Tag Archives: general skills

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.  

Blooded

Blooded (3 CP)

The flow of social activities in the High Families of the various kingdoms have a magic of their own, and some people are born with the ability to channel, harness, and manipulate that energy. These people are called the Blooded, and their ancestry hearkens all the way back the ancient empire of Aquilon, where men used magic as simply as breathing. The Blooded are rare, but many rise to positions of importance and influence because of their powers and interpersonal abilities.
As a Blooded, you not only are well versed in the political and social interplay of the courts, but you have the conviction that to be noble—either by birth or by elevation-- is to be civilized and rise above those who think the Gifted Races nothing more than animals. The power of oaths and the bonds of fealty are very real, and the Blooded taps into that magic and can draw on it for semi-magical effects.
You cannot use any Blooded skill if you have the Uncivilized trait. You cannot take this header if you have the Beastmaster Trait, or vice versa. You cannot take this header if you purchase any skill that allows the character to NOT pay Maintenance, and vice versa. The Gifted Races have risen above that.
Each race and ethnic group among the Gifted races have nobility of their own, and each has slightly different opinions on the responsibilities and appropriate actions of those whose duty is to care for the welfare of others. Every society acknowledges the sanctity of Oaths and Promises, and the Oath of Fealty—the bond between a noble and her vassals— is judged by most the most important bond a sentient being can make.
To be Blooded and to draw magic from these skills is to embrace civilization; its art and culture and all that is wonderful and uplifting about the ascent of the Gifted Races into civilization. There is nothing wrong with hard work, dirt under the fingernails and adventurous behavior so long as one cleans themselves up properly afterwards. One must maintain one's self above the baser instincts.You cannot use Blooded skills unless you act and dress in a civilized and dignified manner—subject to the culture of your ethnicity and race. A Brittanic human might see an Brynn clan chief as a barbarian, but among his own people, that clan chief’s word is law.

