Skills

General Skills

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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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