General Skills

General Classes: All characters have access to the General Skills header for FREE.

Weapon, Shield, & Armor Skills

Small Weapons (0 CP)
  • All characters can use any type of small weapon.
Short Melee Weapon (1, 2, 3, CP) Requires Small Weapons.
  • You are skilled in the use of one class of Short weapon that must be chosen when the skill is purchased. The choices are Axes, Blades, and Blunt.
  • 2nd-3rd Purchase: Choose another weapon type.
Medium Melee Weapon (3, 4, 5, 6, CP) Requires skill in the Short version of the Weapon Skill purchased.
  • You are skilled in the use of one class of Medium weapon that must be chosen when the skill is purchased. The choices are Blade, Blunt, Axe, and Spear.
  • 2nd-3rd Purchase: Choose another weapon type.
Large Melee Weapon (4, 4, 4, 5, 6 CP) Requires skill in the Short & Medium version of the Weapon Skill purchased.
  • You are skilled in the use of one class of Large weapon that must be chosen when the skill is purchased. The choices are Blade, Blunt, Axe, Spear, and Polearm.
  • 2nd-3rd Purchase: Choose another weapon type.
Exotic Weapon (5, 5, 5... CP) This is a catch-all skill for those weapons that do not fit into one of the categories of weapon.
  • It is purchased for each individual weapon the character wishes to use, as opposed to as a weapon group. Purchasing this skill must have staff approval before it is taken.
Staff (2 CP) You are skilled in the use of a quarterstaff. This is a Large weapon. Thrown Weapon (3, 3, 3, 3 CP) You are skilled in the use of thrown weapons. This skill counts as a Short Weapon Skill. Your Ammunition is your thrown weapons.
  • You may throw up to 3 projectiles before you need to Refresh your ammunition by spending 1 minute of activity roleplaying sharpening and cleaning your thrown weapons.
  • Each purchase of this skill allows you to use another 3 thrown weapons before you must stop and Refresh your Ammunition.
You can purchase this skill twice at character creation. Archery (3, 3, 3, 3 CP) You are skilled in the use of bows and crossbows. This skill counts as a Medium Weapon Skill.
  • Your Ammunition is Arrows (or Bolts for a crossbow). You can fire 10 bolts/arrows before you must Refresh your Ammunition by spending one minute of activity role-playing cleaning and fletching another set of arrows.
  • Each additional purchase of this skill grants you another 3 arrows before you must Refresh your Ammunition.
Two-Weapon Fighting (5, 5 CP) Requires 2 Weapon skills. You are skilled at using multiple weapons.
  • You can use a Small or Short weapon in your off hand.
  • 2nd Purchase: You can use a Medium weapon in your off hand.
Buckler (4 CP) You cannot use a larger shield.
  • You can use a buckler.
Shield (4 CP) Requires Buckler.
  • You can use a full-size shield.
Light Armor (3 CP)
  • You can wear Light Armor.

