Skills
Skills represent different talents a character has. They can allow a character to use better equipment in combat, aid in the creation of items to use or trade, assist in the casting of powerful magic, and help in daily activities with practical wisdom. Spells are also something that are learned like a skill, giving a character regular access to that magic.
Skills are purchased by characters by spending skill points.
Combat Skills
Combat Skills
These are the skills in the game that directly related to fighting in combat. This group of skills includes permanently gaining points of body, learning to use shields and fighting with different styles of weapons.
Body - Skills
This skill can be taken up to four times. Each time it is taken the character gains one additional point of body.
Body Skills | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Body One | 1 | None | Have 1 body point total
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Body Two | 2 | Body One | Have 2 body points total
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Body Three | 3 | Body Two | Have 3 body points total
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Body Four | 4 | Body Three | Have 4 body points total.
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Body One
Upon learning this skill a character now has 1 body total.
Body Two
Upon learning this skill a character now has a total of 2 points of Body.
Body Three
Upon learning this skill a character now has 3 points of body total.
Body Four
Upon learning this skill a character now has 4 points of body total.
Buckler Fighting
Buckler fighting allows characters to use a buckler in combat. A buckler is a smaller version of a shield.
Shield Fighting
Shield Fighting allows characters to use a shield in combat, in conjunction with a hand weapon. Shields are defensive tools only and should never come into contact with other players.
Melee Use
Melee Use is less of an official skill to be purchased, than an innate ability that every character has access to during a Kingdoms of Novitas event. Similar to speaking in "Common", any and every character may use a non-martial weapon, which will deal a total of 1 damage per hit.
Melee Training
This skill allows characters to fight with a single martial weapon, hitting for their normal melee damage (which starts at one and is improved with skills).
Melee Training is the basic warrior skill, and is a prerequisite for many other combat skills.
Great Weapon Training
The great weapon training skill allows a character to wield great weapons.
Two Weapon Fighting
Two weapon fighting allows a character to use a weapon in each hand during combat. A player may only use non-martial weapons at this level of skill.
Two Weapon Expert
Two weapon expert allows a character to use one martial weapon, and one non-martial weapon.
Two Weapon Master
Two weapon master allows a player to use one martial weapons in each hand.
Melee Proficiency
Melee proficiency increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 2 points of damage per hit in melee.
Melee Expert
Melee expert increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 3 points of damage per hit.
Melee Master
Melee master increases the damage a character inflicts with a melee weapon. Characters with this skill strike for a total of 4 points of damage per hit.
Missile Training
You are now able to wield missile weapons in combat. Without additional skills you deal 1 point of damage with missile weapons.
Missile Proficiency
A character with missile proficiency inflict 2 points of damage per hit with missile weapons.
A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.
If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.
Missile Expert
A character with missile expert deals a total of 3 points of damage per with a missile weapon.
A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.
If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.
Missile Master
A character with missile master inflicts 4 points of damage with missile weapons.
A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.
If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.
Thrown Weapon Training
Your character may use standard thrown weapons. You inflict one damage when attacking with a thrown weapon.
Thrown Weapon Master
Thrown weapon master increases the amount of damage your character deals with thrown weapons to 2.
If you also have the melee training skill you can throw javelins.
If you also have the great weapon training skill you may use great javelins.
General and Knowledge Skills
General and Knowledge Skills
Skills in the general and knowledge grouping are anything related to information your character knows, and oddities that don't quite fit anywhere else.
General and Knowledge Skills | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Estimate Value | 2 | None | Know monetary value of non-magical treasure
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Identify Magic | 2 | None | Know the function of magical treasure
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First Aid | 1 | None | Helps to prevent bleeding out. Allows feeding potions to helpless characters. You can heal blunt torso wounds. Ask simple questions about wounds.
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Herbalist | 2 | None | You can safely use poisonous alchemical items
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Language Skills | 1 | None | Speak and be literate in one common or (with plot marshal permission) a rare language, may be taken multiple times.
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Read Magic | 2 | None | Allows you to use magic scrolls
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Estimate Value
Characters with the estimate value skill are proficient in the appraisal of valuable (generally) non-magical objects such as gems and jewelry.
Each magic item or valuable object in the Kingdoms of Novitas is indelibly marked with one of these letters (followed by a number):
- "E": A Former Feb Feast Item - This item has lost its Feb Feast properties and is now keepable/ lootable (its easiest to turn an F into an E)
- "F": A Feb Feast item - Return it to its owner by the end of the event.
