Skills

All Skills

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Alchemy (12xp) [Root Skill]
Required for: Preserve Potion; Potion Lore; Poison Lore; Healing Lore;

The character has a basic grounding in the methods of concoction of natural materials, and has a garden enabling them to grow ingredients for use in potions. This skill may be bought in ascending levels [to level IX] in order to reflect an increasing experience in the blending of materials. They gain the ability to recognise alchemy at 1” range.

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Preserve Potion (15xp)
Requires: Alchemy I

The character is able to preserve any stabilised potion, posion or healing they are capable of making by adding a number of ingredients equal to half the manufacture requirement of the potion.

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Potion Lore (3xp)
Requires: Alchemy of equal level
Required for: Make (Specific) Level 1 Potion; Make (Specific) Level 2 Potion; Make (Specific) Level 3 Potion; Make (Specific) Level 4 Potion; Make (Specific) Level 5 Potion; Make (Specific) Level 6 Potion; Make (Specific) Level 7 Potion; Make (Specific) Level 8 Potion; Make (Specific) Level 9 Potion;

The character is familiar with potions and their type. This skill may be bought in ascending levels [to level IX] in order to learn the specific components of potions (other than poisions & healing) of equal or lower level to the skill.
Potion lore is a required skill for Make (Specific) Potion and Make Purge (Specific) Potion

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Healing Lore (3xp)
Requires: Alchemy or Herb Lore of equal level
Required for: Make Antivenom; Make Healing Potion;

The character is familiar with healing potions and their potency. This skill may be bought in ascending levels [to level IX] in order to learn the specific components of healing potions of equal or lower level.
Healing Lore is a required skill for Make Healing Potion.

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Poison Lore (3xp)
Requires: Alchemy or Herb Lore of equal level
Required for: Make Poison; Make Blade Venom; Make Antivenom;

The character is familiar with poisons, blade venoms and antivenoms and their potency. This skill may be bought in ascending levels [to level IX] in order to learn the specific components of poisons of equal or lower level.
Poison Lore is a required skill for Make Antivenom, Make Blade Venom and Make Poison

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Make Healing Potion (2xp)
Requires: Healing Lore of equal level

The character is able to manufacture healing potions up to the level of their Make Healing Potion Skill. This skill may be bought in ascending levels [to level IX]

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Make Blade Venom (2xp)
Requires: Poison Lore of equal level

The character may apply blade venoms, including named potions which take the form of a blade venom, to a weapon. Any character may then use the weapon to deliver the venom.

The character is able to manufacture blade venoms up to the level of their "Make Blade Venom" skill. This skill may be bought in ascending levels [to level IX].

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Make Poison (2xp)
Requires: Poison Lore of equal level

The character may apply ingested potions to food or drink with no obvious signs.

The character is able to manufacture poisons up to the level of their "Make Poison" skill. This skill may be bought in ascending levels [to level IX].

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Make Antivenom (2xp)
Requires: Poison Lore or Healing Lore of equal level

The character is able to manufacture poison antidotes up to the level of their Make Antivenom Skill. This skill may be bought in ascending levels [to level IX]

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Make (Specific) Level 1 Potion (1xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 2 Potion (2xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 3 Potion (3xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 4 Potion (4xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 5 Potion (5xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 6 Potion (6xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 7 Potion (7xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 8 Potion (8xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Make (Specific) Level 9 Potion (9xp)
Requires: Potion Lore of equal level

The character is able to manufacture the specified potion. Note that this skill does not cover healing potions or poisons.

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Demonology (12xp)
Required for: Diablerie;

After extensive study, training, and delving into gruesome secrets, the student learns the basic tenets of demonology: knowledge of the names of the Demon Princes, knowledge of the basic theory of the nature of demons, the ability to Recognise Demon (3” range).

Please inform the ref team that you are purchasing this skill before your next session of play, this is to allow them to send you a copy of the Demonology brief.

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Diablerie (11xp)
Requires: Demonology
Required for: Rite of Sacrifice; Rite of Clarity; Rite of Will; Rite of the Sword; The Final Rite;

Diablerie is the actual skill used to summon demons. It allows the demonologist the loosest of ideas on how to summon a demon, how to bind a demon, and how to bargain with the demon. The higher the level of diablerie, the more powerful the demon that can be summoned and the more chance of success he has in summoning a lesser demon (common demons are measured in “circles” from 1 to 8. The higher the circle, the more powerful the demon and the harder it is to control).

To gain a level of this skill, the character must have successfully summoned and bargained with a demon of the circle equal to the level of diablerie sought.

May not be bought above level.

This skill may be bought in ascending levels [to level VIII].

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Rite of Sacrifice (5xp)
Requires: Diablerie I

The diablerist has learned how to properly prepare sacrifices so the demons enjoy them more, and gets a better reaction from summoned and bound demons.

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Rite of Clarity (5xp)
Requires: Diablerie II

The diablerist can Recognise Demons with a 30’ range.

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Rite of the Sword (15xp)
Requires: Diablerie IV

The diablerist has learned to recognise the weaknesses of those who appear strong. They may call “through,” “magic,” or “spirit” damage against anything identified as a demon using rec. demon, detect demon, detect creature or another skill approved by the refs for this purpose, whether this be due to item, possession or simply being a demon.

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Rite of Will (15xp)
Requires: Diablerie VI

The diablerist has become hardened to demonic machinations, and can answer Divination miracles of level 5 or lower as he sees fit.
These miracles are Spirit Sight, Talk to Spirit, Detect Lie and Question Spirit.

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The Final Rite (20xp)
Requires: Diablerie VIII

The diablerist has learned the final secret of the First Diablerist. See a ref.

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Crafting (6xp)

The character can create items at 75% base cost. With a workshop, the cost is reduced to 66%. This skill can be taken only with ref approval for your particular crafting skill. This skill may be bought multiple times with different chosen subjects. Each new subject is a seperate skill, not a new level of this skill, so over level buying does not apply.

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Personal Genius (3xp)

This skill may not be bought above level.
This skill has no mechanical effect, but may at the discretion of the player allow them to recall mundanely lost memories from their backstory.
The third level allows you to tell IC when you have been affected by a mind controlling effect once the effect has expired.
The fourth level grants a minor benefit decided by the ref team at the point of purchase that is in line with your background and roleplay. These powers should generally only be usable once or twice a session, or under specific narrow triggering conditions and should be equivalent to a level 3 or lower ability.

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First Aid (10xp)

This skill may be bought in ascending levels [to level V]. Ability depends on level known:

I
Able to recognise, on examination, the amount of damage suffered by a body and to tell if a body is alive or not and whether they are stable. This allows the character to call REC NATURE OF WOUNDS after a few seconds of close inspection. Response: Say how many hits you have lost from each location and whether they are stable.
II
Able to apply bandages to stop bleeding, and also to apply splints to broken limbs. Bandaging must be phys-repped by a bandage wrapped at least once around the location. A wound can also be staunched, but will begin bleeding once staunching is stopped. Subdual damage can be removed by 30 seconds of shaking the character
OR
Able to recognise, on close examination, poisoning and disease (choose one)
III
Both abilities from II.
IV
Through two minutes of treatment, able to restore 1 hit to an untreated wounded location on negative hits.
V
Through two minutes of treatment, able to restore 1 hit to any wounded location on negative hits. Thus, with 10 minutes of treatment, you can restore a location on -2 to 0

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Frailty (-24xp)

A character with Frailty starts with one hit fewer per location.

