot a hidden door. A Rules Marshal must supervise the use of this skill and provide the results.
Fire Fortitude (Continuous) This skill allows a character to soak four points of damage from any attack that inflicts Fire damage, either elemental or magical.
First Aid (Continuous) With this skill, a character can determine the vital conditions of another person, and can bind the wounds of a person in serious condition well enough to revive her. To determine the vital condition of another person, the subject must either consent to examination or be unable to resist it. You must role-play examining her for injuries for at least ten seconds, after which you should call the skill as First Aid Assess. The subject can then give you an OOG report on all injuries and ailments she is suffering from, including her present Body Point total (X of total BP #). If the subject is conscious or all the way into the critical stage of her death count, then First Aid cannot be used to treat her injuries. If the subject is in the serious stage of her death count, then First Aid can be used to revive her. You must role-play binding the subject's wounds for one minute. The subject's death count is paused while the skill is being performed. During this time, the character and her subject must remain undisturbed - if either one takes damage, or if the character is disrupted from her work, she must begin again, starting the time requirement anew. If the treatment is interrupted in any way, the subject's death count resumes from the point at which it was suspended. Once you have completed binding the subject's wounds, she becomes Unconscious with 1 Body Point. The subject will then awaken after five minutes.
Flame Shot (Periodic) With this attack skill, a character fires an arrow set with flame pitch. The flaming arrow inflicts Fire damage equal to triple the character’s normal ranged weapon damage. When attacking with this skill, the proper way to call damage is to say “Flame Shot x Fire”, where x is the damage total. Flame Shot can also be used to start a fire if the character targets a sufficient amount of flammable material with the attack.
Flee (Periodic) This skill allows a character to beat a hasty retreat from danger. After calling this skill, you must call a hold. During the hold, you may take twenty strides in any one direction, as long as it takes you away from the danger from which you are retreating. Once you have completed your movement, call lay-on and resume normal play. A character cannot use Flee while carrying another person.
Florentine (Continuous) This weapon use skill allows a character to wield two weapons simultaneously. One weapon can be of any size up to a One Handed Edged or One Handed Blunt. The second weapon must be a Small Weapon. This skill also allows a character to fight with a weapon in one hand and a claw or fist in the other, if the character is capable of fighting by those means.
Florentine Master (Continuous) This weapon use skill allows a character to use the Florentine skill with two weapons of any size up to a One Handed Edged or One Handed Blunt.
Forgery / Detect Forgery (Periodic) This skill allows a character to forge written documents or attempt to detect if a document is a forgery. Each purchase of this skill allows the character to create one page of forgery or to detect forgery upon one complete document. A character can prepare multiple page forgeries over the course of multiple game periods, but each page she produces must be completed within one game period. To create or detect a forgery, the character must have an example of the subject’s authentic work, which she must reference the entire time that she is preparing or detecting the forgery; a forgery cannot be used to produce another forgery, an original is always required. You must role-play preparing or detecting the forgery for 10 minutes for each use of this skill. When creating a forgery, the character produces a work that mimics the physical appearance of the subject’s writing, including illuminated script or other stylizing; however, the character’s imitation of the subject’s written voice, is only as good as she herself writes it, meaning that a player reading a forged document is free to question the voice of the document without possessing this skill. All nobles holding the title of Baron or higher and all clergy holding the title of Cardinal or higher are immune to forgery, as their documents always bear official seals that cannot be forged. To determine if a character successfully detects a forgery, compare the number of Forgery Proficiencies that the creator possessed to the number of Forgery Proficiencies that the detector possesses. If either character does not have any Forgery Proficiencies, then she is considered to have a rating of zero, which is still sufficient to fool or foil an unskilled character. If the detector’s skill is equal to or greater than the forger’s, then the character discovers (and can show proof) that the document is a forgery. If the forger’s skill is greater, or if the document is not a forgery, then the character believes that the document is authentic.
Forgery Proficiency +1 (Continuous) This skill improves the ability of a character to create and detect forged documents. The number of instances of this skill that a character possesses should be noted on any documents that she forges.
-G-
Gift Of The Predator (Periodic) This detection skill allows a character to see one being within a ten-foot line of sight of her that is hidden by any concealment ability that is indicated by a yellow headband.
Goblinoid Battle Cry (Periodic) A character with this skill may yell an inspirational word that will rally all goblinoids within earshot. All goblinoids affected receive +10 BP and swing +1 Damage for the duration of the battle. Goblins under the effect of this skill do not have to retreat if they see others doing so, though they can still choose to do so anyway.
Gypsy Death Curse (Continuous) This skill allows a Gypsy to place a Greater Curse upon the person who caused her death. The Gypsy can curse the individual whose action directly caused her death, or can attempt to curse someone else who was responsible for it. To attempt to curse someone responsible for her death, the Gypsy must name the specific person to the Director within an hour of being killed, who will then verify if the named person indeed had some active part in the Gypsy’s death. If the named person did not have an active role in the Gypsy’s death, according to the Directors discretion, then the curse is wasted and has no effect on anyone; if the named person was involved, then the curse is applied to her. The decision on whom the gypsy curses is an In-Game mechanic (chosen by the dead gypsy), the naming of the target to the Director is an OOG mechanic, and may include information such as "The NPC played by (OOG Name)." The target must be a specific individual that can be specifically identified OOG by the player of the Gypsy in some fashion, such as IG name, OOG name, or identifying title or description.
The Gypsy must select a curse from the list of Lesser Curses, and the killer will be afflicted with it as a Greater Curse. The Greater Curse will remain in effect on the killer until the Gypsy releases it, or the Gypsy King releases it, or the killer dies and is resurrected. The effects of this skill will not stand if the Gypsy has avoided in any way taking a death. This skill bypasses all defenses except for the skill Resist Curse.
Gypsy Hex (Event-Based) This skill allows a character to place the Lesser Curse, “The Trickster’s Jibe” upon another person; the attack automatically hits the intended target. Skills, spells, or other abilities that protect against spells or prayers cannot be used to defend against this skill; only the protections Resist and Obscurement will resist it.
Please see the Curses section of the Supplemental Rules for more information about Curses.
-H-
Healing (Continuous) See the Healing and Resurrection section of the Supplemental Rules for more information on Healing.
Hide In Shadows (Periodic) With this skill, a character can become unseen while standing in shadows, provided that no light colored clothing is visible to an observer. You must be standing in shadow, or in complete darkness, merely standing beneath the night sky is insufficient. You must wear a yellow headband for as long as you remain hidden. As long as you do not move or make noise other than breathing, you can only be seen by skills that can foil yellow headband concealments.