- "H": A hybrid item - a magic item that is also valuable
- "K": A keepable/ lootable item - This item can be looted. (The letter L is not used so it isn't mistaken for a 1)
- "N": A non-keepable/ lootable item - This item cannot be looted. Plagues are also listed with this letter.
- "Q": A quest item - Something that needs to be returned to logistics by the end of the event. It cannot be kept long term.
- "V": A Valuable item - This item needs estimate value to identify.
- None: Older items have no letter, some of these items are not on the magic item list, and are listed on the estimate value list.
A character with the estimate value skill is allowed to use this page to see a list of all valuable items. Players can also use this page to search up the value of a single item.
Identify Magic
Characters with the identify magic skill are proficient in deciphering the workings and purposes of magical objects.
Each magic item or valuable object in the Kingdoms of Novitas is indelibly marked with one of these letters (followed by a number):
- "E": A Former Feb Feast Item - This item has lost its Feb Feast properties and is now keepable/ lootable (its easiest to turn an F into an E)
- "F": A Feb Feast item - Return it to its owner by the end of the event.
- "H": A hybrid item - a magic item that is also valuable
- "K": A keepable/ lootable item - This item can be looted. (The letter L is not used so it isn't mistaken for a 1)
- "N": A non-keepable/ lootable item - This item cannot be looted. Plagues are also listed with this letter.
- "Q": A quest item - Something that needs to be returned to logistics by the end of the event. It cannot be kept long term.
- "V": A Valuable item - This item needs estimate value to identify.
- None: Older items have no letter, some of these items are not on the magic item list, and are listed on the estimate value list.
This page lists the magical abilities of every magical item in the game. A character with this skill is allowed to use this identify magic list to identify items.
Players can also use this lookup page to identify their magical loot.
First Aid
A torso wound will knock a character unconscious. Once unconscious they will "bleed out" in 10 minutes. Characters with the first aid skill can increase the time it takes to "bleed out" by an additional 10 minutes with appropriate role-playing. If the bleeding isn't stopped in time the character will die.
To administer a potion to a helpless character you must have the first aid skill.
The first aid skill allows a character to ask simple medical based questions of another player, such as: “Were these wounds caused by a blunt weapon or a bladed one?”. This applies to visible conditions only. Questions regarding ailments or afflictions are reserved for the diagnosis spell.
A character with the first aid skill can wake a character who is unconscious from a blunt torso wound before the wound heals from 10 minutes passing. This counts as healing the torso wound. Limb wounds and body points cannot be healed by first aid in this way.
Should a character take "blunt poison" damage, the poison condition will wear off in 10 minutes. A character with the first aid skill can remove the poison condition in this circumstance (and only this circumstance). "Blunt disease" damage works the exact same way including removing the diseased condition with first aid in this situation (and only this situation).
Herbalist
Herbalist allows a character to safely use certain poisonous alchemical compounds, and is the prerequisite for the alchemy skill. There is a very common misperception that this skill is required to identify potions and alchemical items, however NO skill is required to identify potions and alchemical items, everyone can do this. Always.
Language Skills
The language skill allow a character to read, speak, and write in one single chosen language. This skill can be taken more than once, and each time a character takes this skill they may select one language to learn. You can find information on the languages in the game here.
Common languages may be learned without a tutor and can be taken by starting characters freely. Characters who wish to be illiterate are welcome to do so voluntarily with any languages they feel is appropriate to do so with.
Uncommon languages are not actively spoken in the world. Characters learn uncommon languages? through the scholar roleplaying skill.
Rare languages must have plot marshal approval (from Ryan Green) and require a special tutor to learn or can be acquired through long term advancement in the scholar roleplaying skill. A player who knows a rare language cannot teach another player that language, only certain special npcs are capable of passing on these languages.
The language of the druids can only be learned through druid skills.
Characters who have learned a language may request the key from logistics to translate that language on props.
Read Magic
Read Magic allows a character to read magical text and use scrolls.
Production Skills
Crafting and Production Skills
These are skills that allow characters to create new items. Skills in this grouping can be futher broken down into skills related to production which create consumables and skills related to crafting which produce permanent objects as well as weapons.
Production skills which spend production points and help earn the savant title:
- The Alchemy Skill
- The Brew Potion Skill
- The Scribe Scroll Skill
- The Tinkering Skill
Crafting skills which spend crafting points and help earn the master crafter title:
- The Ornamenter Skill
- The Tinker Skill
- The Weaponsmith Skill
* Tinkering is not required for Savant
Production Points
Production points are required for alchemy, brew potion, and scribe scroll.