Blooded Skills

Attend Me (3, 3, 3, 3 CP; 1 Stamina; Watch) A Blooded is accustomed to being attended by his or her allies and will brook no interference with their duties. You touch a target and call, "Grant Defense: Purge [Root/Paralyze] by Will.” You must choose which effect you call each time you use this skill; you cannot call both Root and Paralyze at the same time.
  • 2nd Purchase: You can touch a target and call, "Cure [Root/Paralyze] by Will."
  • 3rd Purchase: You call, "By Your Name, [Name], Cure  [Root/Paralyze] by Will."
  • 4th Purchase: You call, "By My Voice, Cure [Root/Paralyze] to Hero by Will."
Courier (3, 3, 3, 3 CP; Addressed Information Skill) Between events you may pay a minimum of 1 silver and 3 hour of Downtime to attempt to send letters to other characters in the world. You must pay the cost and you may send an electronic copy of the physical letter to plot between events. You may also turn in a physical prop to plot if the physical presentation has some significance. You must know where the letter must be sent. You need not attempt to deliver the letter yourself; the Guild of Heralds sends it along to it proper place. There is always a chance that a letter will be intercepted if you send it someplace dangerous or if someone is attempting to foil your attempts. If you believe this is the case you may increase the amount you pay for the delivery to help ensure its safety though someone attempting to foil your attempts might likewise have the ability to pay more to intercept the letter.
  • 2nd Purchase: you may ask 2 questions per letter
  • 3rd Purchase: if you choose to spend money on questions, the amount you spend will increase the chances of success and accuracy
  • 4th Purchase: you may ask 3 questions per letter
  Maintain Decorum (3, 3, 3, 3 CP, 2 Stamina) Requires Noble Bearing. Sometimes a Blooded is all there is between decorum and anarchy. You can touch a target and call, “Cure Frenzy by Will”
  • 2nd Purchase: You can target this skill by packet or by touch.
  • 3rd Purchase: “By Your Name, [Name], Cure Frenzy by Will.” This can only be used in an enclosed space.
  • 4th Purchase: “By My Voice, Cure Frenzy By Will.”
Dressed to Kill (3, 3, 3, 3, 3 CP, up to 3 Stamina; Watch) You are confident and light on your feet when you are dressed in a civilized manner. You may spend up to 3 points of Stamina and rest for one minute dressing, checking yourself in the mirror, or resting and cleaning yourself up to give yourself 1 armor point for each point of Stamina spent. These armor points can also be refreshed by resting and adjusting your look for 1 minute. When you purchase this skill, the torso portion of your costume becomes an in-game item and must have a tag. It can be Destroyed, stolen, Wasted, or affected by any other in-game skill as normal. Choose how you role play your resting time. You cannot use this skill if you are wearing any other type of armor, and these points are lost if you put on or activate any other armor or ability that gives you armor points. If you have another ability that grants armor points, or physical armor, you can activate it or wear it after the Dressed to Kill points are consumed. These armor points last until the end of the watch or until you refresh Stamina.
  • 2nd Purchase: You can spend up to 4 Stamina.
  • 3rd Purchase: You gain Stamina +1 Armor points.
  • 4th Purchase: You can spend up to 5 Stamina.
  • 5th Purchase: You gain Stamina +2 Armor Points.
Enough of That! (3, 3, 3, 3 CP, 2 Stamina) You may keep people quiet if they are talking out of turn. You gain a packet attack for, “Enough of That, Short Silence by Will" to keep someone from speaking out of turn.
  • 2nd Purchase: “Enough of That, Silence by Will"
  • 3rd Purchase: 2 packets
  • 4th Purchase: “Enough of That, By My Gesture, Silence by Will"
Gilded Carriage (1 CP) Once per day, if you have received a formal invitation to a function and you have dressed specifically for that function you may spend 5 minutes dressing and grooming for that purpose, and then call, “Imbue Spirit to Self by Will.” You must have the invitation in hand at all times for the Spirit defense to be active, and cannot have any other item in hand. If you use any other game skill, speak, start a spell incantation, or touch a weapon for any reason the Spirit effect ends immediately. Using this skill except for its intended purpose will result in removal of the Blooded Header permanently. THIS SKILL CANNOT BE USED TO SET UP OFFENSIVE ACTION OF ANY KIND. USING THE SKILL FOR SUCH PURPOSES WILL BE LOOKED UPON IN THE MOST NEGATIVE LIGHT POSSIBLE BY STAFF. You must travel directly to the function. You cannot tarry once you use this skill on other concerns. The protection ends when you reach your destination and enter the function. Once the function is finished you may use this skill to return to your dwelling where you first used the skill, but you may only do so if you haven’t left the function and you haven’t used a skill or attack that created an effect that is not beneficial. Doing either of these things ends the skill. You may use this skill an additional time each day, but only if your outfit is completely different (footgear is exempted from this rule) for the second use of the skill. Gossip, Whispers and Rumors (3, 3, 3, 3 CP; OPEN Information Skill; 3 Downtime) You are quite in at the various social circles within the kingdoms. This is an information skill. As such you are able to find out tidbits of knowledge related to politics and nobility. If you spread some money around you often hear rumors or tales about the things other civilized folk have seen and events they might have attended. This is an information skill that requires you to spread around some money to loosen lips.You submit a question between events as described in the Information Skills section. If the question is appropriate for the social circles you might travelin you may receive knowledge appropriate to your question. Requires 3 Downtime hours.
