| Skill Name | Description |
|---|---|
| 1-Handed Blunt | You may use any blunt weapon that is wielded with one hand. This includes but is not limited to hammers, maces, and clubs. Or frying pans if you have an approved physrep. |
| 1-Handed Edged | You may use any edged weapon that is wielded with one hand. This includes but is not limited to swords, axes, and daggers. This also includes spears, since you can block with one hand, but you must use two hands to attack. |
| 2-Handed Blunt | You may use any blunt weapon that is wielded with two hands. This includes but is not limited to Warhammers, large clubs, or tree limbs (with and approved physrep) |
| 2-Handed Edged | You may use any edged weapon that is wielded with two hands. This includes but is not limited to bastard swords, battle axes, and claymores. |
| Bow | The bow skill allows you to use a bow as well as apply weapon proficiencies to each shot. All bow and arrow physreps must be 10-15 pounds or less pull resistance and approved by a weapons safety marshal. Strength bonuses do not affect the damage dealt by a bow. |
| Projectile Mastery | This skill allows you to use any approved bow or thrown weapon as well as apply any weapon proficiencies to each shot. Strength bonuses only apply to thrown weapons and do not affect the damage dealt by bows. |
| Polearm | The polearm skill allows you to use a polearm between 60 and 72 inches with a base damage of 8. All strength bonuses and weapon proficiencies apply to each swing. |
| Shield | The shield skill allows you to use an approved shield physrep. Shields block most physical damage, unless otherwise stated, but it does not block spells, gasses, or area effects. If your shield is hit with a spell, you must take the effects of the spell unless you have an appropriate cloak, spell shield or resist. |
| Buckler | The Buckler skill allows you to use and approved buckler physrep. Bucklers block most physical damage, unless otherwise stated, but it does not block spells, gasses, alchemy, or area effects. This skill does not count toward the shield prerequisite of Shield Parry. |
| Small Weapon | Small weapon allows you to use any weapon 24'' long and under, calling a base damage of 2. |
| Staff | This ability allows you to wield a staff. A staff must be used with two hands to attack, but you may block with one. Attacks can be made with either end of the staff and any additions to damage from proficiencies, strengths or weapon enhancements apply to both ends equally unless otherwise stated. |
| Thrown Weapon | This skill allows you to use coreless, all-foam thrown weapons that must be approved by a weapons safety marshal. It also allows you to add any strength bonuses and weapon proficiencies to each throw. |
| Dual Wield | You may use a weapon in each hand. Any additions to damage from proficiencies or strength bonuses apply to both hands. |
| Weapons Master – 1-Handed | You may use any weapon that requires one hand to wield, as long as it is in the Small Weapon, One Handed Edge, One Handed Blunt categories. All proficiencies and strength bonuses apply to any weapon wielded within this category. |
| Weapons Master – 2-Handed | You may use any weapon that requires one hand to wield, as long as it is in the Two Handed Edge, Two Handed Blunt, Staff, or Polearm categories. All proficiencies and strength bonuses apply to any weapon wielded within this category |
| Shield Mastery | You may use any shield or buckler and may use the Shield Parry skill to parry Cleave attacks as though they were Terminal Strikes. This skill does not allow a player to use a buckler with the Shield Parry skill. |
| Terminal Strike / Parry | Terminal strike is a skill that allows you to plant a masterfully aimed shot on your opponent that will immediately drop them to terminal status unless blocked by a spell shield or cloak, or otherwise stated. You must say "Terminal strike" when you swing. If your swing hits a shield or weapon, you then have 30 seconds to make a successful hit, all the while saying terminal strike active. If you are hit with a terminal strike, you have three seconds to say parry, at which point you won't take the effect of the terminal strike. If you use a parry, you have used one of your terminal strikes for the day. |
| Cleave / Cleave Parry | Cleave is a skill that allows you to slice or bash your opponent immediately to dead status unless otherwise stated. You must say "Cleave" when you swing, and just like with terminal strike, if your swing hits a shield or a weapon, you have 30 seconds to make a successful hit all the while saying, "Cleave active." Cleave parry works just like terminal strike parry. If you are hit with a cleave, you have 3 seconds to parry it at the cost of one of your per day cleaves. |
| Fortify | Fortify is a skill that strengthens your body against forms of damage and therefore makes you a bit harder to take down and out of a fight. Each fortify you purchase adds an additional level's worth of health to your total health based upon your class. This ability is stacked. |