The Alchemy Skill
These skills allow a character to produce alchemical compounds.
Alchemy One
Alchemy rank one the production of level one alchemy compounds using production points.
Alchemy Two
Alchemy rank two allows the production of level two alchemy compounds using production points. You will also need a mirror of sophistry to create level 2 alchemical compounds.
Alchemy Three
Alchemy rank three allows the production of level three alchemy compounds using production points. A character also requires a hermetic rod to produce level 3 alchemical compounds.
Alchemy Four
Alchemy rank four allows the production of level four alchemy compounds. A character also requires a thaumaturgist's mortar in order to produce fourth level alchemical compounds.
Alchemy Five
Alchemy rank five allows the production of level five alchemy compounds. A character also requires a philosopher's stone in order to produce fifth level alchemical compounds.
Brew Potion
Allows you to produce a variety of different potions and oils.
Scribe Scroll
Allows the production of scrolls using production points.
Crafting Skills
Craft Points
Craft Points are required to use the ornamenter, tinkerer, and weaponsmith skills.
Each time you take this skill up to 10 times you gain 2 craft points, for a maximum of 20 craft points.
These points are shared in a common pool used to craft items with the ornamenter, tinkerer, and weaponsmith skills. Your craft points are spent when you check-in, and refresh each new event that you attend.
Note that production points are a different pool, used for other skills.
Ornamenter One
Ornamenter permits the creation of magical gear which characters can wear on their body. With level one ornamenter you may spend up to 4 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.
Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.
Ornamenter Two
Ornamenter permits the creation of magical gear which characters can wear on their body. With level two ornamenter you may spend up to 8 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.
Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.
Ornamenter Three
Ornamenter permits the creation of magical gear which characters can wear on their body. With level three ornamenter you may spend up to 12 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.
Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.
Ornamenter Four
Ornamenter permits the creation of magical gear which characters can wear on their body. With level four ornamenter you may spend up to 16 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.
Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.
Ornamenter Five
Ornamenter permits the creation of magical gear which characters can wear on their body. With level five ornamenter you may spend up to 20 craft points on any given item. There is a maximum number of craft points a character can spend on an item based on where on the body the item will be worn. A list of features that can be put into a magical object can be found here.
Craft Points are required for Ornamenting, Tinkering, and Weaponsmithing.
The Tinker Skill
Tinkering allows a character to use crafting points to create tinkering items, to alter the props for items, and to create trap tags.
Tinker One
Allows the crafting of level 1 tinkering items and the production of level 1 trap tags. Also allows characters to alter the props for magic items.
Tinker Two
Allows the crafting of level 2 tinkering items and the production of level 2 trap tags. Also allows characters to alter the props for magic items.
Tinker Three
Allows the crafting of level 3 tinkering items and the production of level 3 trap tags. Also allows characters to alter the props for magic items.
Tinker Four
Allows the crafting of level 4 tinkering items and the production of level 4 trap tags. Also allows characters to alter the props for magic items.
Tinker Five
Allows the crafting of level 5 tinkering items and the production of level 5 trap tags. Also allows characters to alter the props for magic items.
Weaponsmith One
Weaponsmith rank one allows a character to craft weapons.
With the weaponsmith one skill you may craft items worth up to 4 crafting points.
Weaponsmith Two
Weaponsmith rank two allows a character to craft weapons.
With the weaponsmith two skill you may craft items worth up to 8 crafting points.
Weaponsmith Three
Weaponsmith rank three allows a character to craft weapons.
With the weaponsmith three skill you may craft items worth up to 12 crafting points.
Weaponsmith Four
Weaponsmith rank four allows a character to craft weapons.
With the weaponsmith four skill you may craft items worth up to 16 crafting points.
Weaponsmith Five
Weaponsmith rank five allows a character to craft weapons.
With the weaponsmith five skill you may craft items worth up to 20 crafting points.
Role-playing Skills
Roleplaying Skills
Each role-playing skill has five ranks and each rank costs 4 skill points. In order to acquire or advance in a role-playing skill you need to first get approval. To get the first rank of a roleplaying skill you need approval from the plot and continuity marshal (Ryan Green) or second (Gabby Bonilla). Once you have the first rank of a role-playing skill you are eligible to apply to advance in it as explained further on.
