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Game Mechanics of Thracia

Skills, Abilities and Card Ripping

Some characters across Thracia own skills that take months, sometimes even years to master. Some of these skills are gained through ritual, some through Magick. Some are only available by race, whilst others the character spends time learning. These skills are special and are represented by cards ripping to show that even with all that training it takes patience and concentration to use and master.

Some skills are represented by a card rip. This means you can only use the skill in certain circumstances and at a certain number of times. To indicate this, so that other players know what you are doing, you tear the card with both hands (this is an OOC game mechanic - you don’t need two hands IC) and declare the skill and its level, if appropriate. Unless otherwise stated, all Skill rips are bought at 2 per day.

The skills are listed below in their categories, and in alphabetical order. Further skills do exists within the system, and you may need to pick the rules for those skills up on a different sheet from Control.

WEAPON SKILLS

Dagger
Though ‘Dagger’ is down in the Character Generation section as a skill, it will be found already taken on your character sheet - all characters and humanoid monsters in Thracia are considered to be able to use a dagger. A dagger is classed as any weapon up to 18” long. Daggers can only be blessed.

Ambidexterity
A character with this skill can use a weapon in each hand - One handed Blunt and One handed Sharp, for example. They may also throw two throwing weapons at once - this skill is needed in order to do this.

One Handed Weapon
The skills ‘One handed sharp’ and ‘One handed blunt’ are both considered a One Handed Weapon skill. A One Handed Weapon is a maximum of 42”, and ‘sharp’ must have one, possibly two, clearly defined ‘cutting’ edges. In certain circumstances these will need to be ‘called’ (i.e. ‘Sharp! Sharp!’) - if your weapon appears not to work, call the attack, just in case.

Pole-arm
Any weapon above 60” is considered a Pole-arm. These always deal 2-Handed damage. Just like with Two Handed Weapons, a Pole-arm requires both hands on the weapon to count the damage.

Projectile
Grants the character the ability to use a bow and arrow or a crossbow (or pistols and muskets!), up to a maximum poundage draw of 30. As a rule, projectile weapons ignore both Physical and Natural armour. This is not the ‘Through’ call.

Shield
A character with this skill can use a shield up to 3 foot is size both length and breadth ways. Alternatively, the character can add a buckler to their arm, which will allow them to use a weapon in that free hand. In this way, a character can have a buckler and still wield a 2-handed weapon. A shield can block a bolt or arrow without incurring damage.

Thrown
Allows the use of Throwing Weapons. Ambidexterity must be bought to throw two thrown weapons at once.

Two Handed Weapon
Any weapon between 43” and a maximum of 60” is considered a Two Handed Weapon. Regardless of type, these will always deal 2-Handed damage - which counts as both ‘sharp’ and ‘blunt’. 2 Handed damage cannot be blocked by a Buckler. A Two Handed Weapon requires both hands on the weapon to count the damage.

ARMOUR SKILLS

Wear Natural
Natural armour is part of the very skin of the character, and is represented by scales or fur similar to a bear or wolf. This must be obvious on the player and must cover at least 50% of the location to count. ‘Bulking out’ is required at Medium and again at Heavy.
The cost of natural armour is added to the equivalent level of Physical armour - and higher levels of Natural armour require bulking out of the player’s costume. Apart from through calls and equivalent, Natural armour is still body hits - it will not stop the effects of a poison, and is counted as part of body hits for the call Crush. However, Natural armour is healed as part of healing of some description, and only 2 seconds per point or armour is required for Magick and 30 seconds for the Surgery skill or Herbalist Treatment (see the Herbalism section).

Wear Light
Allows the character to wear Light Physical armour. This must be represented by either padded clothing or soft leathers, and must cover 50% of a location to count. This armour grants 1 point of armour to the location. It takes 1 minute to fix Light armour.

Wear Medium
Allows the character to wear Medium Physical armour. This must be represented by either tough leather or light ring mail/chain mail, and must cover 50% of a location to count. This armour grants 2 points of armour to the location. It takes 2 minutes to fix Medium armour.

Wear Heavy
Allows the character to wear Heavy Physical armour. This must be represented by metal armour - plate for preference, and must cover most of a location to count. This armour grants 3 points of armour to the location. It takes 2 minutes to repair Heavy armour. You cannot use Dexterity in Heavy armour.