| Shield Parry | Shield parry allows you to parry a terminal strike or cleave even if your shield isn't hit. If you are wearing a shield and have a shield parry, and you are hit with a Terminal Strike or Cleave, you have three seconds to clearly say "Shield Parry" at which point you would not take the effect of the Terminal Strike or Cleave. |
| Weapon Proficiency | Each time that this skill is bought allows you to add one extra damage to each of your swings. If you have only purchased it once and you are using a non-magical short sword, your damage would increase from 4 to 5 normal. If you have purchased it 28 times and are using a non-magical short sword, your damage would then be 32 normal. |
| Wear Extra Armor | This skill allows your character to increase the maximum points of armor they can wear. Each purchase increases your character's class limit of maximum armor by 5 points. |
| Assassinate/Dodge | The Assassinate skill allows you to plant a masterfully aimed hit against your opponent only if you are completely behind them. Assassinate immediately brings the target to Dead Status unless otherwise stated. The Dodge skill can only be used once per combat and allows you to flip through the air and narrowly escape the fate of a nasty, or not so nasty spell or action that comes flying towards you. If you are hit with a spell or action you simply don't want to be hit with you have three seconds to say "Dodge." You cannot dodge radius attacks though, I'm sorry. Dodge block is another clever way to use this skill that can only be used once per combat and allows you to jump in front of your best friend and take that spell or terminal strike for them. If someone within arm’s reach of you is hit with something you would like to prevent them from being hit with, you have three seconds to touch them and say "Dodge block." at which point you then take the effect of the spell or action, and no, you can't dodge block and then dodge. |
| Backstab | Backstab allows you to call +1 damage per purchase, but only if you are 180 degrees behind your victim. For example, if you have purchased this skill 6 times and are using a non-magical one-handed short sword, you would deal 4 normal (base) from in front of the target, and 10 normal damage from behind. This ability does stack with normal proficiencies. For example, if you have purchased Backstab 6 times and have purchased Weapon Proficiency 2 times, then you would deal 6 normal damage from in front of the target and 12 normal from behind. |
| Waylay | Waylay is a skill that allows you to knock someone unconscious. You must be completely behind them, hit your victim square in the back between the shoulders and clearly state "Waylay". This may only be done with an approved waylay widget. Upon a successful Waylay, the target will be in "Unconscious" state and will awaken at 1 health point after 10 minutes or after being shaken awake for 10 seconds. A character may also be awoken from Unconscious status by being healed for at least one point of damage, or by taking at least one point of direct damage (not armor damage). |
| Skill Name | Description |
|---|---|
| Alchemy: Level 1-20 | The Alchemy skill allows the character to create, identify, and use alchemical solutions. This includes, but is not limited to acids, alchemical fire, and utility compounds such as pastes and oils. Alchemical solutions may only be used by a character who has at least 1 level of Alchemy. Please see the Alchemy section for more details. |
| Create Poison: Level 1-20 | The Create Poison skill allows a character to create and use poisons. This includes, but is not limited to ingested sleep poisons, deadly contact poisons, and damage-causing poisonous gases. Poisons may only be used/applied by a character who has at least 1 level of Create Poison. |
| Create Potion: Level 1-20 | The Create Potion skill allows a character to create potions. This includes but is not limited to healing potions, potions that reverse negative status effects, and augmentative potions such as potions of strength or iron will. Potions may be used by anyone, but a character must have the Healing Arts skill to identify a potion. |
| Master Alchemist | A Master Alchemist has mastered their craft, allowing them to increase the amount of production and effectiveness of their alchemy. This skill opens up a new list of Alchemical possibilities... all of which are Find-Out-In-Play, of course. |
| Master Poisoner | A Master Poisoner has mastered their craft, allowing them to increase the amount of production and effectiveness of their poisons. This skill opens up a new list of poisonous possibilities... all of which are Find-Out-In-Play, of course. |
| Master Potion-Maker | A Master Potion Maker has mastered their craft, allowing them to increase the amount of production and effectiveness of their potions. This skill opens up a new list of possible concoctions... all of which are Find-Out-In-Play, of course. |
| Skill Name | Description |
|---|---|
