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Advanced Skills

Skills with Experience

These skills operate in the same ways as the basic skills - however these skills can only be bought with experience points (EXP) awarded by playing the character they are awarded to. They, like basic skills, are bought at twice rate with EXP - a skill which is labelled as 4 points below is therefore 8 EXP to buy. This can change however, and you will find that by training with a certain skill it can end up costing less.

Weapon Skills Cost Racial Skills Cost
Disarm 3 Darkness 10' 8
Large Shield 4 Darkness 30' 10
Armour Skills   Deflect 5
Wear Extra Heavy 9 Cause Fear 7
Lore Skills   Cast Magick Effect: Lesser 6
Discern Truth 5 Subterfuge Skills
Intuition 4 Blindfighting 10
Meditation 6 Escape Artist 5
Physical Skills   Pick Locks 4
Hold Ground 3 Rumours 3
Resist Disease 6 Con Artiste 4
Resist Poison 5 Veteran Skills  
Trade Skills   Bind Wounds 2
Crafting (Master) 7 Enhanced Sense 4
Crafting (Adept) 10 Resist Mental 5
Evaluate 5 Locate Traps 5
Scavenge 4 Track 4
Trader 5 Trap Making 6
Apothecary Skills   Troll Skills  
Recognise Disease 4 Deny Effect 6
Surgery 6 Deny Fae 4
Magick Skills   Digestion 7
Greater Mana 6 Disallow Art 3
Mana 4 Gnosis 7
Seer 5 Tough Skin 5


   

 

WEAPON SKILLS

Disarm

The character posses a great enough skill with a weapon to cause an opponent to lose their weapon when struck. The player has 1 call of ‘Disarm’ per Encounter.

Large Shield

This skill may only be bought if the character has Shield. A Large Shield is a Tower shield up to 5 foot by 4 foot square.

ARMOUR SKILLS

Wear Extra Heavy Armour

This armour is heavy plate, usually adorned with additional metal decoration, and sometimes enamelled. It must be metal armour, and it must cover most (above 50%) of the location to count. It grants between 4 and 6 points of Physical Armour to the location.

LORE SKILLS

Discern Truth

The character has spent a lot of time studying body language and reflexes that could lead to the thoughts of a person. However, this may be ignored in certain circumstances (that require a ref) by resisting with the Con skill. A character with this skill can Discern a Con up to Rank 3. It requires at least 1 minute worth of interrogation.

Intuition

After 2 minutes of concentration on a problem the character will be granted a clue as to how to solve or overcome a problem. This requires a ref.

Meditation

A somewhat ambiguous skill, meditation can be used for a variety of things - it is easier to think of it as a Petty Ritual that does not require spell cards, a circle or Alchemy. Regaining spellcards, talking to Spirits, re-growing limbs, restoring body hits - these are the suggested examples. Meditation can require from 15 minutes to anywhere up to 2 hours of good role-play In Character to have an effect. This might be sitting quietly in prayer, singing, dancing or some other activity.

PHYSICAL SKILLS

Resist Disease

Resist Disease allows the character to resist the effects of Disease with a Rank between 1 and 3 at the first buy and 4 and 6 at the second, in the same way as the 'levels' of Resist Mental or Resist Magicks. Dwarrow, all Sithi, Norn, Kobold and Goblins begin with one level of Resist Disease - Trolls and Ogres start with 2 levels.

Resist Poison

Resist poison allows the character to resist the effects of poisons with a Rank between 1 and 3 at the first buy and 4 and 6 at the second, in the same way as the 'levels' of Resist Mental or Resist Magicks. This skill may be bought no more than twice.

Stand Ground

Add together the character's Strength and Endurance Ranks work out their Stand Ground Rank. You can resist strength effects (Push over with two hands (1), Push over with one hand (2), Knock-down (3), Strike-back (4), Strength (5), Monstrous Strength (6)) which have the same rank or lower as your Stand Ground value. Treat spells as having a strength effect at the normal value - therefore Gust of Wind is a Strength Rank 3 effect - which can be resisted by Stand Ground 3 and above.

TRADE SKILLS

Evaluate

The player can declare to Evaluate an item. By doing so, they will be informed by a ref roughly how much it costs, based on the players knowledge of such an item - which might involve answering some questions. This skill grants an approximate price for an item - even Magickal or rare ones.