To repair physical armour the player must spend the required time role-playing the fixing process - they must stand still and cannot cast spells, attack, move etc. The character must also have the required level or higher to fix the armour - a character with medium can repair both Light and Medium Physical armour.
Armour cannot stack - wearing light under Heavy does not grant 4 hits of Physical. However, character with Wear Medium Physical can wear Light if they wish (etc.), and Natural armour does stack with Physical - a character with Heavy Natural and Heavy Physical has a total of 6 armour hits!

LORE SKILLS

Speak Ancient Language
Allows the character to speak a language older than Common. The type is chosen from: Dacian, Dwarrow, Entu, Illyrian, Iniki, Ogre, Sithi, T'Chrik, Trollish

Cryptology
Cryptography is the study of codes. A character can use this skill to gain the key and code to a Secret Language - but not to write it, or understand the original language (unlike the Secret Language itself). This could mean you need to translate twice.

Heraldry
This skill allows the character to recognise symbols from around Thracia - and may also grant the knowledge of some of the history of the symbol. Players must go to Control to be issued a Heraldry handout if they do not have one.

History
Grants the character knowledge of a piece of History - it is chosen from: Sithi (Norn), Guild War, Imagery, Apocalypse, Machina, Troll, Fae and Chemistry.

Speak Secret Language
Allows the character to speak be able to write, code and translate a specific Secret Language: Guildspeech, Order Script (Light only), Ranger-Marks, Rune-Code (Dark only), Secret Sign, Thieves Signs

Read Magick
Characters with this skill are able to read and understand the nature of Arcana. These runes are marks used to bind Fae to a given object or location. When combined with Crafting and/or Alchemy, this allows the character to create Runic objects as well as read them. Further details in the Read Magick section.

Thaumateurgy and Theurgy
These skills allow the character to cast Alchemical spells. Please see the Alchemy section for details.

TRADE SKILLS

Cartography
A character with this skill can read, make and understand maps.

Craft
A character with this skill can repair and create items. The item able to be repaired/made depends on what type of Crafting the player buys, examples include: Smith, Jeweller, Carpenter, and Hidesman. There are three levels of Crafting - Apprentice, Master and Adept. Please see the Crafting section for details.

Forage
The character is adept at finding herbs and ingredients in the area. Any player may ask to forage during a crewing slot, but those with Forage are more likely to getter better things.

Forgey
This skill allows the character to make false maps, scrolls, letters, signatures etc. It must be used in conjunction with another skill and the player may make Forgeries with any skill they know (such as Literacy, Cartography or Crafting).

Literacy
Allows the character to read and write any language they know. If the character does not have this skill they cannot Read or Write in any language.

Merchant
This skill allows the character to have an idea how much a mundane item costs. Please see Control to gain a rough price list.

Numeracy
Allows the character to count past the number of digits they have. It also allows the character to perform complex sums.

APOTHECARY SKILL

Application
This skill allows a character to apply a Herbalist Treatment - even if they themselves did not make it. Normally only the herbalist that made the Treatment can apply it. It also allows the character to apply poisons to weapons.

Brewing
Brewing is a skilled that is detailed in the Herb Lore hand-out from Control, obtained by gaining the Herb Lore skill. It is needed to make Tonics and to Distil - it is also needed to make Acidic Suspensions and other Advanced Techniques. It can also be used to cross-application types - therefore a herb that is applied as a Lotion can be mixed with a herb that is applied as a Preparation to form a Tonic, for instance.

Herb Lore
A player with this skill must go to Control to gain a Herb Lore handout. This skill is used to make Treatments and various poisons.

Field Medic - Skill rip, 3cards. May be purchased twice.
Field Medics represents the character knowing a quick-and-dirty kind of first aid, that restore a damaged area to working order - but cannot repair damage arteries and the like. The card represents the total resources available to the character and used cards can be restored to character during the course of an event to represent washing and cleaning of equipment. For each minutes work, the character can restore 1 hit to every location at once, or they will be able to determine the Virulence or Toxicity of a disease or poison currently having an affect on another character they can touch (but only up to Rank 3). They must choose which when they perform their rip. This is not a spell. Field Medic cannot be used on the self - it requires two hands.

The minimum phys-rep for this skill is a soak cloth, tooth-pick, knife and some rubbing liniment.