  • 2nd Purchase: you may ask 2 questions per Window
  • 3rd Purchase: if you choose to spend money on questions, the amount you spend will increase the chances of success and accuracy
  • 4th Purchase: you may ask 3 questions per Window
Noble Bearing (3, 3, CP, 2 Stamina, Battle)
  • You call, “Purge by Will” to any Frenzy effect or effect with the Madness or Fear Trait.
  • 2nd Purchase: “Resist by Will.”
Noble Accolade (2, 3, 3, 4 CP; 2 Stamina; Watch)
  • Twice per day you may show your appreciation for an exceptional performance if you are impressed by that performer and the performance evokes some sort of beneficial magical effect. To use this skill you thank the performer while complimenting them on the performance. If they are willing to receive your praise you may touch them and call "Refresh 2 Stamina by Will,” to reward their art. This skill CANNOT BE USED if a performance has any game effect associated with it (such as from the Champion header.)
  • 2nd Purchase: usable twice per watch.
  • 3rd Purchase: “Refresh [Tier+1] Stamina by Will,”
  • 4th Purchase:This skill CAN be used in conjunction with another In Game skill, but costs +1 Stamina in such a case.
On Your Way (3, 3, 3, 3 CP, 2 Stamina)
  • You gain 1 packet attack for, "On your way, Short Repel by Will" to send some bothersome creature away from you.
  • 2nd Purchase: "On your way, Repel by Will"
  • 3rd Purchase: "On your way, Double Repel by Will"
  • 4th Purchase: 2 packets
Patronage (3, 3, 3, 3, 3 CP; 2 Stamina; Watch)
  • Nobles often act as patrons of promising folk they believe will contribute to society as a whole and the status of the Blooded. Each Blooded who wishes to use this skill must design a unique symbol or token to represent themselves. You may have more than one copy if you intend to use this skill more than once.
If you offer this token to someone and they agree to wear it openly as a sign of your patronage, you may give them an Imbue card that says: "You must be openly and publicly wearing the symbol given to you by the Blooded character in order for this Imbue to function. If you stop wearing this item, or conceal it in any way, the effect ends and cannot be reinstated. Imbue by Blooded:  Grant 1 Vitality by Will. Return this card to [Blooded] at the end of this Watch. Note: this is an increase to your maximum Vitality, not a Heal or Grant: Protection effect."
  • 2nd Purchase: “Grant [Tier] Vitality”
  • 3rd Purchase: “Grant [Tier] Vitality, and +1 Armor Points to any pool you have access to (Physical Armor, Combat Reflexes, Faith Armor, etc)"
  • 4th Purchase: “Grant [Tier+1] Vitality
  • 5th Purchase: “Grant [Tier+1] Vitality, and +2 Armor Points...
Proper Upbringing (2 CP, per day)
  • Call out “Resist by [Heroic Virtue]” to negate one Mental effect.
Razor Tongue (3, 3, 3, 3 CP, 2 Stamina) Requires 5 skills from this header.
  • If you are affected by an attack with a Mental trait you can shake it off if you are given the chance to interact with the attacker, either by engaging in some kind of conversation to focus or by haranguing them. Insults, witty jokes at the attacker’s expense, etc all qualify for use of this skill. You must spend at least 5 seconds saying something appropriately witty to activate this skill. If you are unsure or dissatisfied with your retort you will lack the confidence to use this skill. If your verbal banter is pleasing (and let's face it you will know if it isn't) then you may call, “Purge Mental by Will.
  • 2nd Purchase: After you finish the Purge, call, "By My Gesture, Short Paralyze by Will.
  • 3rd Purchase: "By My Gesture, Waste [Tier] Vitality and Short Paralyze by Will."
  • 4th Purchase: Immediately after the By My Gesture attack, call, "Heal 2 to Self by Will."
Room & Board (5 CP; 1 Stamina per target, Special) Requires Patronage. Nobles are responsible for the welfare and standard of living for their retainers.
  • At the end of an event, you may choose up to [Tier+2]  in characters who wear your badge per the Patronage skill. You can either pay 5 silver per retainer OR agree at check out that you will reduce your Maximum Stamina by 1 for each Retainer for the entire next weekend event you attend (not calendar event). A note will be put in your character file, and your chosen retainers need pay no Maintenance cost for the event in question; they are considered to have Gentry level Maintenance.
Social Network (4,4,4,4 CP, OPEN Information Skill) Requires Courier 2. You have contacts and friends among the courts of other influential folk. This skill works like Courier, but instead of sending a letter you are trying to prevent one from getting to its destination. Using the Online Raven Station, you can spend a minimum of 1 Gold Crown and 3 Downtime Hours to attempt seizure of communications between individuals. You can specify interception based on the addressee of a letter (e.g.. To Sir Yvaine), or the sending of a letter  or the recipient (e.g. From Sir Yvaine). Just like Courier, the more money and Downtime you choose to use on this skill increases the chances of success... and that the information you get will be worthwhile.
  • 2nd Purchase: You can specify interception based on a person's name being included in the text of a letter (e.g.. Including Sir Yvaine in the text). This costs 2 gold pieces. 
  • 3rd Purchase: You may intercept 2 letters per Window
  • 4th Purchase: You can specify a subject matter to intercept (e.g. King Uther's offer of support to Sir Yvaine), even if names may not appear in the text. This costs 5 gold pieces.
 