Highland Rage (Periodic) With this skill a character can launch into a violent fit of rage. When this skill is used, the character gains ten Body Points and +2 Strength for five minutes. While under the effects of this skill, the character is immune to all fear or intimidation skills, spells, or abilities. The character will battle all enemies until they have fallen. While under the effect of this skill, the character will consider anyone who touches her to be an enemy and will immediately attack someone who does so. The character does not snap out of this skill until the five minutes have expired, or all enemies have been defeated, or if knocked unconscious (whichever comes first). If the character is conscious when this skill expires, she immediately collapses from exhaustion and falls to the negative stage of the death count.
Hired Help (Event-based) With this skill, a character can hire an NPC rogue to assist her with a goal. You must supply your own player to play the part - one that is not NPC’ing at the time (nor does filling this role count towards the player’s NPC’ing obligation for the event). To hire the rogue, you must go to logistics and pay 10 gold pieces for each hour that you want to have the rogue in your service, to a maximum of four hours. You must also state the goal that you wish to achieve using the rogue’s help. The rogue leaves immediately upon completing the goal, or after the contracted time has passed, whichever comes first. The contract cannot be extended after it is initially negotiated, though if you have multiple instances of this skill and return to logistics with the rogue, you can use another instance of it to hire the same rogue again or you can hire a new rogue. The goal must be concrete and specific, such as collecting money from someone that owes you, or attacking a competitor. The maximum number of people you can include as targets in the goal is three. The Monster Marshal will select an NPC card - from among three templates created for this skill - for the rogue that is appropriate to the goal. The rogue that you hire is an intelligent humanoid being, and should be role-played accordingly (including consideration of the fact that he or she is a rogue); in other words, the rogue will refuse an obvious suicide mission or flee from a battle that is going badly. A Rules Marshal can intervene in a situation where the hired rogue should be acting differently than she is, if the Rules Marshal believes it to be unfair. Any mistreatment of a rogue hired using this skill may inspire a response from the rogue’s guild, which is the middleman in the transaction that this skill represents.
Holy Strike (Periodic) This attack skill inflicts Divine damage equal to one half of an opponent’s current Body Points. This attack will inflict a minimum of ten points and a maximum of one hundred points of Direct Body damage. A character must wield her deity’s chosen weapon to strike with this skill. This skill is hand specific.
-I-
Iaijutsu (Continuous) This skill allows a character to use a weapon-based defense against an attack that just struck her, without a weapon wielded in hand. To use this skill, call Iaijustsu and the name of the defense that you are using against the attack, and then draw your weapon. Resolve the outcome of the defense against the attack normally. The weapon used for this skill must be carried on the character's person and accessible without unfastening or adjusting armor, garments, or accessories. This skill can be combined with the skill Intercept to defend against an attack on another character, according to the normal rules of that skill.
Ice Fortitude (Continuous) This skill allows a character to soak four points of damage from any attack that inflicts Ice damage, either elemental or magical..
Identify Compound (Continuous) A character with this skill is familiar with the basics of alchemy, and what goes into making compounds. A character with this skill is capable of identifying any essence, as well as any alchemical compound that is in its unused state, with 10 seconds of study. This skill will not identify compounds that have been used, such as poisons in food or on blades, or a gel that has been spread on an item or area.
Identify Item (Continuous) This skill allows the character to determine the general nature (i.e., magical, druidic, mundane, etc.) of an item, its general composition (i.e., normal stone, mithril, jade, etc.) and any special properties it possesses.
Ignore Pain (Periodic) With this skill, a character can shrug off pain that would leave another person in shock. This skill can be used to resist any pain-inflicting skill or spell, or to ignore the effects of a broken limb for the duration of the current battle.
Illusion Resistance (Periodic) This skill allows a character to resist or pierce the effect of an arcane spell of the illusion sphere, with the exception of the spell Displacement, whose effect is too subtle to notice.
Incapacitate (Periodic) This attack skill inflicts two hundred points of Direct Body damage. This skill is hand specific.
Inflict Pain (Periodic) This attack skill inflicts crippling pain on an opponent. You must be wielding a Small Weapon to strike with this skill. After successfully striking your opponent, she is stunned for five seconds and then dazed for thirty seconds.
Infravision (Continuous) With this skill, a character can see in the infra-red spectrum. All objects that emit heat will glow with a bright red aura, and are visible to the character. This skill can be used to detect any non-magically hidden being - provided that the being emits body heat and that a more powerful heat source is not masking it (such as the heat from a fire). This skill can be maintained as long as the character remains in dark conditions; as soon as she is exposed to normal lighting or brighter conditions lasting longer than thirty seconds, the skill ends. To switch between normal vision and this skill, you must close you eyes for thirty seconds.
Inner Calm (Periodic) This skill resists an attack that would cause the character to become uncontrollably enraged, or that would completely reverse her loyalties.
Instill Confidence (Periodic) This skill allows a character to bestow the effects of the Courage skill on another person. You must role-play offering encouragement and inspiration to the recipient for at least five seconds. This encouragement can be given after calling the skill, so that the recipient does not run completely away from you before you manage to call it. A character cannot use this skill if she is currently suffering from a fear or intimidation effect.
Insult (Periodic) With this skill a character delivers an insult at someone that is so stinging and vile that the subject becomes overwhelmed with anger. You must role-play insulting the subject for at least five seconds before using this skill. You must be able to see the subject, or identify her by name or by an action that she was witnessed performing in order to target her; if you are unable to see the subject, then you must use this identifying information in the insult. The subject must attack the character for at least one minute or until she has achieved some concrete form of revenge against the character, whichever comes first.
Intercept (Periodic) This skill allows a character to interpose herself between an attack and its intended target. The character must be within her weapon’s reach of the intended target or the attacker to use this skill. You can combine this skill with a defense skill to block the attack, or you can simply take the effect of the attack upon yourself.
Interrogate (Periodic) This skill allows a character to force three truthful answers from a subject. You must role-play questioning and cajoling the subject for at least ten minutes, after which you must call the skill name and then ask the questions that you want to have answered. The subject must answer the questions truthfully and completely. The second and third questions must be asked within one minute of receiving the answer to the previous question or the skill’s effect expires.