SUBTERFUGE

Camouflage - Skill rip, 2 per day, 1 per day after the first buy
The user can fade from the world, melding naturally into the terrain about them. The user must set their selves against some terrain feature where at least 80% of their body will not be visible against a sky-line or horizon. They may be watched doing this. They must hold the torn skill card in one hand, have both arms crossed at the wrists across their chest, and have their head down. The user is then considered to have become invisible and cannot be attacked or spotted in any way.
If the user moves, speaks or withdraws their hands or arms, they become visible again. Some skills such as ‘detect Magick’ may sometimes detect the use of Camouflage, and some spells such as ‘The Predator’s Eye’ or ‘Deathsight’ may be able to locate the user.

Con
The character can convince another of something that is not true. This skill works in the same way as the Shadows spell ‘Conviction’, though it does not count as a spell but is enacted at the 'Lesser' Rank of 2, and thus lasts for 1 minute after which point the target realises their mistake. The Con must be stated in a convincing tone without too many gestures and all weapons concealed, and the player must spend 1 minute with a very reasonable story convincing the target to use this skill - you might like both a referee and to prepare a number of stories to tell!

Pick Pocket
The character can pick the pockets of almost anyone with ease. The character must be standing within a foot of the victim. When the skill is declared, the character chooses two pockets and the victim and thief play a game of ‘rock, paper, scissors’. For each win or draw the thief gains all the items hidden in that pocket. Good role-play must be used by the thief to try to cover their fumbling. The player must spend 1 minute within the foot diatnce of the person they wish to pick pocket.

Resist Con
The character has a strong mind, and an eye for detail. This skill allows the character to resist the Con skill and the spell ‘Conviction’. It may also be used to cancel other abilities - such as the skill ‘Forgery’ - after 1 minutes work the character can identify Rank 3 and below forgeries. 

Stealth - Skill rip, 2 per day, 1 per day after the first buy
Those with this skill can make themselves almost unnoticeable and have the uncanny ability to seemingly make people ignore them - whether by Magick or clever psychological suggestion. The player using this skill must place both hands behind their back and fold their arm where possible - this skill may be used even whilst watched. Other players must ignore the character - the character can no longer be seen. However, to use this skill, the player must not have more than 80% visible against the skyline - they must move alongside a copse of trees or against a wall.
If the user moves faster than a slow walk, speaks or withdraws their hands or arms, the ‘Stealth mode’ drops - this will also happen if they pass within 10’ of another character. Some skills such as ‘Detect Magicks’ may sometimes detect the use of Stealth, and some spells such as ‘The Predator’s Eye’ or ‘Deathsight’ may be able to locate the user.

MAGICK SKILLS

ALL skills related to casting Magick, its effects and how to use it are in the Magicks of Thracia section.

Detect Magicks

Some races are attuned to the Magick in the world, and can sometimes tell when Fae is about simply by feeling it in the air. To use Detect Magick, the character simply asks a referee if they can detect any Magick about them after a minute of concentration. This must be refereed.

Invocation

As the character is a Priest, they can sense the presence of other Faiths and feel the power of Faith. Only a Priest can identify Faith items and might even be able to identify the feelings, emotions and thoughts involved in the Faith – and through this, be able to identify the Faith(s) involved with the Fae at this place or within this item. This will require 1 minutes worth of concentration.

Spells cast by a Priest are called ‘Prayers’, and represent the blessings of their God to manipulate the God’s principalities, which is why they are so similar to the ‘Arts’ of a mage.

Resist Magicks

Some creatures or beings in Thracia have a natural affinity with the Fae in a strange way - it naturally flows away from them, just as Fae flows towards spell casters. These beings can resist spells.The character is now immune to Lesser and Rank 3 and below Physical spells. See the Resistance Abilities section below.

Spellcraft

The character, being a mage, can actually ‘see’ into the Fae. The character is able to ‘feel’ the presence of different Fae reactions after 1 minute of concentration, and can even identify when the Fae is ‘active’ or ‘dormant’. To find out the amount of Fae, and what it does, the character will need the ‘Detect Magicks’ skill or to use a spellcard to cast a ‘Detect Magicks’ spell. Nevertheless, characters with Spellcraft can feel when Rituals are being cast nearby, when certain Mass spells are cast and other major works of Fae.