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Health (6xp)

For every four levels of the skills Health, Fitness and Fortitude a character gains 1 hit per location. This skill may be bought in ascending levels [to level VIII].

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Knowledge I (1xp)
Required for: Knowledge II; Knowledge III; Knowledge IV;

G.C.S.E. Basic wide grounding. E.g. Date and names of sides of those who fought at the Battle of Neville's Cross.

This skill can be used in two ways. Firstly there may be a written brief concerning the matter that you will be given. How quickly that materialises will depend on if it is already written and if not how busy the ref are since they take some time to write. The other way this skill may be used it to ask a ref direct questions concerning your topic of expertise either in uptime or in your downtime.


All new Knowledge skills must be checked with the ref team to check they are suitable in scope.

Some knowledge subjects that are already written are:
Meditation
Gods
Chimera
Sun, Moon and Stars
Fey and Druidism
Dragons
Geomancy
Horses
Dragonlords
Dead Gods
Azrael
Humact
Darkness Titans
Botany
Ishmund
Hextech
Elemental Elf Anatomy
Vani Anatomy
Raveshack
Elemental Lords + Ladies
Cold Iron
Elemental Metal
Bast
Elementals
Catalonia
Cosmology + Metaphysics
Gateways
Vetch Culture
Fire Spice
Mewlips
Demons
Ley Network
Mathemagic
Rune Metal
True Elf Anatomy
Undead
Souls
Dead God – Roma
Rat Lord
Durholme Politics
Morpheus
Luca
Soul Gems
Courtly Love
Vivamort
Aurora Borealis
Constructs
Albion
Children of the Light
Morvana
Legendary Weapons
Tradehouses
Shikara
Dwarves
Illiberis (Granada)
Sordan
Urca Culture
Church of St John
France
European History
Owlbears
Werewolves
Nobility
Teutonia
Gaul
Trade Lore
Wessex
Vetch Anatomy
The Seeker
Noir
Atlantis
Anatomies


This skill may be bought multiple times with different chosen subjects. Each new subject is a seperate skill, not a new level of this skill, so over level buying does not apply.

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Light Armour (4xp)

This skill may be bought in ascending levels [to level VIII]. May not be bought above level.

Each level of light armour taken allows the character to wear an additional 1 point worth of armour (no. points of armour worn = points on each location added together). This is not a martial skill.

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Literacy (2xp)
Required for: Read/Write Other Language; Astrology;

The character is able to read/write well in their own language

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Numeracy (2xp)
Required for: Evaluate; Astrology;

The character is able to count, do basic sums, and tell when they are being obviously diddled in a trade.

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Speak Other Language (1xp)

The character is able to speak one other (chosen) language. This skill may be taken multiple times. This skill may be bought multiple times with different chosen subjects. Each new subject is a seperate skill, not a new level of this skill, so over level buying does not apply..

Commonly used languages:
Catalan
French
Gaelic
Albion
Elemental Dialects
Hanseatic
Hellenic
Roma
Troll
Urca
Vetch
Teutonian
Rus
Khalkhua (Golden Horde)
Berber (Morocco)
Aegyptian
Persian

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Subdual (5xp)

This skill grants the ability to strike for subdual damage providing the degree of damage done is equal to or less than the rank of the subdual skill. One rank allows the character to strike a blow which causes a single point of subdual damage. A character can not call subdual damage greater than their highest 'real' damage call.

Note: Magical, spiritual and through damage cannot be done as subdual!

This skill may be bought in ascending levels [to level VIII].

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Weakness (-24xp)

The character is physically weaker than normal, and does one degree less damage with weapons (SINGLE becomes NOTHING). This skill may only be taken once.

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Smithing (15xp) [Root Skill]
Requires: Evaluate

Enables the character to manufacture weapons and armour.

Each level of smithing grants 7 Smithing Time Units (STU) per week.

The number of STU required to make an item is its evaluate cost / 6
e.g. a dagger is 3 STU
a bastard sword is 7 STU
a location of 1pt leather armour is 2 STU

Making an item also requires the smith to pay for materials, at a cost of 4sch per STU.

Smithing allows the following number of armour points to be repaired per minute.
Smithing I allows 2 points.
Smithing III allows 3 points.
Smithing V allows 4 points.
Smithing VII allows 5 points.

This skill may be bought in ascending levels [to level VIII] but may not be bought above your level, except by dwarves.

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Knowledge II (2xp)
Requires: Knowledge I in the same subject
Required for: Knowledge III; Knowledge IV;

A-level. Complete wide grounding. E.g. Reasons behind the battle of Neville's Cross.

This skill can be used in two ways. Firstly there may be a written brief concerning the matter that you will be given. How quickly that materialises will depend on if it is already written and if not how busy the ref are since they take some time to write. The other way this skill may be used it to ask ref direct questions concerning your topic of expertise either in uptime or in your downtime.

This skill may be bought multiple times with different chosen subjects. Each new subject is a seperate skill, not a new level of this skill, so over level buying does not apply.

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Knowledge III (3xp) [Root Skill]
Requires: Knowledge II in the same subject
Required for: Knowledge IV;

Degree level. Wide knowledge, some depth. E.g. Names of leaders of one side that fought at the Battle of Neville’s Cross.
This skill can be used in two ways. Firstly there may be a written brief concerning the matter that you will be given. How quickly that materialises will depend on if it is already written and if not how busy the refs are since they take some time to write. The other way this skill may be used it to ask ref direct questions concerning your topic of expertise either in uptime or in your downtime.
This skill may be bought multiple times with different chosen subjects. Each new subject is a separate skill, not a new level of this skill, so over level buying does not apply.
Depending on the topic, this skill may grant other minor benefits.
This skill may not be bought at character generation.

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Knowledge IV (4xp) [Root Skill]
Requires: Knowledge III in the same subject

M.A. level. Wide knowledge, some specialisms. Names of leaders of units on both sides that fought at the Battle of Neville’s Cross.
This skill can be used in two ways. Firstly there may be a written brief concerning the matter that you will be given. How quickly that materialises will depend on if it is already written and if not how busy the refs are since they take some time to write. The other way this skill may be used it to ask ref direct questions concerning your topic of expertise either in uptime or in your downtime.
This skill may be bought multiple times with different chosen subjects. Each new subject is a separate skill, not a new level of this skill, so over level buying does not apply.
Depending on the topic, this skill may grant other minor benefits. This skill may not be purchased at character generation and will require a relevant adventure or uptime action approved by the refs to learn in play.

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Read/Write Other Language (1xp)
Requires: Literacy

The character is able to read/write one other language. This skill may be bought multiple times with different chosen subjects. Each new subject is a seperate skill, not a new level of this skill, so over level buying does not apply.

Commonly used languages:
Catalan
French
Gaelic
Albion
Elemental Dialects
Hanseatic
Hellenic
Roma
Urca
Vetch
Teutonian
Rus
Khalkhua (Golden Horde)
Berber (Morocco)
Aegyptian
Persian

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Astrology (10xp) [Root Skill]
Requires: Literacy and Numeracy

The student of astrology will frequently wonder why it is he follows a life of adventure: the esoteric knowledge that can be gained, and the long amounts of time it takes to gain it, does not lend itself to a vigorous lifestyle.

