Skills

Racial Skills

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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.

.oOo.

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.

.oOo.

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.

.oOo.

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.

.oOo.

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.