Scavenge

The character can scavenge amongst discarded waste to try to find useful products. In order to scavenge you will need to drop 'Out' and Crew for a few hours to represent the searching. Everyone can scavenge but getting this skill increases the chances of finding something rarer and special. This will also help in identifying what Scavenge material cards as rarer materials too.

Trader

A character with Trader has the ability to increase or decrease the value of an item being sold. The Trader can increase or decrease the value of any item by up to half after 1 minutes worth of good role-play. 

APOTHECARY SKILLS

Recognise Disease

The character can identify diseases. This is not a skill rip. Diseases up to the Virulence of 3 are automatically revealed to the player - though this requires a referee and the call ‘Recognise Disease’ must be given. The player will also receive a Handout from Control which details diseases – it is up to player to create a phys-rep of this hand-out. There will be other benefits in recognising diseases, and it is worth exploring it in conjunction with other skills – though this requires a ref.

Surgery - Skill rip

A more advanced version of the Field Medic skill, players with this skill can present their IC referee with their character phys-reps and in return receive a number of Surgery rips for the day. Like with the Field Medic skill, rips can be returned if the player can role-play out cleaning their equipment. Unlike the Field Medic skill, Surgery can be used to reduce the Virulence or Toxicity of a Disease or Poison with permission from a ref and can also be used to mend broken bones, set bones and even aid certain characters to re-grow entire sections of damage that the Field Medic skill will otherwise not touch – such as curing Broken effects.

The minimum requirement for a single rip of Surgery is: access to a scalpel, needle and thread, a bandage of a least a foot and a half, some boiled water and an antiseptic. There may be ways to gain Surgery rips back via cleaning bandages, boiling water and gaining new antiseptic (such as honey). If you cannot show you have enough for a single rip, you will be reduced to 3 Surgery rips – you must have the minimum Field Medic phys-rep to enact the skill. Bear in mind that the Surgery rip can do all sorts of things with good role-play, not just the skills above.

MAGICK SKILLS

Mana and Greater Mana

A character with the Mana skill gains an additional 2 rips of Lesser Magick per day. Greater Mana is available after buying Mana, which grants 1 Lesser and 1 Greater rip per day. Mana rips are not designated to an Art and therefore may be used to cast any Art the character has knowledge of.

As Invokers do not have the psychic genetic trait that allows them manipulate Fae to the fullest extent of a Spellcrafter, Invokers may only take 1 pick of Greater Mana and 1 pick of Lesser Mana. Spellcrafters on the other hand, may pick up to 3 Greater Mana and 5 picks of Lesser Mana.

Seer

This skill grants the player visions when they start each day, each event and also sometimes in the middle of role-play (such as touching an Artefact). The visions are puzzles that the player must work out, but will always be of use.

RACIAL SKILLS

These skills are restricted only to certain races, and as such cannot simply be bought – you must check with Control as to which Racial Skills you can buy.

Cast Magick Effect

The player has access to the ability to cast a Magick Effect – pick a single spell from a single Art. This is explained in the Effects Calls section, though the Rank of casting and the number granted is designated by C&C – this will being at Rank 2, twice per day.

Darkness 10' - Skill rip, 1 per day – Norn, Goblins, certain Chimaerae

Some characters have innate abilities to turn areas around them to darkness, to either attack or to escape. To use this ability, the character announces the use of the skill to all around. An area 10’ in diameter about the character is in darkness and all characters, including the casting character, must close their eyes if they are inside the area of effect (the caster always will be). The darkness is centred on the character and moves with them. The darkness lasts 30 seconds.

Darkness 30' - Skill upgrade – upgrades Darkness 10'

This works exactly the same as Darkness 10’, except at a greater area.

Deflect – Hobs, Kobold, Ni’Han Norn and certain Chimaerae

When a projectile spell is cast at the character with this call they cry out ‘Deflect’ in return and point to another character within 5 foot - this character then takes the effects of the spell instead of the original target. This works the same way as Resist Magicks in that Deflect is allowed to all Rank 3 (Lesser) spells and below. A second buy will allow Deflects of up to Rank 6. This cannot be combined with Resist Magicks.

