General Skills
General Skills
Frailty (-24 XP)
A character with Frailty has one hit fewer per location. This skill may only be taken once. If not bought as a starting character, this skill requires ref permission to take.
This is an innate skill.
Feebleness (-24 XP)
The character is physically weaker than normal, and does one degree less damage with weapons (e.g. SINGLE becomes NOTHING). This skill may only be taken once. If not bought as a starting character, this skill requires ref permission to take.
This is an innate skill.
Illiteracy (-2 XP)
The character is unable to read or write. They may later spend 3XP to remove this skill. This is an innate skill.
Innumeracy (-2 XP)
The character is unable to count. They may later spend 3XP to remove this skill. This is an innate skill.
Trade Lore (10 XP)
Required for: Artisan
The character is able to give a fair estimate the value of items they recognise. This means they are aware of the information on the Money & Equipment page, and may ask the refs what a fair price is for any item in the system. (Note that not all items may be evaluable.)
Characters with this skill will be able to get better prices when dealing with NPCs in downtime.
This is an innate skill.
Health (6 XP)
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].
This is an innate skill.
Light Armour (4 XP)
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.
This is an innate skill.
Subdual I (5 XP)
Required for: Subdual II
This skill grants the ability to add the SUBDUE modifier to the character’s physical damage call using a melee, ranged, or natural weapon, up to a maximum of SUBDUE SINGLE.
This does not grant a higher damage call than the character would otherwise be able to call as physical damage.
Spirit, magical, and through damage cannot be subdual.
Subdual II (5 XP)
Requires: Subdual I
This skill grants the ability to add the SUBDUE modifier to the character’s physical damage call using a melee, ranged, or natural weapon, up to their highest physical damage call.
Spirit, magical, and through damage cannot be subdual.
Personal Genius (5 XP) [Root Skill]
Requires: Character Level of two levels higher.
This skill may be bought in ascending levels [to level IV].
The first three levels of this skill have no mechanical effect, but may, at the discretion of the player, allow the character to recall mundanely lost memories from their backstory. The fourth level grants a minor benefit decided by the ref team at the point of purchase that is in line with the character’s 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.
The benefit from Personal Genius IV may, at ref discretion, count as an innate skill.
First Aid (10 XP)
This skill may be bought in ascending levels [to level V]. Ability depends on level known:
I. The character is able to recognise, on examination, the amount of damage suffered by a body, if a body is alive or not, and whether they are stable.
The character can call REC NATURE OF WOUNDS after a few seconds of close inspection. In response to this call the target must tell you how many hits they have remaining on each location out of their normal maximum totals. They must also say which of their locations are not stable, whether the damage done was SUBDUE damage only, and whether they are currently regenerating hits.
Only the user gains the results of this call IC.
The character is able to staunch wounds. Staunching a wound is done by roleplaying applying pressure to the bleeding location. This must be maintained constantly or the location will begin bleeding once again. You must tell the target that you are staunching their wound, and which location you are staunching.
II. The character is able to apply bandages to stabilise bleeding locations. Bandaging requires 30 seconds of appropriate roleplay per location and should be physrepped by a bandage wrapped at least once around the location where possible. While a location is in the process of being bandaged it does not bleed. The character is able to remove subdual damage via 30 seconds of appropriate roleplay, such as shaking the character.
– OR –
The character can call REC AFFLICTIONS after a few seconds of close inspection. In response to this call, the target must say whether any of their locations have taken VENOM damage, whether they are currently affected by poisoning, disease, paralysis, or weakness, and specify the nature of the afflictions. Rare or unusual effects (e.g. lycanthropy) may give specific responses; see a ref if you think this is relevant.
Only the user gains the results of this call IC.
You may only choose one of these two abilities upon buying First Aid II.
III. Both abilities from II.
IV. Through two minutes of treatment, able to restore 1 hit to an untreated wounded location on negative hits.
You may also, with a minute of roleplay, heal one of Paralysis or Weakness. (choose one)
V. Through two minutes of treatment, able to restore 1 hit to any wounded location on negative hits. Thus, with 4 minutes of treatment, you can restore a location on -2 to 0.
You may, with a minute of roleplay, heal both Paralysis and Weakness.
Speak Other Language (1 XP)
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 separate skill, not a new level of this skill, so over level buying does not apply.
Commonly used languages:
- Alkhan
- Alvaric
- Atlan
- Callic
- Caltan
- Chelkra
- Elemental Dialects: (one of)
- Aerokin
- Drow
- Nixie
- Pyrokin
- Quenya
- Tomten
- Falvar
- Haladric
- Jeptric
- Orasken
- Perelastran
- Rubic
- Sonvaric
- Tarn
- Tretovan
- Orc
- Vetch
This is an innate skill.
Read/Write Other Language (1 XP)
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 separate skill, not a new level of this skill, so over level buying does not apply.
Commonly used languages:
- Alkhan
- Alvaric
- Atlan
- Callic
- Caltan
- Chelkra
- Elemental Dialect: (one of)
- Aerokin
- Drow
- Nixie
- Pyrokin
- Quenya
- Tomten
- Falvar
- Haladric
- Jeptric
- Orasken
- Perelastran
- Rubic
- Sonvaric
- Tarn
- Tretovan
- Orc
- Vetch
This is an innate skill.
Knowledge I (1 XP)
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 refs are since they take some time to write. The other, and primary, way this skill may be used is 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:
- Anatomy:
- Beastkin
- Dwarf
- Elemental Elf
- Human
- Orc
- Troll
- True Elf
- Vaani
- Places and Nations:
- Northern Alvaron Nations
- Southern Alvaron Nations
- Pentarchy
- Atlatas
- Caltaire
- Gavarrl
- Grenillis
- Tretova
- Vaidarre / Falvar
- Metaphysics:
- Aurora Borealis
- Cosmology
- Divinity
- Ley Network
- Mathemagic
- Souls
- Sun, Moon, and Stars
- Gods and Faiths:
- All gods in the Book of Faiths have a brief
- Dead Gods
- Druidism
- Specific Dead Gods:
- Luca
- Roma
- Elementals
- Air Elementals
- Darkness Elementals
- Earth Elementals
- Fire Elementals
- Light Elementals
- Water Elementals
- Paraelementalism
- Creatures:
- Animals
- Chimera
- Dragons
- Demons
- Mewlips
- Owlbears
- Raveshaks
- The Athryn Fey Court
- The Palatinate Fey Court
- Undead
- Unmoored
- Werewolves
- Specific Demonic:
- Gateways
- Shikara
- Other:
- Ancient History
- Cold Iron
- Constructs
- Botany
- Dragonlords
- Dwarves
- Elemental Metals
- World History
- Fire Spice
- Legendary Weapons
- Nobility
- Rune Metal
- Soul Gems
- Tradehouses
- Urca Culture
- Vetch Culture
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.
This is an innate skill.
Knowledge II (2 XP)
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.
This is an innate skill.
Knowledge III (3 XP) [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. These benefits do not count as innate skills.
This skill may not be bought at character generation.
This is an innate skill.
Knowledge IV (4 XP) [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. These benefits do not count as innate skills. 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.
This is an innate skill.