| First Aid | First aid is a skill that allows you to bandage a person who is Bleeding to Death. Once you begin First Aid, the target you are attempting to heal will pause their Bleeding to Death count, resuming where they were if you are interrupted before reaching 10 seconds. Once you reach ten seconds, the person may reset their count to 0, and restart the Bleeding to Death count if you are interrupted in any way. You must count out 60 uninterrupted seconds. i.e. "First aiding one, first aiding two..." Once you reach 60 seconds, the person is restored to one (1) Health Point. |
| Field Surgeon | Field Surgeon is a skill that allows you to save a person who is Terminally Wounded. Once you begin Field Surgeon, the target you are attempting to heal will pause their Terminal count, resuming where they were if you are interrupted before reaching 10 seconds. Once you reach ten seconds, the person may reset their count to 0, and restart the Terminal count if you are interrupted in any way. You must count out 60 uninterrupted seconds. i.e. "First aiding one, first aiding two..." Once you reach 60 seconds, the person is elevated to “Bleeding to Death” status. |
| Master Surgeon | Master Surgeon is a skill that allows you to save a person who is Dead. Once you begin Field Surgeon, the target you are attempting to heal will pause their Dissipate count, resuming where they were if you are interrupted before reaching 10 seconds. Once you reach ten seconds, the person may reset their count to 0, and restart the Dissipate count if you are interrupted in any way. You must count out 60 uninterrupted seconds. i.e. "First aiding one, first aiding two..." Once you reach 60 seconds, the person is elevated to “Terminal” status. |
| Healing Arts | This skill allows you to determine the status of another character. i.e. unconscious, dead, terminal, sleeping, Paralyzed, or any number of other effects one would encounter. This skill can be resisted by a conscious target by them simply saying "Resist" in response to your "Healing Arts", which symbolizes the target actively preventing you from examining them to determine their status. This skill may also be used to identify any potion by "inspecting" it for 10 full seconds. |
| Lore (Specific, Knowledge) | Knowledge Lores allow the character to gain additional knowledge about a person, group of people, place, or object. If you have an applicable lore skill, you may call it out when appropriate and this may help you solve some of the more complicated enigmas you may come across. Lores must be specific and approved by Logistics. Some examples could include Faerie Lore, Elemental Fire Lore, Planar Lore, Woodland Lore, etc... For the most part, Lores cannot be obtained at character creation and must be learned In-Play. |
| Lore (Specific, Combat) | Combat lores grant you +2 damage vs. a correctly identified target. When you encounter a creature be it PC or NPC, you may choose to call out as many lores as you have purchased. "Undead lore, Darkness lore..." The person playing the creature would then say yes or no, and if so, you may add +2 damage per confirmed lore per swing. For the most part, Lores cannot be obtained at character creation and must be learned In-Play. |
| Literacy | This skill allows you to read and write in the common language. |
| Read Magic | This skill allows your character to read the complex formulas that make up spellbooks. Spellbooks are necessary for spellcasting, making this a necessary skill for anyone who would enter the world of mystical study. |
| Poison Lore | Poison lore allows you to identify what plants and herbs and other ingredients would be used for making poisons. it also allows you to identify poisons and detect them in food and drinks. To do this, you must "investigate" the mixture or food item for 10 uninterrupted seconds while saying "identifying 1, identifying 2..." |
| Herbal Lore | Herbal lore allows you to identify plants and herbs in order to determine which ones could be used in alchemy. It also allows you to identify alchemical mixtures and detect them in food and drinks. To do this, you must investigate the mixture for 10 uninterrupted seconds while saying "identifying 1, identifying 2..." |
| Decipher Script | This skill allows you to decipher and understand ritual scrolls provided you also have the correct ritual levels and school. Decipher Script will allow you to determine what level your skill must be to cast the ritual on the scroll, the school required to cast it, it will detail the components required, the time it takes to cast the spell, and what happens with successful casting as well as failures and alterations. |
| Spellcraft | Spellcraft gives you the ability to pull magic from the very air (or ground, water, fire source, etc.) around you and weave it into the form you command of it before it leaves your hands. |
| Skill Name | Description |
|---|---|
| Armorsmith | The skill used to craft and repair armor. Armorsmiths may restore damaged armor during events using an Artisan’s Kit, with daily repair limits determined by skill rank. Full repairs and new armor crafting require a Forge and must be completed during Check-In. See the Armorsmithing section of the rulebook for detailed rules and crafting options. |