The collective term for spells cast by Mages is ‘Magicks’ – a ‘Magick’ is therefore the effects produced by the manipulation of Fae. Mages cast spells reflexively and do not know the ‘ins’ and ‘outs’ of how the Fae behaves and moves. As such, Mages which manipulate Fae through passion or anger tend to produce ‘hot’ spells – and is hence why Mage spells are divided in ‘Arts’ – and this is also why they are called ‘Schools of Thought’.

SKILL UPGRADES AND SPECIALITIES

Players must note that nearly all the skills in the system are able to be upgraded. Ask at Control to see whether a skill you have can be upgraded.

RESISTANCE ABILITIES
Everything in Thracia that can affect another person can be considered from the point of view as having Ranks. Rank values can be used to determine the length of time an ability or effect lasts or how much power they grant.
The following is used for all forms of Resistance, namely: Resist Disease; Resist Mental; Resist Magicks; Resist Poison.

Rank: 1 2 3 4 5 6 7 8 9 10
Skill Level: Resistance 1 Resistance 2 Resistance 3 Resistance 4
Ritual Value: 1 Point 2 Points 4 Points 8 Points
Magick Level: Lesser Greater Major Godly

The above table shows the appropriate Ranks values when Spell Effects, Poisons, Diseases or Mental Effects are called and to what Ranks you are resistant to. Thus if you buy Resist Magicks for your character, your character is now resistant to Rank 3 and below Spell Effects - otherwise, all Lesser Magicks and Greater Magicks cast by a Priest.

With regards to reason for the actually Rank values, Diseases and Poisons remain in the body (and thus, continue to have the effect) for 1 minute per Rank respectively. Some races might actually start with a measure of Disease or Poison Resistance.

Fearless and Noble Rank work in a similar way with regards to Fear and Terror, but these are always granted in the form of a specific Rank value to which you are immune. Thus, Fearless Rank 5 ignores effects of 5 and below Fear, but still takes Ranks 6 and above.

PHYSICAL SKILLS

Some characters may be stronger, tougher or faster than others and this is represented by Physical skills. They are all described below.

Endurance

Endurance grants the character an extra hit to each location, whilst Strength allows the character to perform feats of exertion. These skills may only be taken a certain number of times depending on the character’s race.
All races may take Endurance and Strength once each in their lifetime, with the exception of the following races:

Humans twice
Kobolds twice
Halflings twice
Trolls twice


Ogres thrice
Beastmen (Wyld) thrice

Strength

Each buy of Strength allows the character to lift something heavier than the last level - the following is a rough guideline. Note that a player with a higher level Strength can use lower level Strength calls if they choose.

Lift Effect Weapon Calls
Level 1 Push over another with two hands  
Level 2 Push over another with one hand, lift another two hands
Level 3 Lift a horse with two hands, lift another with one Calls 'Knockdown'
Level 4 Lift a small cart by bench press Calls 'Strikeback'
Level 5 Lift another twice height Calls 'Strength'
Level 6 Must be refereed Calls 'Monstrous Strength'

Additional benefits
The Strength skill, and perhaps even the Endurance skill, can grant additional benefits to those listed above. It must be noted that this must be found out as part of the role-play experience (‘he doesn’t know his own strength’). Restraints and grapples are but two examples where Strength might come in handy.

Also, players must note that the skill Disarm does not allow you disarm an opponent with a higher Strength than yourself - if you are on the receiving end of Disarm then give the call ‘Strength’ plus the level. You might find the Disarm has no effect.

Dexterity

Dexterity is a special skill in that it is only of use to characters wearing light, medium or no armour. Dexterity helps the player evade missile weapons and projectile spells.
Dexterity may be taken once only, with the exception of certain races listed below, and they ignore all effects and damage from ranged weaponry and projectile spells when called.

Dexterity, like Disarm, is used per encounter. Thus, if you have 2 Dexterity, you can use it twice in an encounter.

Dexterity can be used to dodge Magickal projectile attacks as well as normal projectile attacks. Remember that Curse, Fire Dart, Fireball, Gust of Wind, Heat Metal, Ignite, Mute, Paralysis, Rouse, Sanctuary, Thunderbolt, and both Healing spells are Projectiles spells and effects - this is defined as a spell or effect which specifically targets you, which is not a command (like the Mental commands of Befriend, Sleep etc.).

Humans twice
Halflings twice
Hob twice
Beastmen (Feral) twice


Goblins thrice
Sithi/Norn thrice

 

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Content Copyright Daniel Crafter 2011, Design Copyright John Emmery 2011