Cause Fear - [state rank] – Ogres, Trolls and certain Chimaerae

This is a spell rip and works as per the call of ‘Fear’.  This skill is bought at Rank 2 to begin with, increasing by 1 Rank with further buys. You may call this ability once for each rip – you have 1 Rip for each Rank.

SUBTERFUGE SKILLS

Blind-fighting

A character with this skill can fight when blind - by feeling the air, and by sound. Characters with this skill do not have to close their eyes when they technically cannot see. They can also fight invisible enemies, and the call ‘Blind-fight!’ must be given before they attack. 

Con Artiste

This skill upgrades characters ability to Con to the Rank of 6 instead of 3 – though a full 2 minutes conviction must be enacted. If only 1 minute is enacted, the Rank used is still at 3.

Escape Artist

The character is adept at untying, breaking, shearing through bonds or otherwise distorting his hand, to escape. Bonds, specifically, can be escaped from by telling a nearby referee and subtly wriggling, role-playing the escape process, for 1 minute, or 2 minutes if the bonds are metal or chain instead of rope. You might not want to be noticed however!

Pick Locks

This skill requires ref. The player must spend 1 minute per 3 Ranks of the lock to open it. Some locks will not reveal their Rank value, and the player must guess - if they guess less than the Rank value level they must start the Pick Lock process over again. This will require the presence of a referee.

Rumours

The character learns rumours and information from their given area. After each event the player will be given a series of Rumours ready for next event and the character may gain new Rumours each event with this skill. The number of Rumours and their usefulness will vary, and not all characters with this skill will gain the same information – better connected Groups and Guilds will provide higher class of Rumour.

VETERAN SKILLS

Bind Wounds

The character must have the phys-rep for this skill. The character ties a bandage to a wounded location - even one on 0 hits. 1 hit is restored to the location and the location is now usable but minimally as long as the bandage is kept on. Legs must act at a limp, arms can only be used defensively and the character may not attack with weapons in the hand of a bound location. A location can only have one binding at a time. This is a two-handed skill, though it may be used on the self. Treat a hit on a bandaged location as a Crush - the location is now completely useless.

Enhanced Sense (Sight, Hearing, Smell) 

The character is able to see, hear or smell better than average folk. Normal writing, speech and the types of race can be respectively seen, heard or smelt up to 30 feet away. This must be refereed. The type of sense must be specified. Races other Chimaerae can only buy this skill once.

Resist Mental

Some beings in Thracia (especially priests) are extremely strong willed and full of determination and stubbornness. When targeted by a mental effect (such as Fear), then the character can declare 'Resist Mental' in a loud, clear voice, to cancel it. This can cancel spells and effects of Lesser (Ranks 1-3) or below at the first buy and Greater (Ranks 4-6) at the second.

Locate Traps

As with detect Magick, some can learn to know when there are traps about. Either by noticing tiny disturbances or even the lack of dust where it should be makes these characters very observant. To use this ability, the character must spend 1 minute of good role-play per trap to find it - if it is successfully found this way the trap is either set-off harmlessly or is left undisturbed. This can also be used to detect ambushes. This can be combined with the Trap Making skill to try to disarm them.

Track

The character is able to track nearly any living creature by studying the surroundings after its passing. To use this ability, the character must find a referee and announce the use of this skill. This must be refereed.

Trap Making

The character learns how to make simple traps - trip wires, stake-wires and launch-loops. The phys-rep is required. The character can then use this skill by spending 2 minutes to set the trap up. The enemy (target) must then move through the traps to have an effect (for example, knock-down, 1 through damage to chest, Strike-back, etc.). This is heavily refereed More time can be spent at events to make better traps. It can also be used to find special beasts and monsters in the game system from which special items might be Crafter. This can be combined with the 'Scavenge' skill to get better results on scavenging with regards to such beasts.

TROLL SKILLS

Deny Effect

The Troll may now give the call ‘No Effect’ when struck by a certain Weapon Call – speak to your referee about what to take. The location affected still takes damage if the Call was made by an attack with a weapon. This skill may only be bought once for each Call to be Denied.