Astrologers learn Sun and Star Lore for free.

As a minor action, the novice astrologer (Astrology 1-4) may scan the heavens for portents of great events, but has no way to choose what events the stars tell him about. Consulting the stars by watching their movements, and using an astrolabe, he gains information about an important event (of the ref's choice). This information is broadly equivalent to the character having the Knowledge skill at their Astrology level (maximum 4) regarding the important event.

The master astrologer (Astrology 5-8), however, knows where to look in the heavens to look for specific events. They may instead receive information broadly equivalent to the character having the Knowledge skill at their Astrology level minus four regarding an important event of their choice.

In addition, astrologers may spend their time casting their zodiac to reveal threats to their life in the near future. This requires a major action. Novice astrologer's effects must be used within the week master astrologers must use them within the month.

Astrology 1: Scutum's Parry - Gain one point of DAC for one specified hour.
Astrology 2: Sextans' Measurement - May call Discern Intent once. The target of Discern Intent should answer with "Help", "Harm", or "Neutral" in line with their intentions towards the Astrologer.
Astrology 3: Sighting of Capricorn - May use any divination spell or miracle of up to fourth level once.
Astrology 4: Sagittarius Attack - May call through damage against one specified target.
Astrology 5: Scutum's Protection - Gain one point of DAC for one specified day.
Astrology 6: Octans' Measurement - May use Discern Intent at will for one specified day. This functions as for Sextans' Measurements.
Astrology 7: Gaze of Reticulum - May use any divination spell or miracle once.
Astrology 8: Andromeda's Truth - May hear whispers from beyond the stars. See a ref for details.



Note that only one major and one minor astrology action may be taken each downtime.

Note that the divination spells or miracles replicated by this skill are cast at "Level Sufficient".

Divination spells and miracles are:

Spells up to 4th level:


Spells above 4th level:



Other new spells may also be divinations. Ask a ref.

This skill may be bought in ascending levels [to level VIII].

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Evaluate (10xp)
Requires: Numeracy
Required for: Smithing;

The characters is able to give a fair estimate the value of items they recognise. This means they will be entitled to a price list lore sheet.

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Elemental Theory (12xp) [Root Skill]
Required for: Elemental Skill; Elemental Power; Elemental Earth Lore; Elemental Air Lore; Elemental Fire Lore; Elemental Water Lore; Elemental Light Lore; Elemental Darkness Lore; Elemental Grey Lore;

Knowledge of basic elemental theory, allows recognise magic by touch.

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1st level spell (1xp)
Requires: Elemental Lore 1 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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10th level spell (6xp)
Requires: Elemental Lore 10 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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2nd level spell (2xp)
Requires: Elemental Lore 2 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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3rd level spell (2xp)
Requires: Elemental Lore 3 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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4th level spell (3xp)
Requires: Elemental Lore 4 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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5th level spell (3xp)
Requires: Elemental Lore 5 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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6th level spell (4xp)
Requires: Elemental Lore 6 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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7th level spell (4xp)
Requires: Elemental Lore 7 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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8th level spell (5xp)
Requires: Elemental Lore 8 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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9th level spell (5xp)
Requires: Elemental Lore 9 of appropriate type

Lets you learn one spell from the spell list of a colour for which you have the appropriate lore.

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Write Lesser Scroll (5xp)
Requires: Elemental Skill III
Required for: Write Greater Scroll;

With this skill, a mage can write a scroll containing one use of any one spell the mage knows, of level 1-4.
Inscribing the scroll uses up a number of units of Lesser Alchemical Ink equal to the spell's level.
The caster must inscribe the vocal component of the spell, which must be at least eight words long per level of the spell. This may be performed either as a minor action in downtime, or in uptime.
Upon conclusion of writing, the elementalist casts the spell into the scroll, which is then ready for use.
A scroll may be used by anyone capable of reading the language it is written in. They must read the vocals aloud as written on the scroll's physrep; upon casting the scroll is irrevocably destroyed, and cannot be preserved by any means other than the Enchant spell. Interrupting the vocal does not destroy the scroll. The Scroll pings to Magic of the level and colour appropriate.
The mage's mana used to cast a spell into a scroll refreshes naturally; it is not committed.

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Empower Magical Weapon (10xp)
Requires: Elemental Skill IV

The character gains the ability to empower a weapon such that it becomes magical and inflicts magical damage. This requires a 'Mastercrafted' quality weapon.

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Create Mana Store (10xp)
Requires: Elemental Skill VII

For a full description of this skill, see the 'Elementalism Rules' document

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Fashion Wand (5xp)
Requires: Elemental Skill VII

This skill allows a mage to fashion wands containing one or more uses of any one spell the mage knows.
Creating a wand uses up a number of units of alchemical metal, up to a maximum of nine units, and takes a minor action in downtime.
Once crafted into a wand, the alchemical metal sets, and cannot be broken down into separate units.
A wand is capable of holding up to its total number of units in levels of spells. Each wand may only hold one spell at a time, however it may hold up to its capacity in charges of this spell. Once a spell is cast into a wand, the wand is set to that spell.
Any elemental spell may be cast into a wand. Once stored, the spell can be activated by holding the wand in one hand and activating it with a short, four-word minimum vocal. The spell is cast as if the wielder was the mage, when they created the wand, however they do not require any Elemental Skill of their own. For example, a wand of Plate (self) grants the wielder of the wand four points of magical armour. In the case of Mana Drain and Mana Steal, the spells use the original caster's Elemental Skill level.
The mana used in casting a spell into a wand does not refresh normally; it remains committed until the charge is used. Once de-committed it may be regained naturally.
You cannot cast over your level of Elemental Skill into a wand or scroll, and you cannot cast from a scroll into a wand.
Charges remain after the death of the original caster, until used.
It is possible to create a wand containing a cantrip: this requires only one unit of metal which contains effectively unlimited charges of the cantrip.
The Enchant spell may be used on a wand to restore the spell charges previously contained within a wand after use. In this case, the caster of the Enchant spell commits the relevant mana.
Mana must be commited by a mage in order to be charged into a wand, e.g elementals cannot charge wands.
Wands ping to Grey 7 as well as the colour and level appropriate for the spell.

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Elemental Air Lore (3xp)
Requires: Elemental Theory

Knowledge of manipulation of the element of air, this skill is required to learn air based spells. This skill may be bought in ascending levels [to level VIII].

Air Lore 1 also grants the blue cantrip, 'Breeze'.

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Elemental Darkness Lore (3xp)
Requires: Elemental Theory

Knowledge of manipulation of the element of darkness, this skill is required to learn darkness based spells. This skill may be bought in ascending levels [to level VIII].

Darkness Lore 1 also grants the black cantrip, 'Extinguish'.

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Elemental Earth Lore (3xp)
Requires: Elemental Theory

Knowledge of manipulation of the element of earth, this skill is required to learn earth based spells. This skill may be bought in ascending levels [to level VIII].

Earth Lore 1 also grants the brown cantrip, 'Create Pebble'.

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Elemental Fire Lore (3xp)
Requires: Elemental Theory

Knowledge of manipulation of the element of fire, this skill is required to learn fire based spells. This skill may be bought in ascending levels [to level VIII].