Economy, Education, and Information Skills

Income (1, 2, 3, 4, 5, 6, 7, 8, 9, 10 CP) You have a steady source of additional income, be it a trade or an inheritance.
  • Get 1 silver shilling in addition to your base income at check in every event. This amount increases by 1 shilling for each purchase.
Knowledge Skills (2, 3, 5 CP, Bought and Advanced individually, OPEN Information Skill ) Knowledge skills are a kind of Information Skills which allow characters unique roleplaying opportunities and represent accumulated knowledge on a particular subject. Any information gained is always at the discretion of plot and there is no guarantee that a knowledge skill will apply to a situation. The first way to use a knowledge skill is at an event, via conversing with a Watcher. Occasionally, you may want to utilize your Knowledge Skill while playing. In order to do so, you must say something regarding your Knowledge skill to a Watcher, and then follow it with the statement “For I am a [rank] in [Skill].” EXAMPLE: a character questioning what undead their fighting might ask a Watcher something like “I think I’ve seen these monsters before, for I am a Sage of Undead Lore.” If you would receive information, the Watcher will say something indicating what you might know, such as “Yes, Vampires have a very distinct look.” EXAMPLE: An army is marching towards town. Alderon is a Sage in KN:Military. He can then question a Watcher and perhaps gain information on what direction/formation they are likely to take. This questioning is done in-game, unless a player goes to a Summoner’s Rock to speak with a Watcher. The more a character knows on a subject is recognized by their rank as:
  • Novice (1st purchase) knows small amounts of info on a subject;
  • Student (2nd purchase) knows an above average amount of information on a subject;
  • Sage (3rd Purchase) possesses considerable information on the subject.
Knowledge skills correlate with Tier of Advancement;  Student level skills cannot be purchased until Tier 2 (and Specialization can be purchased at this time), and Sage level cannot be purchased before a character is Tier 3. The following categories are the only accepted categories used. Specializations that would fall under a more precise category will be subject to plot approval – for example, a character may take Academic [Albion History], but would need approval for Academic [Ancient Tiberian History].
  • Academic – Knowledge for the sake of knowing about a particular topic or something that is a scholarly pursuit. Includes: Mathematics, History, Lore, Scout, etc.
  • Arcane-- Knowledge of magical theory, symbols, items, etc. Includes magical animals, effects, creations.
  • Military – Anyone that has studied warfare or served in a military capacity. Includes: Soldier, Military Tactics, Weaponry, etc.
  • Natural--Information about the earth, plants, animals, geography, etc. Does NOT cover magical beasts, flora or fauna.
  • Social – Represents experience or knowledge through study. Includes: Knowledge , Politics, Political Etiquette, Diplomacy, etc
  • Criminal - Knowledge of skills or trades that may be considered illegal. Your character may not be a criminal, but spent time studying the criminal mind/criminal activities. Includes: Counterfeiter, Contract Killer, Illegal magic, Clandestine Merchant, etc.
  • Otherworld – The study of elementals/creatures of the Otherworld, the twelve Planes, Faerie, Abyss, Stygia, etc.
The second way to use a Knowledge Skill is as an Information Skill, per the rules on that page. Using a Knowledge Skill in this manner costs 3 Hours of Downtime. Speak Language (3, 3, 3, 3 CP) Note: All characters speak and write their Racial language and Common.
  • This skill allows the character to read texts in non-racial languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Tiberian, Briton, Brynn, Norn, Elven (covers both Erin'Tar and Gael'Dar languages), Dwarven, Skraeling.
This skill may be bought several times. Each purchase allows the character to choose one of the above languages to be able to speak. Write A Letter (3, 4, 5 CP; 3 Downtime; Addressed Information Skill) Every character is presumed to be literate in her own native language (for humans, your ethnicity counts as race for this purpose-- Brynn, Brittanic, Norn, and Khemri all have their own languages.)
  • This skill allows you to write a letter to, and ask a question of, someone who is fluent in the same language as you, or a language you have purchased. The recipient of the letter must be an NPC. You will have a much better chance of getting your question answered if the NPC you ask is knowledgeable about the topic you're asking about.
  • 2nd Purchase: You can ask up to 2 questions. 
  • 3rd Purchase: You can ask up to 3 questions. 