Intimidate (Periodic) With this skill, a character forces an opponent to cower in fear from her. You must role-play threatening the opponent for at least five seconds before using this skill. The opponent cannot take any offensive action against the character for five minutes. If the character attacks the opponent, she can try to defend herself from the character’s strikes but cannot attempt to counterattack.
Iron Body (Periodic) With this skill, a character develops resistance to physical injury through discipline, meditation, and the consumption of secret elixirs. Each rank of this skill provides the character with twelve Armor Points that refresh with the morning period change and cannot be augmented, repaired, or refreshed by any other means.
Iron Palm (Continuous) With this skill, a character is able to block weapon attacks with her hands without taking damage. A player whose character possesses this skill can block attacks with her bare hands, but only if her phys rep fists are unavailable to her; she must attempt to pick up or draw her phys rep fists as soon as possible.
-J-
-K-
Keen Sense (Periodic) This skill allows a character to sense the presence of other beings within twenty feet of her that are concealed by yellow or red headband concealments, for one hour. A character using this skill is aware of the presence and general location of concealed beings, but cannot see them.
-L-
Leap (Periodic) This skill allows a character to jump a distance of up to thirty feet, reaching a maximum height of fifteen feet; the character’s facing upon landing is exactly as it was upon jumping.
Levitate (Periodic) This skill allows the character to levitate instantly to a height of twenty feet in the air for a duration of five minutes. The character can do nothing other than maintain the skill while levitating. The character can lower herself safely to the ground so long as she is maintaining the skill, but if the skill ends for any reason while she is levitated, she immediately falls to the ground with the normal force of gravity.
Lick Wounds (Periodic) This skill allows a character to heal minor wounds by licking them. A character can heal a maximum of four points of damage to herself or another person, so long as the total does not exceed half of the wounds that the recipient is suffering from. This skill can only be used on Jaxuarians or Kitierans.
Liquefy (Periodic) This skill allows a character to resist a physical attack. The attack fails and the skill is considered used. The character retains her form after using this skill, as her body immediately reconstitutes after the attack passes through her.
Literacy (Continuous) This skill allows a character to read and write in Common, the language of most humans.
Literacy: Other (Continuous) This skill allows a character to speak, read, and write in a language other than Common. You must specify which language your character is learning when you purchase this skill, and the teacher must possess that specific language skill. A list of available languages can be found in the languages section of the rulebook.
Lore: Any (Continuous) The Lore Skill gives background and useful information on a given topic. Lore are limited in how specific they may become. While you can learn a monster lore on a general level (Lore: Monster), a specific level (Lore: Undead), and even down to a given type (Lore: Zombie), you cannot purchase lores about specific creature derivations (Lore: Greater Zombie). Lores are categorized as follows
Monster - Examples are Monster Lore: Undead, or Monster Lore: Zombies;
Culture - Examples are Culture Lore: Goblinoids, or Culture lore: High Elves;
Region - Examples are Region Lore: Sea, or Region Lore: Chaos Wasters;
Divinity - Examples are Divinity Lore: Malyc, or Divinity Lore: Valos;
Other - Examples are Lore: Etiquette, Lore: Magic, or Lore: History.
Lores are assumed to function on three levels: 1) Lores may be used in combat to basically identify a creature (Monster Lore, what do I see?). 2) Lores may be used to glean more information from a marshal (Monster Lore: Undead, what do I know?) 3) Lores may be combined with research and identify Item to gain further more specific information (Monster Lore: Zombies, how tough are the different types of zombies? or Culture Lore: Kormyre, Identify Item on this old Church, what period in Kormyre history was it built?)
Lore: Bardic (Continuous) With this skill, a character is knowledgeable about the subject of music, poetry, and folklore, and of the Bardic spell singing ability in particular.
Lore: Academic (Continuous) A Londwynian can purchase one Lore skill of an academic variety, which must be approved by the Director.
Lore: Chaos (Continuous) In addition to the normal Lore usage, the skill grants the character one permanent minor insanity point. For more on insanity points review the Insanity page fo the Supplemental Rules section of the Online Rulebook.
Lore: Divinity (Continuous) To learn this skill, a character must be baptized to a god. With this skill, a character is deeply knowledgeable in the mythology of the gods, the order of their realms, and their tenets and symbols. In addition, the character is knowledgeable about religious practice - very specifically in the case of her chosen deity and gods of the same pantheon (if applicable) and generally in the case of other gods.
Lore: Druidic (Continuous) With this skill, a character is knowledgeable about the subject of druidism, and its common practices.
Lore: Magic (Continuous) With this skill, a character is knowledgeable about the subject of arcane magic and its common practices.
Lore: Religion (Continuous) With this skill, a character possesses a general knowledge of the mythology of the gods and the order of their realms. If a character with this skill becomes baptized to a god, this skill's scope expands to provide her with knowledge of her chosen god's tenets and symbols.
Luck (Per Event) This skill allows the character to avoid one moment of ill luck. This skill can be used as a defense against any attack. A marshal must be present to decide the outcome of this skill when used in a role-playing situation.
-M-
Malediction (Continuous) This skill allows a character to use her holy symbol to cut off an opponent’s connection to her deity. To use this skill, the character must affix her holy symbol to the opponent, who must be rendered immobile by some means. She is unable to cast prayers or utilize any divine abilities for as long as the character’s holy symbol remains affixed.
Magic (Continuous) Magic is a mystical unknown force that gives power to a select few, traditionally called Mages although Bards and Scholars also can harness Magic to a lesser extent than a Mage. Magic is divided into nine different spheres which all mages can potentially learn. These spheres contain four Rank I and rank II spells and three Rank III and Rank IV magic spells. Magic points are required to cast magic spells.
See the Magic Spells section of the Supplemental Rules for more detailed information on Magic Spells.
For more detailed information about Necromancy and summoning Undead, please refer to the Necromancy Rules section of the Supplemental Rules.
Wild Mages have a minor sphere of unique spells which are included in their random spell generation.
Magic Resistance (Periodic) This skill allows a character to resist an arcane spell.
Martial Arts Proficiency +1 (Continuous) With this damage augmenting skill a character may add one to her damage total when attacking with Martial Arts. This skill is not hand specific.
Mass (Periodic) Please see the rules for Clergy and Religion for full details on this skill.