Champion

Champion (3 CP) Champions gain the Flavor Trait of Inspiration. Champions are people who, by their deeds and actions, inspire others. These skills take many forms. Charismatic leaders, entertainers, storytellers, and councilors each have their own styles of performing essentially the same role in improv­ing the morale of their friends and allies. Inspiration (2, 3, 3, 3 CP; Watch) Requires 1 skill with the Inspiration keyword. You gain a pool of points called Inspiration, which can be spent in place of Stamina to power skills from the Champion header ONLY. You gain one point of Inspiration for each skill you have with the Inspiration keyword. Inspiration points CANNOT be returned by a Refresh effect; they refresh ONLY after you have rested for 5 minutes. 2nd and later Purchases: Your Inspiration Pool increases by +1. Community (2, 3, 3, 3, 3 CP; Watch) You may gather with friends and allies to create a Com­munity. Spend at least five minutes getting a clear agree­ment from a group of people that they wish to join to­gether, and jointly agree on a name for the group. All Community names must be approved by staff before use, as they become a Trait and must be chosen carefully for clarity and to avoid confusion with other traits. Touch the target and call “Imbue: [Community Trait] by Inspiration” to willing allies. The community members may keep this Trait until the end of the Watch, or leave the community at any time by renouncing the Trait by calling, “Cure [Community] To Self by Inspiration”. You automatically gain the Community Trait and do not count against the total number of allies in the Community. Anyone with a Community Trait may respond “No Effect” to any power that targets that Trait, if they do not wish to be affected by it. Only characters with this named ability can add targets to a Community. You may Imbue up to [Tier+1] allies with this skill. · 2nd Purchase: [Tier+2] allies. +1 Inspiration Pool. · 3rd Purchase: [Tier+3] allies. · 4th Purchase: [Tier+4] allies. +1 Inspiration Pool. · 5th Purchase: You may have two Community Traits, and may use this skill twice per watch. This means that you can either create two Communities bound to yourself, or create one and be a part of a second that does not originate with you. Comic Relief (3, 3, 3 CP, Watch; Inspiration) Requires Inspiration. Once per watch, when you are under the effects of a lin­gering affliction (Maim, Inflict, Drain, etc.) you may make a joke at your own expense about your problems. If the joke gets a reaction (not neces­sarily a positive one, groans at a bad pun are just as valid as laughter) you may call, “Refresh [Tier+1] Inspiration,”. Your Inspiration pool can never go above its normal maximum. · 2nd purchase: usable twice per watch. · 3rd purchase: "Refresh [Tier+2] Inspiration."  +1 Inspiration Pool. Empathy (2 CP) Requires Diagnose. You are able to judge a character’s mental condition by interacting with them. After talking to someone for one minute, you may call “Diagnose Mental,” per the Diagnose rules. The subject can tell you are trying to judge their condition, and some people maybe offended by the attention. Free the Mind (2, 3, 3, 3 CP, 2 Stamina; Battle) Requires Snap Out Of It! By means of a performance, rousing speech, or warcry, you may attempt to bring your allies back to themselves, curing mental conditions. Spend at least ten seconds of Activity ro­leplaying the use of the skill and call “By My Gesture, Cure [Mental/Frenzy] by Inspiration.” You can use this skill with the Mental Trait or Frenzy effect, but not both in the same instance. · 2nd Purchase: “By My Voice to [Community], Cure [Mental/Frenzy] by Inspiration.” · 3rd Purchase: “By My Voice to Hero, Cure [Mental/Frenzy] by Inspiration.” · 4th Purchase: usable twice before rest. Inspired Resilience (3, 3, 3, 3 CP, Watch; 3 Inspiration; Inspiration; Self) Spend 5 seconds of Activity roleplaying shaking your head to clear the cobwebs, tightening and checking bandages, etc to call out "Heal [Tier] and Slow to Self by Inspiration.” · 2nd Purchase: usable twice per watch. · 3rd Purchase: “Heal [Tier+1] and Short Slow to Self,” · 4th Purchase: Touch one target and call, “Heal [Tier+1] and Short Slow to [Community] by Inspiration." Luck of Heroes (3, 3, 3, 3 CP, 3 Stamina; Day) Good fortune sometimes saves you from serious injury or death. When you are Unstable and approaching the end of your Death Count, you may spend 3 Stamina and take a "Stabilize and Drain to Self by Inspiration." effect. Note: You do not have to say the Effect for this skill out loud. The skill need not be used immediately after you are dropped by called damage, and may be saved un­til the last second before Death. If you are struck with called damage again before regaining consciousness, you are “out of luck” and cannot use this skill again to save yourself. · 2nd Purchase: "Stabilize and Drain to Self by Inspiration." When your 5 minute wait is up, call, "Heal [Tier] and Slow to Self by Inspiraiton. · 3rd purchase: usable once per Watch · 4th Purchase: "Heal [Tier+1] and Short Slow to Self by Inspiration." Not Dead Yet (2, 2, 2, 2, 2, CP, 2 Stamina; Battle; Inspiration) Requires Diagnose. In a crisis, you can quickly aid your fallen friends with some helpful humor. Touch an unconscious ally and call, "Diagnose [Unstable/Stun]. If they respond with "Yes.", make a joke about their condition, and call “Heal [Tier] and Slow by Inspiration.” · 2nd Purchase: You can Diagnose and Heal [Tier+1] targets. These uses expire when you rest for any reason. · 3rd Purchase: You can use the Heal effect OR call, “Grant Defense: Purge Stun by Inspiration.” Both effects use up 1 instance of your [Tier+1] targets. · 4th Purchase: “Heal [Tier+2] and Refresh [Tier] Stamina by Inspiration,” · 5th Purchase: “Cure Stun by Inspiration” instead of Purge. Rally (3, 3, 3, 3 CP, 2 Stamina; Inspiration) Requires Community. Your brave example encourages your allies to go on in the face of injury and adversity. Spend at least ten sec­onds of Activity loudly exhorting or encouraging your allies and call, “By My Voice to [Community], Stabilize by Inspiration!" This costs 2 Stamina. It is highly recommended that the Champion memorize a few battle cries and time them out to 10 seconds for this purpose. All higher-level uses of Rally cost 3 Stamina. 