Fire Lore 1 also grants the red cantrip, 'Ignite (Touch)'.

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Elemental Grey Lore (2xp)
Requires: Elemental Theory

Knowledge of manipulation of the ties that bind the elements, this skill is required to learn unaligned elemental spells (eg, dispel, enchant, extension). This skill may be bought in ascending levels [to level VIII].

Grey Lore 1 also grants the grey cantrip, 'Detect Magic'.

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Elemental Light Lore (3xp)
Requires: Elemental Theory

Knowledge of manipulation of the element of light, this skill is required to learn light based spells. This skill may be bought in ascending levels [to level VIII].

Light Lore 1 also grants the white cantrip, 'Light'.

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Elemental Power (10xp)
Requires: Elemental Theory

This ability grants a character mana, the power with which to cast elemental magic.
The total amount of mana at each level is:
At the first level: 4 mana.
At the second level: 10 mana.
At the third level: 16 mana.
At the fourth level: 24 mana.
At the fifth level: 32 mana.
At the sixth level: 42 mana.
At the seventh level: 52 mana.
At the eighth level: 64 mana.
This skill may be bought in ascending levels [to level VIII]. It may not be bought above your level.

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Elemental Skill (11xp) [Root Skill]
Requires: Elemental Theory
Required for: Fashion Wand; Empower Magical Weapon; Create Mana Store; Write Lesser Scroll; Write Greater Scroll;

This ability is required to cast elemental spells.
This ability affects the amount of phsyical damage taken in casting a spell, and determines the level for offensive spells.
This skill may be bought in ascending levels [to level VIII].

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Elemental Water Lore (3xp)
Requires: Elemental Theory

Knowledge of manipulation of the element of water, this skill is required to learn water based spells. This skill may be bought in ascending levels [to level VIII].

Water Lore 1 also grants the green cantrip, 'Create Water'.

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Write Greater Scroll (5xp)
Requires: Write Lesser Scroll, Elemental Skill V

With this skill a mage can write a scroll containing one use of any one spell the mage knows, of level 5 or above.
Inscribing the scroll uses up a number of units of Greater Alchemical Ink equal to the spell's level.
Otherwise, the process is identical to Write Lesser Scroll.

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Dwarf (20xp)

Once the great dwarven Empire of Roma ruled most of Known World, now the dwarven city states are divided. Echoes of Roma culture permeate many nations and dwarven enclaves survive, scattered throughout the once conquered lands. Dwarves have no concept of gender, though all dwarves can grow facial hair. They live mostly, but not wholly, underground. Their culture is defined by their need to create, make and build, notably architecture and metalwork. They are also renowned for their skill in geomancy.

This package can only be bought during character creation. It confers the following effects:

Stats
Character takes one degree less damage from venoms.
Character may wear an additional 2 point worth of armour (no. points of armour worn = points on each location added together) as per the Armour Use skill.
Character may buy "Smithing" at 10xp and may buy over their level.

Minimum Phys-Rep
Silver stripe across eyes. (It's there IC.)

Racial Language and Script
Roma

Common Homelands
Roma, Bohemia, Spennymoor in the Palatinate), Roof of the World, Tlemcen.

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Elemental Elf (20xp)

The origin of the elemental elves is remembered from the times before histories began, from the age of legend. In this time the elves were held in bondage by the Dragon Lords. How they escaped their bondage and how the Dragon Lords were cast out of this realm is not told, but as part of the struggle the elves gave up their spirits to the Elemental Lords. The missing life force was replaced with elemental nature and the elves took on physical manifestations of the element that gave them life.... The elemental nature changed the elves and bitter division grew between the different elements. This division lives on today, for it is more than a political or religious difference. It goes to the very core of what makes them alive.

This package can only be bought during character creation. It confers the following effects:

Body
Character begins with 1 fewer hit per limb.
Character has +1 DAC (This is Combat Reflexes DAC)
The instant an elf dies, the body is reduced to the element which formed it (i.e. a flash of light, pool of water, mound of soil, etc.)
Damage with the Cold Iron descriptor is increased by two degrees against elemental elves.
Damage with the descriptor that matches the element of the elf causes half effect.
Damage with the descriptor that is opposed to the element of the elf causes double effect.

Spirit
Only receive half benefit and half duration from beneficial spiritual effects.
Only take half damage or half duration from harmful spiritual effects.
"Detect spirit", "Rec Nature of Spirit", etc. does not give a meaningful result.
Miracles such as "Communication I and II", "Talk to spirit", "Question Spirit" etc. have no effect.
Immune to spiritual Disease and Paralysis.
Take half-effect from Blesses and Curses.
Elemental Elves count as two people in battlegroups.
Elemental Elves cannot have miracles bestowed on them.
May not buy Spiritual Favour or any other spiritual skills.

Magic
Beneficial non-damaging spells of same element affecting the elf have double duration.
Beneficial non-damaging spells of opposite element affecting the elf have half effect and duration.
Harmful non-damaging spells of same element affecting the elf have half effect and duration.
Harmful non-damaging spells of opposite element affecting the elf have double effect and duration.
Cannot learn elemental lore of opposing element.
The elf counts as having +1 level of elemental skill, to a minimum of one, for casting their own element’s spells only.
Dispels and Extensions effect the Elf, as below.
Special ability based on type of elemental elf, as below.

Dispel Effect
If the elf had any spells up (including cantrips) then only the spells which are the same or lower level than the dispel are dispelled.

If the elf had no spells up, then the elf takes as many points of damage to the torso as half the level of the dispel (rounding down) Note that this causes hitpoint damage and is not stopped by any form of armour.

Extension Effect
Since Elves are tied to the planes of magic, they are healed by Extensions as follows:

Extension I: Heals 1 hit in any location
Extension II: Heals 2 hits in any locations
Extension III: Heals 4 hits in any locations

Minimum Phys-Rep
Obvious swirls on the face of the colour listed below. Pointed eartips, or concealed eartips.

Elf types
Quenya - aligned to Light - white swirls on face
May glow at will, providing visibility for a few feet and making themselves easily visible. (This ability must be phys repped)

Drow - aligned to Darkness - purple swirls on face
Have no scent.

Tomten - aligned to Earth - orange swirls on face
May sustain themselves on inorganic material. (This does not allow them to chew diamonds but merely sustain themselves on anything they can fit down their throat)

Aerokin - aligned to Air - blue swirls on face
Take half damage from falling

Nixies - aligned to Water - green swirls on face
Can breathe underwater

Pyrokin - aligned to Fire - red swirls on face
Can start a fire at will under most circumstances. This takes one minute in good conditions to five minutes or so in the rain.

Example of Spell Effects
'Plate (Self)'/'Plate (Other)' will last for ten minutes on Nixie, two and a half minutes for Pyrokin and five minutes for all other Elf types. Its effect is not doubled for Nixie.

'Imbue Weapon with [Element]' will last for five minutes (it is not dependent on the caster's race) but will do double damage against opposing Elemental Elves.

'Glimmer' will affect Quenya for six seconds and Drow for 1 second.

'Blindness' will affect Drow for two and a half minutes, even if cast by a Drow.

'Phase (Self)/Phase (Other)' will affect Tomten for only two and a half minutes.