Master Plan (Event-Based) This skill allows a character to organize a group of accomplices with the purpose of executing a specific plan. The character can include up to four other people in her plan. You must role-play discussing the plan for at least ten minutes for each participant. A participant must have at least one Rogue profession list to take part. After the planning has been completed, the participants can enhance any one of their skills that were learned from a Rogue profession list. If a participant chooses to enhance a Periodic or Event-Based skill, then she gains an additional use of that skill. If a participant chooses to enhance a skill that has a more advanced version, she will gain one use of that skill at one increment higher than she knows. The enhanced skill can only be used in some fashion that will coincide with executing the plan, by keeping the participant alive while performing her part of it, or enhancing the chance that the plan will succeed. A Rules Marshal must supervise the use of this skill.
Master Teach (Continuous) This skill allows a character to teach a skill, spell, or ability that she knows to multiple people at the same time. You must role-play teaching the subjects for at least five minutes for every two points of build that the skill costs.
Medical Assistant (Continuous) This skill allows a person to assist a physician who is treating a patient. Because of this assistance, the role-playing time required of the physician to perform the treatment is reduced by half. Only one medical assistant may help a physician per procedure.
Meld With Water (Periodic) This skill allows a character to join with a body of water. There must be roughly a bucketful of water present for the character to join with it. You must role-play melding with the water for at least twenty seconds. The character cannot be removed from the water, nor ingested, but if the water is spread out, dries out, or is absorbed by another material, the character is expelled from it and returns to her original form. This skill requires the use of a red headband. An ability that pierces a red headband concealment will reveal the presence of the character within the water, but will be unable to provide a clear distinction between them such that the character could be targeted directly.
Meld With Tree (Periodic) This skill allows a character to join with a tree for the purposes of solitude and recuperation. You must role-play melding with the tree for at least twenty seconds. A character that is melded with a tree is able to perceive her surroundings with all of her senses, and heals wounds at a rate of five Body Points for every hour she remains melded. If the tree is damaged while the character is melded with it, the character suffers half of the damage from each attack. If a character is knocked unconscious while melded with a tree, she immediately separates from the tree and falls to the ground in her original form. This skill requires the use of a red headband. An ability that pierces a red headband concealment will reveal the presence of the character within the tree, but will be unable to provide a clear distinction between them such that the character could be targeted directly.
-N-
Nail (Periodic) This skill allows a character to pin an opponent’s arm to a wall or other substantial object, or her foot to the floor or ground for a duration of five minutes. You must strike the opponent with an edged thrown weapon, arrow, or bolt, and the opponent must be within five feet of a wall, tree trunk, or similar object if you want to pin an arm. The opponent’s arm or foot becomes fixed in place. The opponent can choose to free herself before the duration has expired with Strength +2 or greater, but suffers five points of Direct Body damage as a result.
Negative Energy Resistance (Continuous) With this skill, a character is immune to all innate claw or bite special effects of Negative Energy beings, such as a paralyzing strike, lycanthropy curse, or the ability to inflict Direct Body damage.
Negative Energy Fortitude (Periodic) This skill offers the character a degree of protection from the attacks of Negative Energy beings. The character must concentrate for five seconds before using this skill, which can be the same five seconds of concentration required to charge the skill Positive Energy Concentration, if the character wishes. When active, this skill grants the character a soak of five against all attacks from Negative Energy beings. In addition, the character is immune to all innate claw or bite effects that the being might possess, such as a paralyzing strike or the ability to inflict Direct Body damage. These protections have a duration of ten minutes.
-O-
-P-
Paralyzing Strike (Periodic) This attack skill renders an opponent paralyzed for one minute.
Parry (Periodic) This defense skill blocks a weapon, claw or fist strike that is delivered from the front of a character’s body and is not a surprise attack. The opponent’s attack fails and the attack skill is considered used. This skill is not hand specific. You must have a weapon in hand to use this skill.
Physician Abilities (Periodic) See the Physician Abilities section of the Supplemental Rules for more detailed information on Physician Abilities.
Pick Lock Skills: Pick Basic Locks (Periodic) This skill allows a character to open a basic lock. You must role-play picking the lock for a duration of thirty seconds, after which the lock is opened and unbroken; anyone can lock it again instantaneously by touching the location of the lock and stating the action.
Pick Complex Lock (Periodic) This skill allows a character to open a complex lock. You must role-play picking the lock for a duration of one minute, after which the lock is opened and unbroken; anyone can lock it again instantaneously by touching the location of the lock and stating the action.
Pick Masterwork Locks (Periodic) This skill allows a character to open a masterwork lock. You must role-play picking the lock for a duration of five minutes, after which the lock is opened and unbroken; only someone who knows how to work the specific lock (listed on the Area Note or Item Card), or the rogue who picked it, can lock it again.
Pick Pockets (Periodic) With this skill, a character can attempt to pick another person’s pocket or pouch. You must clip a black clothespin within 6 inches of or directly on the pouch or pocket you are attempting to pick, and the pin must remain attached for a duration of ten seconds without being detected by the victim. A Rules Marshal must supervise the use of this skill. If the attempt to pick the victim’s pocket succeeds, the Rules Marshal will retrieve one item at random from the pouch or pocket that was picked. If the victim catches you trying to clip the pin on, then she has caught you in the act. If the victim observes the pin within the ten-second duration, then she is aware that someone was trying to pick her pocket, but is not aware of who it might have been, though she may use reason to deduce it, depending on the situation. If another person observes you clipping the pin on, then that person has witnessed the crime and can act in response to it however she wishes. If another person observes the pin clipped on but did not see it placed there, then she sees absolutely nothing and may not warn the victim, nor claim to have witnessed the crime. Regardless of the outcome, the skill is considered used.
Poison Discharge (Periodic) With this skill, a character resists a poison by expelling it from her body. The poison is released in the same manner in which it was received, so that a wound will seep the poison back out, or an ingested poison will be vomited up.
Positive Energy Barrier (Periodic) This skill allows a character to create a barrier of positive energy. Negative energy creatures, such as Undead, Lycanthropes, and True Warlocks cannot pass through the barrier on any plane of existence. A Greater Undead, Greater Lycanthrope, or True Warlock possessing the knowledge of True Form can choose to pass through the barrier, but if it elects to do so it suffers 400 Direct Body damage, which cannot be resisted in anyway. Once crossed, that creature is no longer affected by that specific barrier. The character creating the barrier must role-play inscribing it for at least one second per foot of length, and must call out the skill every five feet, as the process of creating the barrier is visibly obvious. A character can create a barrier equal to five times her level in feet (to a maximum of 50 feet). The barrier cannot be circumvented from above or below. The barrier will last up to one hour, provided that the character that created it remains within fifty feet of it and conscious for the duration. The barrier must be a straight line, curve, or simple enclosed shape, may not cross itself, and must be inscribed on a flat surface. The presence of the barrier must be announced to anyone who enters the vicinity of the barrier, and the barrier cannot be covered or disguised in any way.