2nd Purchase: You can call, "By My Voice to [Community], Heal [Tier] by Inspiration!" 3rd Purchase: You can call, "By My Voice to [Community], Heal [Tier+1] by Inspiration!" 4th Purchase: Requires Tier 2. You can call, "By My voice to [Community], Heal [Tier+2] by Inspiration!" Rouse (3, 3, 3, 3, 3, 3 CP; 3 Stamina; Battle, Inspiration) Requires Not Dead Yet. Your voice can encourage your companions to endure greater wounds and renew their flagging spirits. Touch an ally and spend at least ten sec­onds of Activity loudly exhorting or encouraging them. It is highly recommended that the Champion memorize a few battle cries and time them out to 10 seconds for this purpose. Then call, "Heal [Tier+1] and Repel by Inspiration!" (Yes, this means the target must stay 10 feet away from the Champion until they have rested for 5 minutes; they should probably head back toward the battle.) 2nd Purchase: Usable [Tier]/battle 3rd Purchase: "By Your Name, [NAME], Heal [Tier+1] and Repel by Inspiration!" 4th Purchase: Heal [Tier+2] and Repel 5th Purchase: Usable [Tier+1]/battle 6th Purchase: "Heal [Tier+2] by Inspiration!" Stand Up and Fight! (4, 5, 6 CP; 3 Stamina; Battle) Requires Rally 3, Rouse 3. Your voice cries out across the battlefield, bolstering every hero who can hear you. Make a LOUD, rousing speech (25 seconds of activity), exhorting your allies bravery and prowess. then call, "By My Voice to Hero, Heal [Tier+1] by Inspiration 2nd Purchase: "By My Voice to Hero, Heal [Tier+2] by Inspiration!" 3rd Purchase: usable 2/battle Snap Out Of It! (3, 3 CP, 2 Stamina; Battle) When a friend of yours is out of control, the memory of your friendship can bring them to their senses. Spend 5 seconds of Activity roleplaying the encouragement of the target and call “By Your Name, [name], Grant Defense: Purge Mental by Inspiration.” As this skill depends on your knowledge of the afflicted party, it can only be used on people whose names you know. · 2nd Purchase: usable twice before rest. · 3rd Purchase: call “Cure Mental by Inspiration” instead of Purge. · 4th Purchase: costs 1 Stamina. Tale of Bravery (3, 3, 3, 3 CP; 2 Stamina; Battle) You touch a target and call “Grant Defense: Shield Fear by Inspiration,” Target calls call “Shield by Inspiration.” when hit with an effect that has the Fear trait. · 2nd Purchase: Spend 1 minute of activity telling a tale of heroism and call, “By My Voice to [Community], Grant Defense : Shield Fear by Inspiration.” · 3rd Purchase: "By My Voice to Hero, Grant Defense: Shield Fear by Inspiration. · 4th Purchase: "By My Voice to Hero, Grant Defense: Double Shield Fear by Inspiration" Tale of Restoration (3, 3, 3 CP, 2 Stamina; Watch) Requires 3 skills from this header. Your tales inspire those who listen to them and the entertainment can soothe their wounds. Once per watch you may spend at least one minute of Activity telling an entertaining story to any in a room who would listen. If you have been within sight or hearing of a battle, you cannot use this skill until you have rested for 5 minutes. When you are finished you bow or indicate somehow that the story is complete. If the crowd reacts with laughter or applause you may call out "In This Room, Heal [Tier+1] by Inspiration" to offer your audience respite from their wounds. Using this skill does NOT include you in the effect. · 2nd Purchase: You can use this skill twice per watch. · 3rd Purchase: Heal [Tier+2] by Inspiration Tale of Encouragement (3, 3, 3 CP; 2 Stamina;Watch) Requires 3 skills from this header AND Tale of Restoration. Your tales inspire those who listen to them and the entertainment can give them hope and strength and ease their fatigue. Once per watch you may spend at least one minute of Activity telling an entertaining story to any in a room who would listen. If you have been within sight or hearing of a battle, you cannot use this skill until you have rested for 5 minutes. When you are finished you bow or indicate somehow that the story is complete. If the crowd reacts with laughter or applause you call out "In This Room, Refresh [Tier] Stamina by Inspiration" to offer your audience respite from their weariness. Using this skill does NOT include you in the effect. · 2nd Purchase: You can use this skill twice per watch. · 3rd Purchase: Refresh [Tier+1] Stamina by Inspiration. You Do Not Have Permission To Die (5 CP, 0 Stamina, Event--Special) Requires Tier 2, Not Dead Yet 2, Rouse 2. You may attempt to save an ally from certain death. Once per Event, you can spend ten seconds of Activity roleplaying trying to wake them and call “By Your Name, [name], Cure Death and Stricken by Inspiration." Your dead friend will wake, exhausted by their ordeal, but alive. When they do, you immediately call, "Drain to Self by Inspiration." Special: This skill cannot be recharged by any means, for any reason, ever. Once per event ONLY. You Missed Me (3, 3, 3 CP, 2 Stamina; Battle) You may spend 2 Stamina to call “Avoid by Inspiration” any one melee, missile, or packet attack. · 2nd Purchase: usable twice before rest. · 3rd Purchase: The next [Tier] attacks that hit you.