'Disrupt' will do 3 hits to the torso of a Pyrokin, and 14 hits to the torso of a Nixie.

A Pyrokin summoning a small Salamander and casting 'Protection from Fire' will be protected against fire for ten minutes. However, the Salamander will only be around for five minutes.

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Orc (20xp)

Commonly grouped together as greenskins, orcs, urca and goblins have a mostly tribal structure and inhabit the many wildlands of the World. They have an affinity for nature and being hardy creatures, survive well in its untamed state, though have as little harmonising poetic philosophy as one could imagine. Orcs worship their many ancestor-gods and practice a shamanistic religion. Orc tribes are often led by the strongest warriors and the shamans, which are sometimes the same orc. Goblins are commonly members of orc tribes who are bullied by other orcs for being weaker and squeakier. Urca have renounced such Old Ways and embrace the glories of "civilisation". They often speak in overly enunciated tones about the great lost urca civilisation.

This package can only be bought during character creation. It confers the following effects:

Stats
Character begins with one extra hit on the head and torso.
Orcs can't have miracles bestowed on them by other priests.
Character begins with the ability to recognise 5 scents, of creatures reviously encountered, as per the Rec. Scent skill.
If the character takes "Brawling" they may do real as well as Subdual damage.
If the character takes .Hide and Sneak. they effectively have an extra level of stealth.

Minimum Phys-Rep
Green face paint with red stripe/splotches/markings, or a greenskin mask.

Racial Language and Script
Urk/Uruk/Orc/Urca

Subraces
Goblins are urca/orcs who have taken weakness and/or frailty and have higher pitched voices. (An orc may take weakness and/or frailty for some other reason without being a goblin.)

Common Homelands
Rovac, Erin, Belarus.

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Troll (30xp)
Required for: Advanced Troll; Troll Chieftain;

Trolls inhabit the cold extremities of the Known World. They are staunchly territorial, either as individuals or mother and child. They mark their territory with pictographic carvings of their deeds. Trolls are often tribal and nomadic as they patrol said territories. Trolls without territories wander the world to gain strength enough to hold a territory.

This package can only be bought during character creation. It confers the following effects:

Stats
Character regenerates 1 hit/30 seconds.
A location is not permanently crippled when reduced to -3 hits, except by damage which cannot be regenerated. If a critical location is reduced to -3 by such damage, the troll dies. If a limb is reduced to -3 by such damage, it will not regenerate in up-time but will regrow while the troll rests between events. Locations cannot be reduced to below -3 in any circumstances.
Character cannot learn: "Read/Write: Other Language", "Frailty"
Damage by overcasting as well as, Flaming and Spirit damage is curable only by resting, and does not regenerate.
Character never suffers bleeding damage.
Alchemical healing and Spiritual Healing miracles doesn't work.
The ‘Regeneration’ miracle does remove life drains, but does not restore lost limbs.
The ‘Death Ward’ and ‘Resurrection’ miracles do not work.
Some trolls have weak claws (up to 6”). You may wear physreps for these, but they are not weapons and can not be used to call damage, or parry blows.

Minimum Phys-Rep
Green facepaint with grey splotches. Furs.

Racial Language and Script
Troll

Common Homelands
Norsca, Belarus, Roof of the World.

.oOo.

True Elves (5xp)

True elves are the world's most famous traitors. They are regarded with suspicion wherever they go. They have no culture or nation of their own, having been hunted by elemental elves since time immemorial. They tend to live amongst humans, keeping a low profile, in small tightly knit communities. Many nations have laws restricting their rights.

True Elf (5xp)

This package can only be bought during character creation. It confers the following effects:

Stats
Character has +1 DAC (This is combat awareness DAC)
Character begins with 1 fewer hit per limb.

Minimum Phys-Rep
Pointed ear tips or obvious scarring ear tips.

Racial Language and Script
N/A

Common Homelands
Granada, scattered throughout the human lands.

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Vetch (0xp)

Vetch are rat-like creatures who live underground in close-knit communities. They are generally treated with an air of suspicion by surface dwellers, especially Vetch with kleptomaniac tendencies; commonly they worship the Rat Lord, the Triplicity or Grome. The vetch are known for being excellent scouts and noteworthy alchemists.

This package can only be bought during character creation. It confers the following effects:

Stats
N/A

Minimum Phys-Rep
Painted whiskers or a rat mask, with a tail (mewlip costume will suffice).
Additional face paint to indicate fur patterning could be used.

Racial Language and Script
Vetch

Common Homelands
Underground throughout the lands of the former Roma Empire.

.oOo.

Troll Chieftain (30xp)
Requires: Advanced Troll, character level 5 or higher

Trolls inhabit the cold extremities of the Known World. They are staunchly territorial, either as individuals or mother and child. They mark their territory with pictographic carvings of their deeds. Trolls are often tribal and nomadic as they patrol said territories. Trolls without territories wander the world to gain strength enough to hold a territory.

This package can only be bought by characters with the Advanced Troll skill, and can only be bought by characters of level 5 or higher.

It grants the following benefits:
The characters claws harden, and can grow longer if the character wishes. The character can now have claws up to 18” in length. If they have either the melee or streetfighter skills, they may call damage as if ambidexing with the skill, rather than SINGLE/SINGLE.
Characters who buy this skill must choose one of either SPIRIT or FLAMING, and inform the ref team. Damage of this type still can not be regenerated (and as such can be used to kill the character), but damage of this type can now be healed by any form of healing which works for the character.
Characters who buy this skill must choose one of either Spirit or Alchemy, and inform the ref team. The chosen type of healing now works for this character.
The miracles ‘Regeneration’, ‘Death Ward’, and ‘Resurrection’ now work as normal for the character.

Minimum Phys-Rep
Green facepaint with grey splotches. Furs.

Racial Language and Script
Troll

Common Homelands
Norsca, Belarus, Roof of the World.

.oOo.

Advanced Troll (30xp)
Requires: Troll
Required for: Troll Chieftain;

Trolls inhabit the cold extremities of the Known World. They are staunchly territorial, either as individuals or mother and child. They mark their territory with pictographic carvings of their deeds. Trolls are often tribal and nomadic as they patrol said territories. Trolls without territories wander the world to gain strength enough to hold a territory.

This package can only be bought by characters with the Troll racial package. It grants the following benefits:

Character gains one extra hit per location.
Character gains claws (if they did not already have them) and does "SINGLE" by claw; 2 x Claws (6”) count as melee weapon.

Minimum Phys-Rep
Green facepaint with grey splotches. Furs.

Racial Language and Script
Troll

Common Homelands
Norsca, Belarus, Roof of the World.

.oOo.

Scouting (15xp) [Root Skill]
Required for: Acute Hearing; Agility; Conceal Weapon; Conceal Item; Disguise I; Disguise II; Hide & Sneak; Stealth; Pick Lock; Streetfighter; Forgery I; Forgery II; Recognise Forgery; Relaxed Fall; Use Venom; Light Fingers; Spider Climb; Targeteer; Combat Awareness; Sun & Star Lore; Firelighting; Find Food & Water; Knot Tying; Fur & Leather Hardening; Communicate with Animals; Devise/Disarm Trap; Track; Recognise Scent; Camouflage; Herb Lore;

The character is skilled in the arts of survival.
This skill may be bought in ascending levels [to level VIII]

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Conceal Item (5xp)
Requires: Conceal Weapon and Scouting V

The character may hide any item under 18" in its largest dimension from non-magical body searches. Containers holding multiple smaller objects may be hidden in this way. The phys rep for this item should not be held openly.