New characters may be able to take role-playing skills only if they first meet certain criteria. The player needs to have demonstrated that they understand what the role-playing skill represents and can role-play it accordingly. This often means that players will need to attend enough games first so that they have a chance to interact with different gamemasters as various NPC's. The player will also need an appropriate character background that must be approved by plot and continuity. A starting character cannot begin with more than the first rank of a role-playing skill when they are first created. Existing characters can take a first level of an RP skill at any time once they have gotten permission.
Biannually the plot and continuity staff will announce a period of application for increases in role-playing skills. These will be approximately every 6 months but windows may be shorter or longer based on circumstances. During each application period a character who gets approval can increase at most one role-playing skill. Approval is based on several factors, with higher skill ranks being judged more strictly.
Criteria for approval can include and isn't limited to: actions during games, story arcs created by lore requests, dedication to a relevant group/ organization/ behavior, time since last increase, number of events attended since last increase (have you had opportunity to take or not take relevant actions), how representative of the skill the character presents as (do others think of you when they think of that skill?).
Roughly speaking qualification for each level is as follows:
- The player understands what the roleplaying skill represents and will act accordingly.
- The character has been actively representing the roleplaying skill.
- The character has been actively representing the roleplaying skill with distinction.
- The character has been going above and beyond to represent the roleplaying skill.
- The character is the pinnacle of representing the roleplaying skill.
- When people think of this skill they think of this character.
Each character can take the scholar roleplaying skill up to level 5 following all the normal rules for advancement. Among all other roleplaying skills a character can have at most have 2 additional role-playing skills, and only one of these other role-playing skill can be increased above 2.
Upon reaching rank 4 in a role-playing skill, a special plot will be created and sent out that will test a character's connection to the skill and might later become the character's capstone story. Before reaching rank 5 in a role-playing skill a character must first complete a special trial storyline known as a capstone. During application periods characters can be approved for rank 5 pending the capstone, which means once the [[rules.pcstaff|plot staff] have concluded that your character has succeeded in their capstone you will be allowed to purchase rank 5 between application periods.
If for any reason it becomes inappropriate for a character to have a role-playing skill that they possess the plot staff may discuss further action, possibly including reducing rank in that role-playing skill. When this occurs no skill points will be refunded with the loss of rank. It is possible to discuss with the plot and continuity marshal (Ryan Green) in advance about undergoing a story or arc that is contrary to a role-playing skill, intentionally "disabling" it so that you receive no benefits, then later when your character is ready undergoing a redemptive story to "return" to it. This should be discussed in advance of the act that "disables" the skill.
Chosen Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Chosen Level One | 4 | Game Master Approval | Gain a title. Create a semi-permanent shrine that can protect an area.
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Chosen Level Two | 4 | Game Master Approval, Chosen One | Pray at shrine 1/ gd to affect many with a single spell casting.
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Chosen Level Three | 4 | Game Master Approval, Chosen Two | Choose permanently to either: be able to declare mortal enemies, gaining combat bonuses OR lead a sermon to buff your flock
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Chosen Level Four | 4 | Game Master Approval, Chosen Three | Cast an improved spell, gain bonus magic power 1/ gd
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Chosen Level Five | 4 | Game Master Approval, Chosen Four | Choose permanently to be able to: Smite enemies or lead grand sermons, buffing your flock.
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Chosen Roleplaying Skill
A character who becomes one of the chosen has earned the favor of a deity or deities. Not every character who is religious is chosen and not every chosen is religious (though those that are not religious must still make sure they don't upset their benefactors).
Chosen Level One
Grants an appropriate title chosen by the player (typically "Septon").
Players must choose an established religions to be the chosen of.
Once a religion is chosen, it may not be changed at a later date.
The chosen one skill allows the character to set up a shrine to their deity (or deities).
Should the character forsake their god(s), all chosen skills are lost and all previously earned benefits become null and void.
Chosen Level Two
The 2nd rank of chosen allows a character to initiate a group prayer at their shrine once a game day. When they do this they may cast any level 1 or level 2 spell the chosen knows on everyone in a 10 ft radius of the shrine. The spell must be a spell that targets the worshipers (so not silvershine) but doesn't have to be a beneficial spell.
Chosen Level Three
Chosen may permanently select one of two possible abilities when they reach level 3. Either they gain the ability to declare a mortal enemy, or the ability to lead a group sermon.
Mortal Enemy: The chosen may declare a mortal enemy once per game day and the effect lasts for the next 10 minutes. In addition to the specific individual mortal enemy chosen this ability also works against all members of the same species for the duration. Chosen of the Sept cannot choose a player character race as a mortal enemy.
Despite the fact that you use this ability by declaring it on a target, this ability gives the chosen character the buff and it is that character's responsibility to track the effects not the mortal enemy.