Positive Energy Concentration (Periodic) This skill allows a character to channel positive plane energy down her arms and out through any weapons that she wields. To use this skill, the character must concentrate for five seconds, after which she may strike for +1 damage - with the blows inflicting the positive energy (Posi) damage type - for a duration of ten minutes. This skill can be charged simultaneously with the skill Negative Energy Fortitude.
Prayer Shield (Periodic) This skill allows a character to resist a prayer.
Prayers (Continuous) Prayers are the spell-like powers that gods grant to their devote clergy. All clergy have access to the Sacrament domain's Prayers. Clergy of the Light and Dark Pantheon have access to the Light and Dark domains' prayers respectively. Some domains are shared between multiple gods across the pantheons (i.e the War domain is shared by four different gods). Each god grants access to his/her followers an exclusive domain of prayers. Faith Points are required to cast prayers. For more detailed information on prayers see the Prayers section of the Supplemental Rules.
Psionics (Continuous) See the Psionics section of the Supplemental Rules for detailed information on Psions and Psionics.
Psionic Shield (Periodic) This is simply a name for a skill in which you have a mind so disciplined that you can withstand one psionic attack with a mere thought. You may ignore the effects of any one psionic attack. You may only purchase this skill once for each Attack Rank you know (4 Maximum).
Puncture Armor (Periodic) This attack skill punctures armor and delivers a grievous wound. It inflicts double a character’s normal weapon damage, in Direct Body damage, to an opponent. When attacking with this skill, the proper way to call damage is to say “Puncture Armor x Body”, where x is the damage total.
Pursue (Periodic) This skill can be called in reaction to an opponent that is fleeing from the character. To use this skill, call a hold (if one has not already been called by the opponent that is fleeing) and the name of this skill, after which you can take up to twenty strides in the direction of the fleeing opponent.
-Q-
Quadrivium (Continuous) With this skill, a character is knowledgeable on the subjects of algebra, geometry, music, and astronomy.
Quick Bind (Periodic) This skill allows a character to instantly bind and gag an opponent using nearby commonly available materials. You must tag the opponent on both shoulders with your hands to strike with this skill. The opponent is bound by the hands and feet and gagged, rendered completely immobile and unable to speak. The bindings can be cut loose with an edged weapon, broken loose by the opponent if she has Strength +4 or greater, or slipped out of by the opponent if she has the skill Escape Restraints.
-R-
Ranged Weapon Proficiency +1 (Continuous) With this damage augmenting skill a character can add one to her weapon damage when attacking with one type of ranged weapon, which must be specified when the skill is learned.
Recipe (Herbal, Alchemical, Poison) (Continuous) Recipes allow you to create alchemical products of its power relative to the recipes Rank. Usually, you must have a certain number of lower rank recipes to learn a higher rank recipe. See the Alchemy Rules section of the Supplemental Rules for more information.
Refresh Disguise (Periodic) This skill allows a character to extend the duration of her disguise by an additional hour. You must role-play adjusting and fixing the disguise for one minute, which must take place within the last 15 minutes of the disguise’s original duration. This skill can be used twice on a single disguise, with the second use occurring within the last 15 minutes of the first extended duration.
Research (Continuous) This skill allows a character to discover information by consulting one or more Manuscripts, Tomes, or other complex, written works. A rules marshal or plot marshal (where appropriate to the context) is required to oversee the use of this skill. The character must have access to one or more resources that specifically contain the information you wish to investigate, and must study it or them for at least thirty minutes. After completing the study, you can ask and receive answers to five questions concerning the subject. All questions must be posed during the study session; none can be saved for later use. The questions can be prepared with the help of others before the research begins. The character learns no further information regarding the subject other than what was gained from the five questions.
Resilience (Periodic) This defense skill resists a weapon, claw or fist attack that inflicts physical harm. The opponent’s attack fails and the attack skill is considered used.
Resist Charm (Periodic) This skill allows a character to resist a mind-controlling skill, spell, or ability.
Resist Disease (Periodic) This skill allows a character to resist a disease or an attack that inflicts Disease damage.
Resist Poison (Periodic) This skill allows a character to resist a poison or an attack that inflicts Poison damage.
-S-
Satyr Wine (Event-Based) With this skill, a character can produce one bottle of Satyr Wine. Drinking one ounce or more of Satyr Wine induces minor, harmless hallucinations for a duration of thirty minutes. Satyr Wine is considered a Rank One Poison for the purposes of resisting or treating its effects.
Second Chance (Periodic) With this skill, a character calls upon her luck to try and improve upon the outcome of a try at gambling. You can use this skill to retry any gambling experience that involves luck, such as re-rolling dice or re-drawing a hand of cards. In the game world, the first try never happened and the result of the retry is the only thing that takes place.
Sense Life (Continuous) This ability allows the being to detect the presence of living beings within its visual range. The being can see through all red and yellow headband concealment skills, spells, and abilities, provided that the subject is on the same plane of existence as the being. This ability cannot penetrate the Mask of Death skill.
Set Traps (Event-Based) This skill allows a character to set a trap. each instance of this skill that a character possesses provides her with one Trait.
Sever Limb (Periodic) This attack skill injures an opponent’s limb, severing it and causing severe pain and leaving no part of the limb attached to the opponent’s body. You must strike the opponent’s limb that you wish to sever for this attack to be successful. The opponent’s limb is lopped off and she can make no attempt to use it. This skill is hand and weapon specific and you must wield a One Handed or larger Edged Weapon to strike with this skill.
Shatter Weapon (Periodic) This attack skill breaks an opponent’s weapon and renders it useless. You must be wielding a weapon of equal or greater size than the opponent’s weapon and must strike the opponent’s weapon for this attack to be successful. The opponent can no longer wield the weapon in any manner, and must immediately sheath or drop it.
Shield Bash (Periodic) This attack skill knocks an opponent back ten feet from the character, and Dazes them for 5 seconds. You must be wielding a shield to use this skill; call the skill by gesturing in the direction of your opponent without touching her at all. You must be within arm's length of your target for the attack to be successful.
Sleight of Hand (Periodic) With this skill, a character snatches a small item that is out in the open, without notice. The item being snatched cannot be bigger than the palm of your hand. A Rules Marshal must supervise the use of this skill. To use this skill, you must stand within arm’s reach of the item for five seconds, after which the Rules Marshal will take the item for you and give it to you as soon as possible afterward while remaining discrete.