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Stealth (3xp)
Requires: Hide & Sneak and Scouting of equal level

Each level of stealth allows the character to sneak in armour of a type up to their level of stealth (so Stealth I allows you to sneak in all-over 1-point armour, Stealth II 2-point armour, etc.)
This skill may be taken multiple times.

Note: People using stealth ‘throw the horns’ instead of the ref signal for invisibility.

.oOo.

Camouflage (10xp)
Requires: Hide & Sneak and Scouting VI

The character is effectively invisible while stationary in terrain for which they have appropriate camouflage costume. This allows the player to use the “Hand in Air” signal, regardless of distance from others, so long as they remain still.

.oOo.

Herb Lore (8xp)
Requires: Scouting at 2 levels higher
Required for: Poison Lore; Healing Lore;

The character is familiar with and able to recognise common plants and herbs and their general properties. The skill provides knowledge of the specific components and preperation of healing potions and poisons of equal or lower level to the skill.
They gain the ability to recognise alchemy at 1” range.
This skill may be taken multiple times and is a required skill for the following alchemical skills:
Healing Lore, Make Antivenom, Make Blade Venom, Make Healing Potion, Make Poison, Poison Lore

See the Alchemy Skills document for more details.

This skill may be bought in ascending levels [to level VI].

.oOo.

Acute Hearing (5xp)
Requires: Scouting I

The character may hear a conversation at 15 feet (8 feet if whispered) if there are no other major sounds nearby. Does not work for 'Whisper'.

.oOo.

Conceal Weapon (5xp)
Requires: Scouting I
Required for: Conceal Item;

The character may hide one dagger or any similar sized weapon from non-magical body searches. The phys rep for this item should not be held openly.

.oOo.

Disguise I (10xp)
Requires: Scouting I
Required for: Disguise II;

The character is able to alter their appearance significantly so as to resemble any reasonably sterotypical member of their own race and sex. They may not alter their appearance to resemble specific other people. Given light and time can recognise the use of Disguise I.
This is a required skill for Disguise II

.oOo.

Firelighting (3xp)
Requires: Scouting I

The character is able to start a fire given a suitable supply of dry wood and kindling.

.oOo.

Hide & Sneak (15xp)
Requires: Scouting I
Required for: Stealth; Camouflage;

Providing they are not wearing any armour and in suitable cover, the character is able to move silently, and cannot be seen from over 10’ away. This allows the player to ‘throw the horns'. If an observer is within 10’ of the player, they are able to see the character.

.oOo.

Knot Tying (3xp)
Requires: Scouting I

The character is adept at tying knots. They can tie knots which cannot be undone except by characters with knot tying (or by cutting the rope!).

.oOo.

Pick Lock (3xp)
Requires: Scouting I

The character can pick any non-magical lock. Standard locks require two minutes. Harder locks may take longer.

.oOo.

Sun & Star Lore (3xp)
Requires: Scouting I

The character is able to find North and to tell the time by the position of the sun or the stars.

.oOo.

Find Food & Water (1xp)
Requires: Scouting II

The character can locate water and edible food in familiar terrain types.

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Forgery I (10xp)
Requires: Scouting III
Required for: Forgery II;

The character is able to provide a fair imitation of hand-written documents.
This is a required skill for Forgery II.

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Fur & Leather Hardening (10xp)
Requires: Scouting III

The character can cure and harden upto 6 locations of 1-point fur or leather armour for 1 extra point of protection per location. The armour must be maintained every week by the character, as a minor downtime action, to maintain its properties. The resulting armour still counts as 1-point armour for all other purposes.

.oOo.

Recognise Forgery (5xp)
Requires: Scouting III

If familiar with the original, the character is able to recognise forgeries produced by Forgery I on close inspection.

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Relaxed Fall (5xp)
Requires: Scouting III

The character takes one third damage from falling.

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Use Venom (6xp)
Requires: Scouting III

The character is knowledgeable in the uses and applications of venom. They may use any forms of ingestive and blade venoms without killing themselves in the process.

.oOo.

Light Fingers (15xp)
Requires: Scouting IV

The character may steal items in easy reach from a character or monster. The item need not be visible but must not be being held.
To use this skill, the character must plant a theft sticker (acquired from the refs at the beginning of the interactive) on the item to be stolen, and then notify a ref of the theft, who shall remove the object from the target and give it to the thief.
This may be used on all in-character items of kit that are not judged to be 'impossible' to steal by the refs (i.e. pouches, weapons, etc. but NOT clothing or other items directly in contact with the target). The theft is deemed to succeed if the thief is not caught 'in the act'.

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Agility (5xp)
Requires: Scouting of equal level

For every four ranks of Combat Awareness and/or Agility, the character gains 1 point of Dexterity Armour (DAC). This skill may be bought in ascending levels [to level VIII].

.oOo.

Recognise Scent (3xp)
Requires: Scouting of equal level

The character is able to recognise the scent of 5 types of creature previously encountered. The scent can be recognised at up to 20' in a still wind or 40' when downwind.
This skill may be taken multiple times to learn additional scents.

.oOo.

Streetfighter (5xp)
Requires: Scouting of equal level
Required for: Brawling;

This skill relates to the use of small weapons - any larp-safe melee weapon up to 24" in length. Streetfighter may only be used with small weapons.

This skill may be taken multiple times.

Level enables:

I - Character can parry with an off-hand small weapon.
II - Character can strike a blow which causes a SINGLE point of damage with an off-hand small weapon.
III - The character may use a Small Shield (up to 20" diameter).
'IV - By striking their target from behind the character can automatically call +1 degrees of SUBDUAL damage, without needing the Subdual skill.
V - By striking their target from behind the character can add the THROUGH call to their normal weapon damage.
VI - Character can call DOUBLE with their on-hand weapon and SINGLE with heir off-hand.
VII - By striking their target from behind the character can automatically call +4 degrees of SUBDUAL damage, without needing the Subdual skill.
VIII - Character can call TRIPLE with their on-hand weapon and DOUBLE with their off-hand.

This is a required skill for: Brawling and Subdual

.oOo.

Track (3xp)
Requires: Scouting of equal level

This skill may be bought in ascending levels [to level VIII].
Level
Ability
I
Character is able to recognise obvious tracks, and get a very rough idea of the numbers that made them.
II
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.
III
Character is able to recognise clear tracks, and get a rough idea of the creature and numbers made them.
IV
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.
V
Character is able to recognise tracks, and get a good idea of when they were made and the creature and numbers made them.
VI
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.
VII
Character is able to recognise subtle tracks, and get an excellent idea when they were made and the creature and numbers made them.
VIII
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.

.oOo.

Devise/Disarm Trap (5xp)
Requires: Scouting V

The character has skill in setting and disarming traps and snares in the wild. This skill may suggest the best way to deal with a trap, but gives no benefit in the actual process of disarming.

.oOo.