Each time the chosen declares a mortal enemy they may gain one of three possible effects for the duration of the ability. A chosen may choose a different effect each time they activate this skill.
The possible effects are:
- Toughness: When a mortal enemy deals damage to you reduce the damage as if you were monstrous. This gives no other advantages of being monstrous.
- Strength: When attacking a mortal enemy with a damaging attack from a weapon you call for 4 damage regardless of what damage you normally call for. This effect allows you to break damage caps.
- Protection: For the duration of the effect you are treated as having anti-magic aura up against your mortal enemies.
Sermon: Twice per event while praying at their shrine the chosen may cast a spell of up to level 3 and have it affect anyone within a 10 foot radius who worships (and have the blessing of) the same god(s) the chosen follows (either the Sept, Draconus or the Dark 3). Each character (even non-chosen) should decide for themselves whether they gain the benefits of the Sept, Draconus, the Dark 3, or none (which could be because the character doesn't worship any of the gods or because the gods don't like the character). This should be kept consistent over time and only changed from significant roleplaying arcs.
This is not intended to be used to identify who worships who, and should never be used for that purpose. After all a character could worship the sept, and not get the blessing for reasons beyond their control.
Chosen Level Four
Upon learning the fourth rank of chosen the character permanently chooses one of the following improved spells which they can then cast once per game day. Once the improved spell has been selected it be changed at a later date.
The improved spell picked is cast with a standard incantation by the chosen without using magic power points. This can be done once per game day. After casting the spell the chosen then gets or gives bonus magic power based on the spell used. Magic power gained from this skill can go over the 20 power point cap.
The improved spell choices are:
- Heal mortal wound then they may give 4 power from the Gods to another character.
- Improved magic armor then the chosen gains 2 power from the Gods.
- Reap spirit then the chosen gains 4 power from the Gods.
Chosen Level Five
At rank 5 the chosen may permanently select one of two possible abilities. They can either gain the ability to smite enemies of the faith or the ability to lead greater sermons.
Smite: The final rank of chosen allows the character to mark a single target for death once per game day. This is done by making an attack with the "Smite" call. This smite can be delivered either through a weapon or a spacket.
The chosen is also now permanently immune to 'smite' calls from others.
Greater Sermon: Twice per event while praying at their shrine the chosen may cast a spell of up to level 5 and have it affect anyone within a 10 foot radius who worships (and have the blessing of) the same god(s) the chosen follows (either the Sept, Draconus or the Dark 3). Each character (even non-chosen) should decide for themselves whether they gain the benefits of the Sept, Draconus, the Dark 3, or none (which could be because the character doesn't worship any of the gods or because the gods don't like the character). This should be kept consistent over time and only changed from significant roleplaying arcs.
This is not intended to be used to identify who worships who, and should never be used for that purpose. After all a character could worship the sept, and not get the blessing for reasons beyond their control.
Druid Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Druid Level One | 4 | Game Master Approval | Gain a title. Allows special druid communication with some specific creatures that normally cannot be communicated with.
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Druid Level Two | 4 | Game Master Approval, Druid One | Cast charm nature 1/ gd
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Druid Level Three | 4 | Game Master Approval, Druid Two | Permanently gain your choice of: Free tanglefoot bags, free casts of elemental weapon, permanent nature immunity or extra body.
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Druid Level Four | 4 | Game Master Approval, Druid Three | Can attack for Primal damage 1/ gd
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Druid Level Five | 4 | Game Master Approval, Druid Four | Create and gain a custom aspect of nature.
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Druid Roleplaying Skill
Druids are the caretakers and defenders of the natural world. They do what they feel is appropriate or necessary to maintain the health of the world itself.
Druid Level One
When a character first learns the first druid skill they may choose an appropriate title, typically 'Druid'.
The first rank of druid allows the character to communicate in a pidgin speak (very basic communication without a common language) with certain plants and animals.
Furthermore the character learns the custom Druidspeak language. Only druids are capable of learning this language, and it is automatically learned. There is no need to mark off a language skill for this, having this roleplaying skill means you know Druidspeak.
Druid Level Two
A druid at this rank can throw a tag bag once per game day at will that inflicts "charm nature".
Nature creatures include the following types of creatures: plants, insects, lesser elementals, and low fae.
Druid Level Three
When a druid first learns the rank three druid skill they gain their choice of one of four permanent benefits. Once the choice is made it cannot be changed later.