Smash Door (Periodic) This skill is a physical strike that forces open on a normal-sized wooden door. To use this skill, touch the target door with your hand and call the skill. Locks securing the door are bypassed but not broken by this skill.
Smite (Periodic) This attack skill inflicts Divine damage to an opponent equal to double the character’s normal base damage plus five. If the character is using her deity's holy weapon, she instead deals triple her normal base damage plus five. This skill inflicts a maximum of forty points of damage.
Smithing (Continuous) See the Smithing section of the Supplemental Rules for detailed information on Smithing.
Smithing Assistant (Continuous) With this skill, a smith can assist another smith in crafting an item. The item takes half as long to create, and the assisting smith may choose to contribute up to half of the required CPs, rounded down.
Smuggling (Event-Based) This skill allows a character to purchase items from the Illicit Goods list, to a maximum value of 25 gold pieces an event. In addition, plot writers may be authorized to offer other items available for smuggling on a month-to-month basis. All purchases must be made at the beginning of an event, before you have begun playing the character, as these goods represent acquisitions that were made between the previous event and the current one. You cannot purchase goods for events that you do no attend, the limit of 25 gold pieces for each instance of this skill that the character possesses is always the maximum.
Spirit Of The Dragon (Periodic) This skill allows a character to call upon her dragon ancestry, granting her skill, fortitude, and other benefits. When this skill is used, the character gains thirty Body Points, can add two to her normal weapon damage, and can strike for Direct Body damage. The effects of this skill last for the duration of the battle in which it is used. When Spirit of the Dragon expires, the character is dazed for ten minutes.
Stealth (Continuous) This skill allows a character to move while using the skill Hide in Shadows. The character must remain in the shadows and can only move at a heel-to-toe rate while concealing herself with this skill. If the character takes offensive action towards another being, she becomes immediately visible. This skill requires the use of a yellow headband, and must be used with the skill Hide in Shadows.
Stone Fists (Continuous) With this skill, a character is able to block weapon attacks with her hands without taking damage. A player whose character with possesses this skill can block attacks with her bare hands, but only if her phys rep fists are unavailable to her; she must attempt to pick up or draw her phys rep fists as soon as possible.
Strength +1 (Continuous) With this damage augmenting skill, a character is stronger than a normal person, and can add one to her normal weapon damage, or two to her normal weapon damage if she is wielding a 2HE, 2HB, or Pole-arm weapon. See the Combat section for full details on how much a character may carry / lift.
Strength Of The Samurai (Periodic) This attack skill allows a character to deliver a brief flurry of powerful blows. You must role-play concentrating your mind and strength for at least five seconds, after which the character strikes for twice her normal weapon damage for the next five attacks.
Stunning Blow (Periodic) This attack skill renders an opponent stunned for five seconds. You must strike the opponent on her torso for this attack to be successful.
Subdue (Periodic) This attack skill allows a character to grapple an opponent and render her held. You must strike the opponent on both shoulders with the character’s fists for this attack to be successful. If the opponent has a greater Strength than the character, then the opponent can break out of the hold at any time. The opponent that is held by this skill cannot move, attack, or use any other type of ability that requires the user of her limbs. The character that is using this skill cannot attack or use any other type of ability, and can only move with the opponent at a heel to toe pace. This skill lasts until the character releases the opponent, by whatever means that occurs.
-T-
Teach (Continuous) This skill allows a character to teach a skill, spell, or ability that she knows to another person. You must role-play teaching the subjects for at least five minutes for every two points of build that the skill costs.
Throw (Periodic) This attack skill allows a character to throw an opponent away from her. You must strike with a Two Handed Edged weapon, Two Handed Blunt weapon, Pole-Arm, or Staff for this attack to be successful. The opponent is thrown ten feet from the character, and knocked prone. To use this skill with Martial Arts or Brawling, you must strike the opponent with both of the character’s fists simultaneously.
Torment (Periodic) This skill allows a character to force three truthful answers from a subject and inflicts one randomly assigned minor insanity point on her. You must role-play torturing the subject for at least fifteen minutes, after which you must call the skill name and then ask the questions that you want to have answered. The subject must answer the questions truthfully and completely. The second and third questions must be asked within one minute of receiving the answer to the previous question or the skill’s effect expires.
Tough Hide (Continuous) With this skill, a character soaks one point of damage from all physical attacks dealt to her.
Tolerance (Continuous) With this skill, the character has the ability to consume alcohol with the same endurance as a Celt, Barbarian, or Dwarf. If the character with this skill is a Celt, Barbarian, or Dwarf, then she can consume alcohol with the same endurance as a Satyr. If the character with this skill is a Satyr, then she can consume alcohol with a greater endurance than any other normal mortal creature.
Torture (Periodic) This skill allows a character to coerce the truth from another person through the use of torture. The character must role-play torturing the victim for at least five minutes before forcing truthful answers from her, and must continue to torture the victim throughout the questioning. The victim can only be questioned on one particular subject, but will answer any question pertaining to that subject truthfully. The coercion lasts for ten minutes or until the character stops torturing the victim, whichever comes first. Once the torture ceases, the victim falls unconscious for ten minutes.
Tracking (Continuous) This skill allows a character to follow the tracks of another person or creature. A Rules Marshal must supervise the use of this skill. The character may or may not succeed, depending on a number of factors; refer to the Tracking section of the Supplemental Rules for complete details on how tracking is performed.
Tracking Evasion (Continuous) This skill allows a character to foil the skill Tracking. Each challenge that the tracker must pass to continue to follow the character is reduced from a fifty percent chance of success to a one-quarter chance.
Trade: Consumable/Wearable/Durable/Luxury (specific trade) (Continuous) When you purchase the trade skill, you must immediately select a type of trade, and a specific trade that your character practices. You can choose any trade that you wish, subject to director approval. It is possible for the same specific trade to be classified as two different types, even by the same character. The specific trade is simply the role-play expression by which your character earns commodity cards, and has no other bearing on your character’s knowledge or abilities. A character with this skill is entitled to receive one commodity card of the chosen type of trade at the beginning of each event. The following table lists some common trades available for a character to learn, and the type of trade it most often is. A trade must be learned from someone who practices the same specific trade and has it classified as the same type (and can teach).