Disguise II (5xp)
Requires: Scouting V and Disguise I

The character is able to alter their appearance significantly so as to adjust their apparent age,sex & race. They may not change their appearance to that of another character. They may, with good light and time, be able to tell if someone is using Disguise I, and identify the person behind the disguise if they know them well. Given light and time can recognise the use of Disguise II.

.oOo.

Spider Climb (5xp)
Requires: Scouting VI

The character may climb any surface they can grip (eg, trees & cliffs). After 15 seconds climbing they will be out of range of all melee attacks from below.
All limbs are required to climb, so no other actions may be taken while climbing, and the character may not carry anything in their hands.

.oOo.

Communicate with Animals (10xp)
Requires: Scouting VIII

The character may communicate with animals to the limits of the animals normal intelligence and communication. The animal may communicate basic information or emotions ('This is my territory' or 'I'm scared') but not detailed concepts ('Four orcs and an ogre mage headed this way four hours ago').

.oOo.

Forgery II (15xp)
Requires: Scouting VIII and Forgery I

The character is able to provide an indistinguishable imitation of hand-written documents.

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Brawling (2xp)
Requires: Streetfighter I or Melee I

The character is able to engage in a 'bar room brawl'. Characters with this skill can strike 'SUBDUE SINGLE' with unarmed attacks. Natural weapon blows (fist, feet, etc) should not come closer than 6" of target, and are called (eg, fist to face) rather than struck. It is advised that this skill is only used with the consent of all parties involved.

.oOo.

Targeteer (4xp)
Requires: Warrior of equal level or Scouting of equal level

A skill representing degrees of experience and training in missile and thrown weapons.

There are three classes of ranged weapons: light thrown (such as throwing daggers), heavy thrown (such as javelins) and bows (incl. crossbows). Note: Bows and crossbows deal THROUGH damage, if the user is capable of dealing at least a SINGLE with them using this skill.

I. The character can deal a SINGLE point of damage with a single class of ranged weapon.
II. The character can deal a SINGLE point of damage with any ranged weapon.
III. The character can deal SINGLE THROUGH damage with heavy thrown weapons.
IV. The character can call DOUBLE with a single class of ranged weapons.
V. The character can call DOUBLE with any ranged weapon.
VI. The character can call DOUBLE THROUGH with heavy thrown weapons.
VII. The character can call TRIPLE with a single class of ranged weapons.
VIII. The character can call TRIPLE with any ranged weapon.

The refs will determine if a weapon counts as light or heavy thrown.

This skill may be bought in ascending levels [to level VIII].

.oOo.

Spiritual Favour (10xp) [Root Skill]
Required for: Bless; Lay to Rest; Martial Spirit 1; Remove Spiritual Aura; Martial Spirit 3; Martial Spirit 2; Demon Lore; Undeath Lore; Battle Group; Bestow Miracle; Devotion; Miraculous Power; Final Blessing; Curse; Dying Curse;

This skill represents a level of understanding about the nature of souls and spirits. This skill allows the character to cast ‘Detect Spirit’ at touch range at will.

This skill may be bought in ascending levels [to level VIII]. This skill may not be bought above your level.

.oOo.

Final Blessing (5xp)
Requires: Bless 2, Spiritual Favour 2

During the character’s daily prayer, they may declare one target creature to receive their final Blessing (tell a ref). Within a week after the character dies, their spirit may appear to the target creature for up to 5 minutes. During this time they may communicate and/or use the Bless ability (Even if another creature is currently under the character’s blessing). This Bless lasts until the target breaks a specific stricture of the character’s god, which they must tell the target. The character may not reveal any information they learned between their last daily prayer and the current time, except for the fact that they are now dead. The target creature may still choose to reject the blessing.

.oOo.

Dying Curse (5xp)
Requires: Curse 2, Spiritual Favour 2

During the character’s daily prayer, they may declare one target creature to receive their dying curse (tell a ref). Within a week after the character dies, their spirit may appear to the last declared person for up to 5 minutes. During this time the character may communicate and/or use the curse ability. They may not reveal any information they learned between their last daily prayer and the current time, except for the fact that they are now dead. Unlike a normal Curse, this curse lasts until the target completes a given task that the character states with the curse (this task must be ref approved). Until that task is completed, the curse refreshes every 5 minutes.

.oOo.

Bestow Miracle (3xp)
Requires: Devotion, Spiritual Favour of equal level, Primary Domain Specific Miracle of equal level

This skill may be bought in ascending levels [from level II to level VI]. This skill enables the character to give a single miracle to one other character to use as he or she sees fit. No character may bestow more than one miracle at a time.

The miracle must be of a level no higher than the character's level of Bestow Miracle. Additionally, the miracle must be of a level no higher than one less than the character’s level of Bestow Miracle, if the Miracle is from one of the character’s Auxiliary Domains.

The cost in spirit to the Bestowing character is the cost of the miracle, and this spirit is invested until the miracle is cast. The bestowing cannot be rescinded by the caster. A Bestowed miracle may be removed by the deity if the recipient breaks the strictures of the faith of the Bestowing priest, or any other conditions laid down when the miracle is Bestowed.

In Bestowing a miracle, the caster is declaring the recipient as one who is righteous and worthy of using the weapons of the faith. If the recipient proves unworthy this reflects upon the caster who may, depending upon the degree of transgression, be set a task to regain their deity’s favour.

The caster cannot Bestow a miracle upon him- or herself. He or she can, however, grant it to another priest – at the risk of one or both Gods disapproving.

.oOo.

Remove Spiritual Aura (3xp)
Requires: Devotion, Spiritual Favour of equal level, Primary Domain Specific Miracle of equal level

This skill enables a priest to perform a short ritual on an ongoing curse, bless, miracle or other spiritual effect of a level no higher than their level of Remove Spiritual Aura. Five minutes after the ritual is cast, the targeted spiritual effect will be removed. The ritual must be cast within 3" of the effect and last at least ten seconds, and it expends one spirit. This skill cannot destroy undead, or remove ‘Cause Disease’ or miracles of instantaneous duration.

.oOo.

Martial Spirit 2 (2xp)
Requires: Martial Spirit 1, Spiritual Favour 2
Required for: Martial Spirit 3;

The character may channel touch range miracles through a wielded weapon. They replace their damage call with the miracle effect as appropriate.

E.g.: Casting weakness this way would replace the normal damage call with "Nothing, Weakness". Casting Harm 2 would replace the normal damage call with "Spirit Double".

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Specific Miracle (5xp)
Requires: Miraculous Power of equal level, all miracles of lower level from the same domain, primary miracle of same level for auxiliary miracles
Required for: Remove Spiritual Aura; Bestow Miracle;

The devoted character learns the next Miracle from one of their gods domains. Devotees must learn all lower level miracles from the same domain before learning miracles of a higher level from that domain.

Miracles cost 1 spirit to cast.

The devoted character must learn the miracle from their gods primary domain before learning any other miracles of the same level from auxiliary domains. The devoted character can not learn miracles from more than 4 domains.

.oOo.

Demon Lore (7xp)
Requires: Spiritual Favour 1

This skill grants the character the ability to tell whether a character is a demon. The character may call ‘Mass Detect Demon’ at will. Anyone within 30ft who is a demon should respond with Ping. If they are carrying a demonic item, then respond with “Ping, this item”. Eg: if you’re holding a demonic sword, respond “Ping, this sword”.

.oOo.