A druid may choose between:
- Tanglefoot Poison: This is a custom spell that can be cast twice per game day. It requires an incant but no power points to cast. The spell creates a tag bag that deals "poison pin".
- Elemental Weapon: Cast elemental weapon with an incant but no magic power point cost once per game day.
- Nature Immunity: Permanently gain immunity to nature damage. This immunity does not prevent a character from using other immunities the way nature immunity from a magic object does.
- Barkskin: Permanently gain +1 body that can break the cap of 4 body.
Druid Level Four
A druid at this rank may call upon a primal fury once per game day. This is a custom spell that must be cast as normal with an incant but costs no magic power points. The ability functions for 1 minute and lets you attack for "primal" damage. In all other ways it functions as if you had just cast the primal form spell but you do not gain nature immunity
Druid Level Five
Upon reaching the pinnacle of being a druid a character who has learned the fifth rank of druid can work with the rules marshal to design a custom ability that represents an aspect of nature. The rules marshal has the ultimate say on what is and is not acceptable.
Examples of abilities include:
- Aspect of Fae: Gain damage requirement poison for 1 minute.
- Aspect of Ooze: Deal acid damage with your weapon attacks for 1 minute
Medium Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Medium Level One | 4 | Game Master Approval | Gain a title. Can communicate with spirits. Can see reaped sparks.
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Medium Level Two | 4 | Game Master Approval, Medium One | Cast Reap Spirit always with no incant and 1/ gd at will.
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Medium Level Three | 4 | Game Master Approval, Medium Two | May return reaped sparks, use special compulsion effects on ghosts
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Medium Level Four | 4 | Game Master Approval, Medium Three | Cast dominate spirit 1/ gd. Can trap spirits in gems.
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Medium Level Five | 4 | Game Master Approval, Medium Four | Can speak with dead characters and force them to answer truthfully.
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Medium Roleplaying Skill
Mediums are conduits between those who have died and the living. They are the most capable of interacting with sparks, the life-forces of the still living, and are capable of negotiating (or sometimes being more forceful) with ghosts to help them move on.
Medium Level One
When a character first becomes medium by taking the first rank of medium the character gains an appropriate title chosen by the player, typically "Medium".
A medium may see and attempt to communicate with spirits. To do so the character must know a language that the spirit speaks. The spirit is under no obligation to communicate back.
Only mediums are able to see that a character has a stolen life-spark. To check for stolen sparks, the medium must be close enough to whisper out-of-character, “I am a medium, are you holding any sparks?”. The person being addressed must then out-of-character give the truthful answer.
Medium's may also identify if a person is currently in possession of their own spark.
Medium Level Two
Upon reaching this rank of ability a medium may now cast the reap spirit spell with no incant. The medium is so proficient with the reap spirit spell they may also cast it once per day at will.
Medium Level Three
Twice per event the medium may use one of the following options, each is done with no incant and no tag bag. Simply point at the spirit to be affected and loudly declare the effect:
- Call disengage spirit. This may be done twice when chosen.
- Call silence spirit
- Call charm spirit. Spirits affected by this call are also under the effects similar to a truth serum.
The medium may act as a physical conduit between a living reaper of a stolen spark and the owner of that spark allowing the revive spell to be cast. When using this ability with an unwilling reaper it will typically require restraints. Once revived this way the previously dead character automatically regains their stolen spark.
Medium Level Four
A fourth rank medium may cast dominate spirit once per game day with a incant but no magic power point cost.
The medium also gain the unique spirit capture ability.
With this ability the medium can create a spirit pouch or bag with the ability to hold spirits. This is a numbered item with no cost to create or re-create between games. You supply the prop and get the number from a logs staff person at check in.
A spirit dominated by the medium can be forced into any gem worth at least 10 coin. After 15 minutes, the spirit escapes the gem unless the gem is stored in a spirit bag. If an occupied gem is still in a spirit bag at convergence the spirit is automatically released. A single occupied gem is a valid target for the final rest ritual.
Medium Level Five
A rank five medium learns the unique speak with the dead ability. This can be done twice per game day.
Speak with dead is a touch range spell which is cast only on characters who are dead but not permanently dead. The spell requires an incant but costs no power points to cast with a ten minute duration. Because this is a spell, anything that would stop a spell will stop this ability (such as anti-magic shield on the body of the person you cast this on).
Once successfully cast speak with dead allows the medium to communicate with the dead character, forces them to respond and allows them only to speak truthful answers to the medium's questions.
Merchant Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Merchant Level One | 4 | Game Master Approval | Gain a title. Can pay for check in with valuables.