| Weaponsmith | The skill used to create, maintain, and repair melee weapons. Weaponsmiths can perform field repairs during an event using an Artisan’s Kit, restoring a number of inches per day based on their skill rank. Full repairs, upgrades, and new weapon creation require access to a Forge and must be submitted at Check-In. See the Weaponsmithing section of the rulebook for full mechanics and repair limits. |
| Jewelsmith | The skill used to refine raw gemstones into components for ritual magic and magical item creation. Jewelsmithing must be performed at a Forge or Jeweler’s Bench. The types of gems a character may refine are determined by their Jewelsmithing rank. See the Jewelsmithing section of the rulebook for gem rarity tiers and allowed outputs. |
| Fortune Telling | This skill allows the character to divine past, present, and future events by means of Astroscopy, Botanomancy, Cartomancy, Scrying, or any other form of divination. Divining tools must have a physrep and must be approved by Logistics before they can be used. This skill may be purchased multiple times and the method of divination must be specified for each purchase. |
| Craftskill (Specific) | This skill allows the character to craft items such as a tradeskill. Mastering a craftskill could provide additional benefits to the character, but this is largely decided on an individual basis and is limited only by the player's own imagination. Once a craftskill is decided upon, it must be approved by Logistics, at which point the benefits and limitations of the skill will be discussed and decided. As always, you should remember that creativity is rewarded! |
| Disarm Trap | This skill allows you to disarm traps on a 10 count. At the end of your count there will be a Marshal who will assist in determining if you were successful or not while also going over the resulting damage or effects from each. |
| Evaluate | Evaluate allows you to quickly determine the value of gems, weapons, artifacts, books, almost anything that could be brought to you. I say almost because FOIP. If you have the evaluate skill, you will be given a list of commonly found items and their going rate. If you are brought something that is not on your list, or has a number on it, you will need to find a member of plot or logistics and we will be able to go from there. |
| Master Armorsmith | Mastering the art of Armorsmithing increases the character's ability to forge and repair armors, reduces the time it takes to make repairs, and allows the Armorsmith to work with any material, including magically enchanted armors. For more details, we encourage you to Find-Out-In-Play! |
| Master Weaponsmith | Mastering the art of Weaponsmithing increases the character's ability to forge and repair weapons, reduces the time it takes to make repairs, and allows the Weaponsmith to work with any material, including magically enchanted weapons. For more details, we encourage you to Find-Out-In-Play! |
| Master Jeweler | Mastering the art of Jewelcrafting increases the character's ability to create jewelry, increasing the quality of their crafts and thereby increasing the amount of enchantment the item can contain. For more details, we encourage you to Find-Out-In-Play! |
| Master Seer | This skill identifies a Fortune Teller who has mastered all forms of divination and can use them with more control and reliability. For more information, Find-Out-In-Play! |
| Pick Locks | Pick Locks allows you to pick mundane locks. There is always a chance for success or failure. Find a Marshal for any attempts to pick locks. |
| Survival | Survival is a skill that allows you to survive out in the wilderness. For example, built shelter, hunt for food and find water, as well as use the trees, plants and the sky in order to help you find your way. |
| Tracking | Tracking is a mostly roleplay skill that, as its name suggests, makes it easier to follow and track your prey. Whether that be hunting for food or hunting for a bounty. If you wish to track something or someone, it can either be between events or at events. If we are on site, simply come to plot ready for anything and we can take it from there. |
| Trap Making | This skill allows you the ability to put together traps. Traps must be approved by a Rogue Marshal and have the mechanism checked for safety. The level of the trap affects what the trap can do as well as how large of an area it can cover. |
| Skill Name | Description |
|---|---|
| Animal Empathy | Animal empathy is a skill that when used and said aloud "Animal empathy" will cause natural creatures to no longer see you as a threat. This does not mean that they will automatically stop attacking you or listen to what you are trying to say. It is simply saying to the creature that you are a friend of the forest. |