Trades Table
| Consumable |
Wearable |
Durable |
Luxury |
| Baker |
Tailor |
Carpenter |
Herbalist |
| Cook |
Cobbler |
Mason |
Jeweler |
| Brewer |
Furrier |
Metal Worker |
Dyer |
| Hunter |
Tanner |
Potter |
Masseuse |
| Farmer |
Glover |
Book Binder |
Therapist |
| Fisherman |
Hatter |
Cartwright |
Entertainer |
| Cheese Maker |
Weaver |
Thatcher |
Cartographer |
| Gardener |
Knitter |
Glassblower |
Taxidermist |
| Vinter |
Leatherworker |
Basket-Weaver |
Rat Catcher |
| Shepard |
Embroiderer |
Candlemaker |
Fortune Teller |
Trade Proficiency (Continuous) A character with this skill is entitled to receive three commodity cards of the same type as the specific trade she has proficiency in at the beginning of each event. This skill can be learned from anyone that possesses it (and can teach); you do not have to learn it from someone who practices the same trade, or even the same type of trade. This skill can be bought 4 times per specific trade.
Treasure Sense (Periodic) With this skill, a character has an instinct for knowing where there is treasure to be found. When a character uses this skill, she detects the presence of all treasure within ten feet of her. A Rules Marshal must supervise the use of this skill, and will ask each person and inspect each container within the radius of the skill for treasure. You will be told if the treasure is worth less than five gold pieces, or five gold pieces or greater.
Trick Shot (Periodic) This skill allows a character to perform a feat of marksmanship. The character can shoot an apple off of someone’s head, a cup out of someone’s hand, or perform a similar maneuver. This skill can only be used for non-combat purposes. A Rules Marshal may rule whether or not the Trick Shot is possible.
Trip (Periodic) This attack skill allows a character to knock an opponent to the ground. You must strike the opponent on one of her legs for this attack to be successful. The opponent is then knocked prone. To use this skill with Martial Arts or Brawling, you must strike the opponent on one leg between the knee and ankle.
Truth of the Gypsy (Periodic) This skill allows the character to tell one lie in response to a skill, spell, or ability that compels her to speak the truth or that detects the truth. This effect can only be used to avoid speaking the truth concerning one question, if the interrogating ability allows for more than one question. No matter how many methods or instances are employed, the character using this ability is immune to answering the resisted question truthfully for a duration of thirty minutes – even if asked by a different person. The person using the detection ability believes that the character has made a statement they believe to be true (even if is blatantly not), and that their skill or effect has worked properly. There is no way to detect that a Gypsy has lied in such a way, including knowledge gained through Lore: Gypsy.
Tumbling (Continuous) With this skill, a character can immediately stand up after being struck by a knockdown effect that would normally require her to remain on the ground for five seconds, unless that effect leaves her otherwise incapacitated.
-U-
-V-
Vengeance vs. Dark Elves (Continuous) With this skill, a character harbors an animosity towards Dark Elves so strongly that she can fight more effectively against them. The character can add one to her normal weapon damage when attacking a Dark Elf.
Vengenace vs. Goblinoids (Continuous) With this skill, a character harbors an animosity towards goblinoids (hobgoblins, orcs, goblins, and ogres) so strongly that she can fight more effectively against them. The character can add one to her normal weapon damage when attacking a goblinoid.
Vengeance vs. High and Sylvan Elves (Continuous) With this skill, a character harbors an animosity towards High Elves and Sylvan Elves so strongly that she can fight more effectively against them. The character can add one to her normal weapon damage when attacking a High Elf or Sylvan Elf.
-W-
Waylay (Periodic) This attack skill knocks an opponent unconscious with a single, well-placed blow. The character must be wielding a small weapon to strike with this skill. The strike must be delivered by surprise, from behind, and to the back of your opponent, between the shoulder blades. The attack bypasses all latent magical, divine, and druidic defenses protecting an opponent, except for Resist, Displacement, or a protection that specifically foils surprise attacks. The opponent is immediately knocked unconscious for a duration of ten minutes, and cannot be awakened by any means other than one that specifically treats the effect of this skill. This attack does not inflict any damage.
Weakness vs. Decay (Continuous) With this vulnerability, a character suffers double the stated amount of damage from any attack that inflicts decay damage, or any combination of damage types that includes decay.
Weakness vs. Disease (Continuous) With this vulnerability, a character begins a disease in the second stage, and progresses to the third stage at the beginning of the subsequent event. The disease progresses normally thereafter. The character still suffers the cumulative effect of the first stage (i.e., it is not bypassed, merely accelerated).
Weakness vs. Fire (Continuous) With this vulnerability, a character suffers double the stated amount of damage from any attack that inflicts fire damage, or any combination of damage types that includes fire.
Weakness vs. Magic (Continuous) With this vulnerability, a character suffers double the stated amount of damage from any attack that inflicts magic damage, or any combination of damage types that includes magic.
Weakness vs. Poison (Continuous) With this vulnerability, a character suffers double the stated amount of damage from any poison that inflicts damage. If a poison delivers a specific effect, the character suffers double the stated effect, if applicable; otherwise, she suffers the effect for double the stated duration.
Weakness vs. Sunlight (Continuous) With this vulnerability, a character that is outdoors while the sun is shining (even partially) suffers Strength -1 and must expend one additional career point each time she uses an ability that requires them.
Weapon Proficiency +1 (Continuous) This damage augmenting skill allows a character to add one to her normal weapon damage with one specified weapon wielded in one specified hand. A character can only learn this skill from someone with a Weapon Proficiency in the same weapon and hand that she wishes to learn it with.
Wield Faith (Continuous) This skill allows a character to use her holy symbol as a weapon against undead or extra-planar creatures of the opposing alignment of her deity; servants of neutral gods can only use this skill against undead. To use this skill, the character must hold her holy symbol, with nothing else encumbering her hand and arm, before her and in the direction of the opponent, who must be within ten feet of her. If the creature is susceptible to Wield Faith it must cower in fear and pain before the holy symbol, and attempt to retreat to a safe distance from it. The opponent cannot take any offensive action against the character as long as she remains within the range of this skill, and as long as the character takes no action other than concentrating; the character can move at a heel-to-toe pace while maintaining concentration. An opponent that is not specifically susceptible to Wield Faith is unaffected by this skill.
Willpower (Periodic) This defense skill allows a character to resist a mental attack or mind-influencing ability. In addition, the character is immune to that attack or ability for thirty minutes.
-X-
-Y-
Yado (Periodic) This defense skill blocks a ranged weapon attack that is delivered to the front of the character’s body and is not a surprise attack. The opponent’s attack fails and the attack skill is considered used.