Devotion (8xp) [Root Skill]
Requires: Spiritual Favour 1
Required for: Remove Spiritual Aura; Battle Group; Bestow Miracle; Miraculous Power;

The character is considered a member of a church, religion, or spiritual following of a specific deity. This skill grants the use of spirit which may be used to cast miracles; priests with Spiritual skills at Level 1 and no higher have 2 spirit, and priests with spiritual skills over Level 1 have 5 spirit. You may gain the benefits of devotion to one deity at any time. You also gain the first miracle of your deity’s primary domain for free, and may cast it at one level lower. You must still buy Miraculous Power in order to cast any miracles.

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Lay to Rest (2xp)
Requires: Spiritual Favour 1

The character may lay a the soul of a dead person to rest. If the character doesn’t have Devotion, then they can send the soul to Oblivion, The Balance, or any Death God. If they do have Devotion, then they can send the soul to Oblivion, their Deity, The Balance, or any Death God.

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Martial Spirit 1 (2xp)
Requires: Spiritual Favour 1
Required for: Martial Spirit 2;

The character has spent time training to cast miracles while in combat. The character now considers any of their hands holding a weapon to be empty, for the purpose of casting non-necromancy miracles.

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Undeath Lore (7xp)
Requires: Spiritual Favour 1

This skill grants the character the ability to tell whether a character is undead; to tell the level of an undead creature; and to recognise most forms of undead. The character may call ‘Mass Detect Undead’ at will. Anyone within 30ft who is undead should respond with Ping. The character may also call ‘Rec Undead’ with a 30ft range on a specific target. If the targeted is undead, they should respond with Ping, their level, and their type of undead: e.g: “Ping, Zombie Rank 3”

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Martial Spirit 3 (6xp)
Requires: Spiritual Favour 6, Martial Spirit 2

The character may extend their spirit into a weapon which they have become accustomed to, causing it to become a 'spirit weapon' in their hands inflicting spiritual damage. In the hands of another character, a spirit weapon does not inflict spiritual damage. A character may only have one spirit weapon empowered at any one time. Spirit weapons are immune to magical item destruction.

Use of this skill requires a flawless weapon.

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Battle Group (4xp)
Requires: Spiritual Favour of equal level, Devotion

This skill may be bought in ascending levels [to level VIII].

This skill allows the character to perform a short ritual to add a target willing character to their battle group. The target character is then in this character’s battle group until the next dawn. The character may do this a number of times per day equal to the level of this skill. The first time the character performs the ritual each day, they name their battle group. Each other time they perform the ritual in the same day, they must inform the target of the group’s name. The character must add the name of their battle group to the vocal of all ‘Group’ miracles. Group miracles target all characters in the caster’s battle group. The character may perform the ritual a number of times per day equal to their level of the battle group skill. A character always counts as a member of their own battle group.

E.g.: A character with battle group IV can add 4 other people to their battle group per day. If they named the battle group ‘Blades of Sordan’ and then cast ‘Group Blessed Weapons’. They would add ‘Blades of Sordan’ to the miracle vocal, and the miracle would cast Blessed Weapons on each member of their battle group (including themselves).

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Miraculous Power (5xp)
Requires: Spiritual Favour of equal level, Devotion
Required for: Specific Miracle;

This skill represents a level of understanding and power controlling the spirits used for miracles. This grants you the ability to cast the primary domain miracle equal to the level of Miraculous Power you have, if one is granted at that level.

This skill may be bought in ascending levels [to level VIII]. This skill may not be bought above your level.

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Bless (24xp)
Requires: Spiritual Favour of twice level.
Required for: Final Blessing;

This skill may be bought in ascending levels [to level IV].

This skill allows the character to perform a short prayer of blessing over another target creature. They may do this once per day. The target creature gains regenerating spirit armour equal to the character’s ranks in bless. (The spirit armour is restored after 5 minutes). This effect lasts until the end of the day. The target creature must accept the blessing to gain any effects. If the target creature is already under the blessing of another priest, that blessing is replaced with this one. A character can’t buy Bless if they already have ranks in Curse.

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Curse (24xp)
Requires: Spiritual Favour of twice level.
Required for: Dying Curse;

This skill allows the character to curse a target creature within 30ft, denouncing them in the name of the character’s beliefs. The character may do this once every 5 minutes with the call “Curse X” where X = half your ranks in the Curse skill, rounded down. The cursed creature takes an extra degree of damage from the next X sources of damage which harm them. The curse lasts for 5 minutes. If the target creature is already under the effects of a curse, they do stack for example a person hit by Curse 2 and Curse 4 takes +1 degree of damage from the next six blows. It is not possible to Curse 0. A character can’t buy Curse if they already have ranks in Bless.

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Warrior (15xp) [Root Skill]
Required for: Armour; Melee; Targeteer; Combat Awareness; Fitness; Fortitude;

This represents experience in combat skills.
This skill may be bought in ascending levels [to level VIII].

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Blind Fighting (5xp)
Requires: Melee III

Allows the character to defend themselves (parry) when their vision is obscured (e.g. by a spell or blindfold).

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Two-Handed (10xp)
Requires: Melee III

Specialised training allows +1 degree of damage with two-handed melee weapons between 36" and 60".

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Armour (6xp)
Requires: Warrior of equal level

Requires warrior of equal level. This skill may be bought in ascending levels [to level VIII].
This skill allows a character to operate in a total armour of six plus two times the skill level. Total armour is calculated by adding together the armour values of each location.

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Fitness (6xp)
Requires: Warrior of equal level

For every four ranks of health, fitness or fortitude, the character gains 1 hit/location. This skill may be bought in ascending levels [to level VIII].

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Fortitude (6xp)
Requires: Warrior of equal level

For every four ranks of health, fitness or fortitude, the character gains 1 hit/location. This skill may be bought in ascending levels [to level VIII].

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Melee (6xp)
Requires: Warrior of equal level
Required for: Brawling; Two-Handed; Blind Fighting;

A skill representing degrees of experience and training in melee combat.
I
I - Allows the character to call ‘SINGLE’ with a weapon of up to 42” in their on-hand, or a weapon of up to 60" if held in both hands.
II
Allows the character to strike a blow which causes a SINGLE point of damage with a two-handed weapon of any length.
III
EITHER allows the character to deal a SINGLE point of damage with each hand, OR to deal a SINGLE point of damage with the on-hand while using a shield (player's choice)
IV
Grants both skills mentioned in III.
V
V Allows the character to call 'DOUBLE' with a single one or two-handed weapons. Can also call 'DOUBLE' with a one-handed weapon whilst EITHER using a shield OR dealing a SINGLE point of damage with their off-hand (player's choice), this off hand single must be called.
VI
Grants both skills mentioned in V.
VII
Allows the character to call 'DOUBLE' with each hand.
VIII
Allows the character to call 'TRIPLE' with a single one or two-handed weapon. Can also call 'TRIPLE' with a one-handed weapon whilst EITHER using a shield OR calling 'DOUBLE' with their off-hand (player's choice).

This skill may be bought in ascending levels [to level VIII]

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Combat Awareness (5xp)
Requires: Warrior or Scouting of equal level

For every four complete ranks of Combat Awareness and/or Agility, the character gains 1 point of Dexterity Armour (DAC). This skill may be bought in ascending levels [to level VIII].

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