| Speak With Animals | Speak with animals is a skill that allows you to speak with and understand natural creatures. It does not mean that they will necessarily stop attacking you or your party or will listen to what you have to say. Just because you can speak to an animal does not necessarily mean that it will be friendly or helpful. Remember that if you are asking an animal something, they will be describing events from their own perspective, which may or may not be beneficial to you. |
| Bravery | Bravery is a knight only skill that allows you to resist fear-based magic and abilities. |
| Dark Touch | Dark touch is a Dark knight only skill that allows you to call the magic tagline with any weapon you use. |
| Immunity to Natural Confining | This skill allows the character to "shrug off" confining magics or abilities that originate from a natural source. This includes but is not limited to Physical Webs, Constricting Vines, Entangles, Stone Webs, etc... |
| Iron Grasp | Iron grasp is a knight only skill that allows you to keep hold of whatever you are holding should you be hit with a disarm or fumble spell or abilities. |
| Ramtovi Curse | Ramtovi curses are placed upon someone when a successful killing blow is done on a Ramtovi. The person doing the killing is cursed with the last dying breath of the Ramtovi. A Ramtovi curse can only be removed by a Ramtovi with a remove curse of the same level. The only way to block a Ramtovi curse is with a cloak vs. curse. It cannot be dodged. |
| Lay on Hands | Lay on hands is a Knight-Only skill that allows you to heal someone at the cost of your own health. You must touch the person or hover your hand over them if either of you prefer not to touch, and say "Lay on Hands 1, Lay on Hands 2, Lay on Hands 3. Plus (however many Health Points you would like to give them.)" At which point you would then take that amount of damage directly to your own Health Points. You cannot give someone more Health Points than you currently have. |
| Righteous Touch | Righteous touch is a Knight-Only skill that allows you to call the magic tagline with any weapon you use. |
| Nature's Wrath | Nature's Wrath is a Ranger-Only ability that allows you to call the magic tagline with any weapon you use. |
| Resist Charm / Charm Break | Resist charm is a skill that allows you to resist charming magics and abilities. This could include anything from a charm spell to a dominate gaze, unless otherwise specified. As with all resists, you may wait to resist the charming effect or whatever until you want, but you must say "Resist charm" when you use it. Charm break allows you to break through the charming magics placed on someone else. To do this, you must have ten seconds of uninterrupted eye contact and you must count out loud "Breaking Charm 1, Breaking Charm 2...". Once you have obtained eye contact, the target is effectively under a trance and cannot look away unless you are interrupted. |
| Resist _______ | There are several different resists that are limited to specific classes or races only. These include (but are not limited to) Resist Confining, Resist Elemental, Resist Emotion, Resist Light, Resist Dark, Resist Metabolic, Resist Mind Affecting, etc... When you are hit with a spell or action that has a lasting effect you may choose to either resist it then or wait until the opportune moment. Either way you must clearly say "Resist ___" when you are using it. When you are hit with a spell or action that has an instant effect (such as damage) you must clearly say "Resist ___" within 3 seconds of being hit. |
| Channel Element | This skill allows you to harness the magic of your specified element directly from the plane itself. You do not need a verbal command to cast these as they are not a spell but a purified form of the element. These are a per day ability based on your number of purchases. |
| Pandora's Box | This is a randomly generated gift box that will give you one ability or skill. It could be anything from a resist elemental to a waylay to an added spell slot. This is completely random and not based on your characters build and existing skills and abilities. With that in mind, not everything inside of Pandora's Box could be considered a gift so think carefully before choosing to open the box. |
| Elude Undead | This ability is signified by the caster crossing one arm over their chest. Lesser Undead will see the caster as “one of them” and will not attack unless provoked. Greater Undead may still attack but will see the caster as a “friend”. If the caster performs any kind of aggressive action such as an attack, the Elude Undead will dispel. |
| Control Undead | This ability allows the caster to give one simple command to any lesser undead that is capable of being controlled. Once given, this command cannot be changed. The command must be simple and cannot consist of multiple separate actions or complicated steps. |
| Greater Fortitude | This ability represents a character’s strength of vitality, allowing them to soak certain effects that would otherwise incapacitate them. Creatures with Greater Fortitude take 50 points of body damage from the Terminal Strike skill and 100 points of body damage from the Cleave and Assassinate skills, negating all other status effects. These creatures are also unaffected by the Waylay skill. |