-Z-
Weapons
Weapon and Shield sizes can be found in the Smithing Rules.
1-Handed Edged / Blunt (Continuous) You must choose to purchase either edged or blunt. An edged weapon will allow you to fight with a long sword, short sword etc. Purchasing blunt will allow you to fight with a one-handed club, mace, etc. Base damage: 2.
2-Handed Edged / Blunt (Continuous) You must choose to purchase either edged or blunt. An edged will allow you to fight with a two-handed sword or ax. A blunt will allow you to fight with a two handed mace, club, etc. These weapons require two hands to use them. However, you could use them one-handed for defense ONLY, and thus no strike or skill could be employed with them. Base damage: 5
Bastard Edged/Blunt (Continuous) You must choose either edged or blunt. A bastard weapon is slightly longer than a long sword and has a very long handle to accommodate for more than one hand. A bastard weapon may be wielded with one hand or two. A bastard weapon must have a grip large enough to accommodate two hands. Base damage: 2 One handed / 5 Two handed.
Blunt Mastery (Continuous) This skill will allow the warrior to use One-Handed Blunt, Bastard Blunt, Two-Handed Blunt. A character with this skill may teach any of these weapons to another PC as if they had that weapon's specific skill.
Bow (Continuous) This skill allows you to shoot missiles with the use of a bow. For safety they should not be targeted by weapon strikes. Base Damage: 8. See the Archery Supplement for more details on archery at KR.
Brawling (Continuous) This skill allows you to fight using only your bare hands IG. OOG, you may carry a pair of Fists (small weapons, colored white or [recommended] the appropriate skin color) to represent your hands. You may use both hands without penalty, but may not combine them with another weapon without the Florentine skill. Fists take damage (points and skills) when hit by an attack.
Claws (Continuous) Jaxuaryan: The Jaxuaryan posses long razor sharp claws that cen extend and retract from their forearm. These claws can be the length of long swords. Their damage can be augmented with strength and weapon proficiencies. Base Damage: 2
Kiterians: The Kiteria possess reazor sharp claws that can extend and retract from their hands. These claws can be the length of a dagger. They cannot be disarmed, broken or shattered, unless the entire arm is severed. They can never have their damage augmented with strength or weapon proficiencies. Base Damage: 1
Cleric's Weapon A cleric can purchase the weapon skill of her deity for 2 build, with no pre-req. A cleric is not required to wield the holy weapon of her deity, but it is the only weapon skill she can buy from the Cleric profession list.
For a listing of the deities and their holy weapons refer to the Religion section of the Online Rulebook.
Crossbow (Continuous) This skill allows you to shoot missiles with the use of a Crossbow. For safety they should not be targeted by weapon strikes. Base Damage: 8 See the Archery Supplement for more details on archery at KR.
Edged Mastery (Continuous) This skill will allow the warrior to use One-Handed Edged, Bastard Edged, and Two-Handed Edged weapons. A character with this skill may teach any of these weapons to another PC as if they had that weapon's specific skill.
Improvised Weapon (Continuous) This skill allows a character to utilize ordinary objects as makeshift weapons. To use the skill, you must be within reach of an object that is of One Handed Edged weapon size or smaller, and of a reasonable weight and consistency to be used as a weapon (e.g., a table leg, wine bottle, or baseball-sized rock). If the object is attached to something, you must spend five seconds role-playing detaching it; otherwise, you can call the skill immediately upon touching the object. To wield the object as a weapon, you must use a brawling phys rep covered with black tape. The Improvised Weapon strikes for one point of damage and is considered a Small Weapon for the purpose of any skill or damage augmentation that can be used while wielding a small weapon; it is not considered any type of weapon for the purpose of any skill, spell, or ability that can be applied to augment or change the properties of a weapon. The Improvised Weapon can be used to block physical attacks as a normal weapon, but if it is used to block an attack by using a defense skill, the weapon is instantly destroyed or disarmed (if the object happens to be indestructible) in the process.
Javelin (Continuous) A character with this skill may use a Spear in ranged combat. Thrown spears may NOT be used to parry, or any other defensive or offensive action besides firing or throwing the missile weapon. For safety they should not be targeted by weapon strikes. Note that Javelin physreps must have no solid core in them. Base Damage: 8
Martial Arts (Continuous) This skill allows you to fight using only your bare hands IG. OOG, you may carry a pair of Fists (small weapons, colored white or [recommended] the appropriate skin color) to represent your hands. You may use both hands without penalty, but may not combine them with another weapon without the Florentine skill. Fists take damage (points and skills) when hit by an attack.
Pole Arm (Continuous) Allows the character to fight with a pole arm weapon. These weapons require two hands to use them. However, you could use them one-handed for defense ONLY, and thus no strike or skill could be employed with them. The entire shaft of a pole arm physrep must be covered with foam, and it is legal to strike with any part of the weapon. Base damage: 4
Shafted Mastery (Continuous) This skill will allow the warrior to use all shaft weapons, including Pole Arms, Spears, and Staves. A character with this skill may teach any of these weapons to another PC as if they had that weapon's specific skill.
Shield S/M/L (Continuous) A character may wield a shield of a size that was purchased. The three sizes are small, medium and large. Please see the Weapons page for more details on using shields.
Shield Mastery (Continuous) This skill will allow the warrior to use small, medium, and large shields. A character with this skill may teach any of these weapons to another PC as if they had that weapon's specific skill.
Small Weapon (Continuous) Character may wield a dagger sized weapon. Requires one use of the Disarm skill to be disarmed. Base damage: 1.
Spear (Continuous) A character with this skill may wield a spear in melee combat. Spears may be wielded with one hand or two. The entire shaft of a spear physrep must be covered with foam, and it is legal to strike with any part of the weapon. Base damage: 2 (one-handed) / 5 (two-handed).
Staff (Continuous) A character that purchases this skill knows how to fight and defend themselves with a staff. Staves require two hands to use them. However, you could use them one-handed for defense ONLY, and thus no strike or skill could be employed with them. The entire shaft of a staff must be covered with foam, and it is legal to strike with any part of the weapon. Base damage: 2
Thrown Weapon (Continuous) A character may fight by throwing weapons such as daggers, rocks and shuriken. Foam, coreless phys reps represent thrown weapons. These weapons may NOT be used to parry, or any other defensive or offensive action besides firing or throwing the missile weapon. For safety they should not be targeted by weapon strikes. Base Damage: 1
|