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Merchant Level Two | 4 | Game Master Approval, Merchant One | Exchange consumables for other consumables.
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Merchant Level Three | 4 | Game Master Approval, Merchant Two | Exchange valuable items, run a bank
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Merchant Level Four | 4 | Game Master Approval, Merchant Three | Gain free scarce items at sign in.
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Merchant Level Five | 4 | Game Master Approval, Merchant Four | Gain a large blue box that can't be interacted with by others.
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Merchant Roleplaying Skill
Merchants are the masters of coin and goods. The various ranks of merchant skills give a character abilities to trade valued items for coin and to exchange consumables for other goods off in logistics during sign-in, representing the character trading with NPCs during the downtime between events.
Merchant Level One
Upon learning the first rank of merchant a character gains the title of "merchant" (or whatever best suits you).
When checking in for an event a merchant may pay for any coin costs using any item with an estimate value entry, paying down cost equal to the items listed value.
Furthermore the merchant may exchange up to 100 coin worth of these items for coin. The amount of coin you are trading in for should be listed with preproduction.
Merchant Level Two
Using preproduction, a merchant can trade in any number of potions, scrolls, and/ or alchemy items in exchange for any combination of potions, scrolls, and/ or alchemy items with the same total number of levels. The items the merchant receives are limited to a maximum level of the merchant's highest merchant skill rank. The merchant may trade in up to their merchant rank x 10 levels of items per event.
For example, a rank 4 merchant could trade in a maelstrom (level 4) scroll in exchange for a claw of the beast (level 4) alchemy compound. That same rank 4 merchant could also trade-in during the same event a dissipate (level 2) potion and a scroll of restore limb (level 2) in exchange for a scroll of ablative armor (level 4).
Merchant Level Three
At merchant three, the character may now exchange any number of items for any value of coin at check in based on the items listed estimate value listing. Use preproduction to declare how much coin you will be exchanging for.
By use of this rule, and the ability to turn any prop into a valuable item, merchants can effectively run their own banks.
Merchant Level Four
At sign-in the character receives 10 levels worth of randomly selected scarce items.
These items may be exchanged immediately using merchant 2 without using preproduction.
Merchant Level Five
A merchant with the fifth rank of merchant gains an invisible magic lock box with a size no greater than 1728 cubic inches (for example 1' x 1' x 1'). This box follows the same rules as a blue bag, but must be a box (with hard sides, a top, and a bottom). You can identify it by orange markings put on it.
Status Roleplaying Skill | |||
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Skill Name | Skill Point Cost | Prerequisite(s) | Brief Description
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Status Level One | 4 | Game Master Approval | Gain a title. Earn a coin stipend each event.
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Status Level Two | 4 | Game Master Approval, Status One | Throw 'disengage' tag bags 4/ gd at will.
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Status Level Three | 4 | Game Master Approval, Status Two | Charm aura on NPC's from nation/organization.
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Status Level Four | 4 | Game Master Approval, Status Three | Call 'dominate nation/ organization' 1/ gd at will.
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Status Level Five | 4 | Game Master Approval, Status Four | Grants immunity to various mind effects.
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Status Roleplaying Skill
In order to qualify for a rank of status skill a character must belong to an appropriate influential organization. This could be a nation, a society group, a guild, or any other organization that meets with the plot marshal (Ryan Green) or plot second's (Gabby Bonilla) approval. Characters with status have a reputation associated with that group that will sometimes precede them and earn them social favors. They also have an easy time earning coin thanks to the group they are associated with.
Status Level One
In order to qualify for status rank one a character must belong to an appropriate influential organization.
Upon learning status one a character gains appropriate title chosen by the player.
Characters gain a stipend of 20 coin per event. This is stipend earned when the player checks in. For each further rank of status gained the character gets an additional 20 coin per event.
Status Level Two
A character with rank two status can throw four tag bags per game day at will, which call for "disengage".
Status Level Three
A character with rank three status can charm members of their nation or organization. This charm aura works on NPCs from their selected nation/organization, for example "charm civenite" or "charm thieves guild".
A charm aura is generally communicated by the character looking someone in the eyes and saying "charm" as clearly as possible. Because this effect is unlimited use it is not broken if the charmer attacks the charm victim, but the charm victim may defend themselves (aggressively if desired) they just feel somewhat bad about it. A good example for some is how some siblings might defend themselves from another sibling in a fight.
Status Level Four
With the fourth rank of status a character may once per game day throw a tag bag at will that inflicts "dominate nation or organization".