Deny Fae

The Troll lives without the flows of a certain Fae and gains one level of Resistance to a Fae. Resist Fae: Solar, will for example allow the Troll to resist any Light, Shadows and Fire spell cast at them. As this skill specifies an Art it will only work against Spellcrafter spells. This skill may only be bought once.

Digestion

The character is able to digest anything - sometimes even the inedible! This is used in a weird Fae fuelled transformation, producing strange effects from within the Troll. This skills requires experimentation, but effects could range anywhere from gaining another Physical skill (such as Resist Disease) to a quicker Regeneration time - or even additional spell-cards or a Magick Effect!

Disallow Art

The Troll has adapted to the ways of the Fae - as such the Troll becomes completely Immune to any one Art - the call of ‘No Effect’ is given. This skill may be bought three times. Unlike other Resist skills, spells cast by Invokers and Magick Effects will still have an effect - the Troll or Ogre is simply immune to spells cast by Mages from all of one Art.

Gnosis

The Troll is able to call a specialist weapon call. Talk this through with your referee. The following can be chosen: Bleeding, Blindness, Dispel, Diseased, Doubles, Fatigue, Loc-Zero, Shatter, Sleep, Through.

Tough Skin

The Troll's or Ogre's hide toughens. Against all attacks without the ‘Through’ call - such as bolts, arrows and shot - the Troll instead takes damage to their Natural Armour. Spells and the 'Through’ call still ignore the Natural Armour.

OTHER ADVANCED SKILLS

Fearless

The character is immune to Fear and Terror up to the stated Rank. If the skill does not have a Rank value assigned then the character is immune to Fear and Terro effects (but not Mental effects).

Noble Rank

Each rank of Noble Rank provides the character with a minimum of 2 silver per event, and with a Fearless level equal to the rank. Thus, if something calls ‘Fear, Rank 4’ and the character has Noble Rank 6, the character may then rejoin with ‘Fearless, Rank 6’ and ignore the effect. It also provides immunity to Terror equal to the Noble rank.

Noble rank may also be used as a Rally call. Characters hearing the call may rally behind the Noble and continue to fight so long as:

1. A higher rank of Terror is not called.

2. The noble is not killed whilst in the presence of the Terror-causing object (NPC, Monster, player character, item etc.).

It also effectively works as social standing - therefore someone with Noble Rank 6 has more contacts, standing and influence than someone with Noble Rank 5, just as a Noble Rank 5 has more contacts than Noble Rank 4 (etc). You may find you have more money, contacts, equipment or similar with having Noble Rank.

Regenerate

Trolls are well known for their ability to grow back limbs and return from the brink of death. Trolls start their lives with the basic ability to regenerate their hits. Regardless of whether they are in combat, or at rest, moved or otherwise engaged, a Troll regenerates one hit to every location once at the start of each Encounter. This will affect the head and chest locations, and continues after death - though a Troll can never regenerate hits to the head or chest that are reduced to zero, and can never regenerate Fire or Cold damage, though it can be healed as normal – ‘Regenerate’ is reset in the morning as per other healing, so sleeping can still heal Fire and Cold damage, and thus you can also heal Fire and Cold damage the following day. Healing and the healing spells are at half rate for a Troll. Regenerate has no effect on locations that have had any number of Coup de Gras hits - these must be healed.

HIDDEN SKILLS

Hidden skills are skills which are not given out to players. Players can make suggestions for Hidden skills at any time, but they cannot buy them for their character normally. Instead Hidden Skills are rewards for good role-play and the extra effort that a player might put into learning a skill during IC. If a character has a Hidden Skill they will be informed of what it does, but mostly they are there to help encourage players into experimentation within the game system and the rules. You can learn Hidden Skills with ease during Time In – it is worth seeing what you can get as all Hidden Skills are quite powerful in their own right.

LEARNING DURING TIME-IN

A player can get their character to learn a new skill at each Event. To do this they must inform a referee, and then spend at least a number of hours equal to the points value of the skill performing good role-play. The referee will then tell you when you have learnt the skill.

However, do not think that you can learn any skill by performing the same actions over and over again – it requires good role-play and therefore requires many different things to be tried. Also not that you can only ever Learn 1 new skill at each Event – you cannot Learn skills at Linears.

 

 

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Content Copyright Daniel Crafter 2011, Design Copyright John Emmery 2011