Heroic Skills

Heroic Block (2, 2, 2 CP, Day) Call out “Parry by [Heroic Virtue],” to negate the next [Tier] melee attacks that hit you.
  • 2nd Purchase: usable 2/day.
  • 3rd Purchase: usable 3/day.
Heroic Healing (2, 2, 2, 3 CP; Day) Your healing gift is innate and powerful; once per day you may touch a target and call, “Heal 3 and Weakness by [Heroic Virtue].” This skill cannot be used on yourself.
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: usable 1/battle
  • 4th Purchase: “Heal [Tier] by [Heroic Virtue]”
Heroic Shot (2, 2, 2 CP, Day) A missile attack for “6 Damage by [Heroic Virtue] .”
  • 2nd Purchase: usable twice per day
  • 3rd purchase: "6 Damage and Slam by [Heroic Virtue] ."
Heroic Dodge (2, 2, 2 CP, Day) Once per day, call out “Avoid by [Heroic Virtue] ,” to negate the next [Tier] missile attacks that hit you.
  • 2nd Purchase: usable 2/day.
  • 3rd Purchase: usable 3/day.
Heroic Constitution (2, 2, 2 CP, Day) Call out “Purge Metabolic to Self by [Heroic Virtue] ” to remove one Metabolic effect.
  • 2nd Purchase: “Resist Metabolic by [Heroic Virtue] ”
  • 3rd Purchase: "Resist Metabolic and Heal X+1 by [Heroic Virtue] " where X is the number of effects with Metabolic Traits you negate with this skill.
Example: Esa is under the effects of a “Stun by Poison, and Slow by Aging.” She uses this skill, and calls “Resist Metabolic and Heal 3 by [her chosen Heroic Virtue].” because she Resisted 2 different Metabolic effects, +1 point added in from the skill.  
Heroic Endurance (3, 3, 3, 3, 3, 3 CP) Your Maximum Stamina is permanently increased by one.
  • 3rd and 4th Purchase requires Tier 2.
  • 5th and 6th Purchase Require Tier 3.
Heroic Might (2, 2, 2 CP, Day) Call out “Purge Physical by [Heroic Virtue] ” to remove one Physical effect.
  • 2nd Purchase: “Resist Physical by [Heroic Virtue] ”
  • 3rd Purchase: "Resist Physical and Heal X by [Heroic Virtue] " where X is the number of effects with Physical Traits you negate with this skill.
Example: Esa is under the effects of a “Stun by Force, and Slow by Thorns.” She uses this skill, and calls “Resist Physical and Heal 3 by [her chosen Heroic Virtue].” because she Resisted 2 different Physical effects, +1 point added in from the skill.
Heroic Recovery (3, 3 CP; 2 Stamina; Day) While Unstable, Unconscious, or Stunned, may use this skill to prevent yourself from bleeding to death, and wake up earlier than you normally would. You must wait thirty seconds before you wake, but may then wake whenever it seems safe for you do to so. (You need not wake immediately if an enemy is standing over you, for instance.)
  • Spend 2 Stamina and 30 seconds of Activity roleplay waking up. It should be obvious to anyone watching that you are regaining consciousness. Then call, “Heal X by [Heroic Virtue] .” where X is your Tier.
  • 2nd Purchase: Once per day, you may spend 2 Stamina and call, "Reduce to 10 Damage" against any Death effect that strikes you. Using this version of the skill counts against the 1/day of uses for this skill. You can Resist Death OR Heal when dying, not both.
Heroic Strike (2, 2, 2 CP, Day) A melee attack for “6 Damage by [Heroic Virtue] .”
  • 2nd Purchase: usable 2/day
  • 3rd Purchase: "6 Damage and Slam by [Heroic Virtue] ."
Heroic Vitality (3, 3, 3, 3, 3, 3 CP) Your Maximum Vitality is permanently increased by one.
  • 3rd and 4th Purchase requires Tier 2.
  • 5th and 6th Purchase Require Tier 3.
Heroic Will (2, 2, 2 CP, Day) Call out “Purge Mental by [Heroic Virtue] ” to remove one Mental effect.
  • 2nd Purchase: “Resist Mental by [Heroic Virtue] ”
  • 3rd Purchase: "Resist Mental and Heal X by [Heroic Virtue] " where X is the number of effects with Mental Traits you negate with this skill.
Example: Esa is under the effects of a “Stun by Awe, and Slow by Fear.” She uses this skill, and calls “Resist Mental and Heal 3 by [her chosen Heroic Virtue].” because she Resisted 2 different Mental effects, +1 point added in from the skill.

Medical Skills

Diagnose (2, 2, 2 CP, 0 Stamina) You touch a target and call, “Diagnose X by [Heroic Virtue] ,” where X is any Effect other than Imbue or Inflict.
  • 2nd purchase: X now includes any Elemental, Metabolic, or Physical trait.
  • 3rd purchase: X now includes Imbue and Inflict effects.
First Aid (3, 3, 3, 3 CP; 0 Stamina;) Requires Diagnose. This skill takes one minute of activity to perform. Note: You must have a medical kit prop in order to use this skill with an appropriate number of bandages for the number of uses you get for this skill. This kit must include a 1 minute timer.
A target of First Aid cannot remove a bandage until they have rested for 5 minutes. The game effects of the bandage happen immediately, but the bandage cannot be removed until they have rested.
  • You roleplay and administer medicines and bandage wounds to prevent someone from dying of blood loss. When you begin the Activity, call, “Stabilize by [Heroic Virtue],” The target stops their bleed-out count. You may use this skill [Tier+2] times before you must spend 5 minutes of activity cleaning, replenishing, and re-setting your medical kit.
  • 2nd Purchase: At the END of your one minute of Activity, call EITHER the Stabilize version above, OR “Heal [Tier] and Weakness by [Heroic Virtue].” Each time you use this skill, you must perform the 1 minute activity time.
  • 3rd Purchase: “Heal [Tier] and Weakness by [Heroic Virtue].” Then call "Refresh 1 Stamina by [Heroic Virtue]." on the same target.
  • 4th Purchase: "Heal [Tier+1] and Weakness by [Heroic Virtue]." Then call "Refresh 2 Stamina by [Heroic Virtue]." on the same target.
Improved Medical Kit (3, 3, 3, 3 CP) Requires First Aid 2. You add +1 to the number of uses for First Aid before you must reset your medical kit.