Status Level Five
The final rank of status grants a character the pure cognizance ability. This effect is permanent and cannot be dispelled. This ability grants immunity to a variety of effects, but unlike other immunities you do not have to call "no effect" when this immunity is applied.
Pure Cognizance grants immunities to the following effects:
- Charm
- Silence
- Dominate
- Memory Loss
- Ingested Poisons (such as Anesthesia, Vermin Bane, and Truth Serum)
- Medium five's speak with dead forcing you to tell the truth.
Magic Skills
Magic Skills
These are skills that aid you in casting spells and using rituals.
For the purposes of this wiki the various ritual skills are included in the magic skills section. On an official character sheet each of the ritual skills appear grouped with the school of magic they related to.
Magic Power Points
Each time this skill is taken a character gains one additional Magic Power Point. This skill can be taken up to twenty times for a grand total of 20 Magic Power Points. Power points are used to cast spells
Rituals of Aegis
May participate in Aegis rituals.
Also a requirement of becoming a Magical School Master in the Aegis school.
Upon learning this skill you may get free copies of the harmony and mirrorball ritual from logistics.
Rituals of Battle
May participate in Battle rituals.
Also a requirement of becoming a Magical School Master in the Battle school.
Upon learning this skill you may get free copies of the Valor and Soldier's Luck rituals from logistics.
Rituals of Compulsion
May participate in Compulsion rituals.
Also a requirement of becoming a Magical School Master in the Compulsion school.
Upon learning this skill you may get free copies of the perfect deceit and polyglot ritual from logistics.
Rituals of Enchantment
May participate in Enchantment rituals.
Also a requirement of becoming a Magical School Master in the Enchantment school.
Upon learning this skill you may get free copies of the craftsman's raiment and disenchant ritual from logistics.
Rituals of Nature
May participate in Nature rituals.
Also a requirement of becoming a Magical School Master in the Nature school.
Upon learning this skill you may get free copies of the breath of fire and ironbark ritual from logistics.
Rituals of Necromancy
May participate in Necromancy rituals.
Also a requirement of becoming a Magical School Master in the Necromancy school.
Upon learning this skill you may get free copies of the final rest and consecrate ritual from logistics.
Rituals of Restoration
May participate in Restoration rituals.
Also a requirement of becoming a Magical School Master in the Restoration school.
Upon learning this skill you may get free copies of the remedy and regeneration ritual from logistics.
Specialist Titles
Specialist Titles Earned From Skills
Characters can gain a variety of special titles by buying every skill related to certain areas of specialty. Those titles are: weapon master, savant, master craftsman, and magical school master.
Weapon Master Title
A character who has learned all 20 of the combat skills earns the title of "weapon master".
Twice per game day a weapon master may execute a "master's strike". This lets the weapon master add either the "slay" or the "pierce" call to a weapon attack. Furthermore that attack allows the character to hit for the appropriate amount of damage with a cap of up to 4 damage if they would normally be capped at a lower amount of damage.
A weapon master may wield great javelins or great spears with a second weapon or a shield. When they do this normal caps apply. While this is taking place you are only allowed to make stabbing attacks with the great javelin, never swinging attacks. A weapon held in the off hand can be swung as normal.
Savant Title
A character who has learned all of the following skills earns the title of "savant".
- estimate value
- first aid
- herbalist
- At least one extra language
- read magic
- scribe scroll
- alchemy rank 5
- brew potion
- 20 production points.
Savants may produce a copy of any alchemical item, potion, or scroll in their possession as if they knew/ possessed the requirements (such as the spell) to make it. All other normal production rules (such as costs) still apply.
Savants also gain an additional 5 points of production which break cap.
Master Craftsman Title
Any character with 20 craft points and rank five in at least two of weaponsmithing, ornamenting, or tinkering gains the title of master craftsman.
A master craftsman gains 4 additional craft points that can break the cap on crafting points. Coin does not need to be spent when using these four crafting points. These crafting points don't count against point total restrictions.
For example a character with weaponsmithing five is normally restricted to crafting at most 20 point items, but a master craftsman can use these four points with their regular 20 to create a 24 point item.
Magical School Master Title
A character that has taken the magic power point skill 20 times, knows all 10 spells from a specific school, and knows the corresponding ritual skill for that school, earns the title "magical school master" or "master mage" for short.
A master mage can choose one spell from that school (on the character sheet circle the spell you select). When casting the chosen spell they pay one less magic power points to a minimum of 1. This does not stack with other reductions to cost unless the other source says it stacks.