Herald

Herald (3 CP)

Heralds gain access to the Motivation Flavor Trait. The “Banner” keyword in a skill description means that in order to use this skill, the Herald must be within reach of a Short melee weapon from his Company’s Banner. All Banner skills require a battlecry or verbal encouragement of your allies similar to a spell incantation. These skills can be interrupted by an attack like a spell incantation, and though your packet hand must be free, you may be carrying an item in your off hand when using this ability. You are the voice and heart for a group of individuals called a Company. A Company is a group of people that form for some common purpose. Many companies are military, and some form to support a personage of noble bearing. Through years of excellence and faithful service the Heralds of the land have learned their own magic that allows them to inspire others and give strength to members of their Company. Heralds also pick up skills that help groups function. You act as organizer and standard bearer for the Company. You have contacts in the Guild of Heralds that help you with your duties. By registering your Company name, its goals, and its colors with the Guild of Heralds you help to build the legend and the reputation necessary to power your magic. The Guild of Heralds maintains strict neutrality in its dealings. It is said that heralds exist on the fringes of society that help spread tales for companies that worship the dark gods but the College of Heralds has never verified or acknowledged such individual heralds. Many of the Herald skills allow you to support a group of individuals called a Company. In order to do this you must spread tales of their deeds and their goals to empower the magic in their name. You may become an official Herald for only one Company at a time. It is for this group that you work your magic. When you help to form a new Company you must approve the Company name with Staff BEFORE using that name. The Company name will become a trait for members of your group. To avoid confusion, the name cannot have one of the standard traits in its title. Plot may decide that a proposed name is too close to an existing Company or group, that the name is too close to a common trait, or that the name does not fit with the flavor of the game. If a name is rejected then the Guild of Heralds rejects the name. Although the official title for a Company is often preceded by "The Company of..." when formally introducing the group, the trait in verbals need not be lengthened to include this formality to keep verbals brief. You must create and maintain a standard that displays the colors of the Company in order to use standard skills. This standard must be large enough to be visible on the battlefield among the waves of violent chaos. If another Herald feels your standard in inadequate they may file grievance with the Guild of Heralds. If you do not belong to the Guild of Heralds you are Drained of your ability to use any Herald skill and you lose the Herald trait. Heralds carry banners that are decorated with the coat of arms or symbol of their company.These banners are required for many of their skills. The banner is presented on a pole that must be at least as tall as the Herald. The banner must be at least 2 feet wide and 3 feet tall. When a herald is drawn into some dangerous place that is indoors they may instead use a full length tabard or surcoat displaying the colors and heraldry of the company to use skills requiring a banner. A Herald is mystically linked to their company banner. If the banner poles are padded then the Herald gains the ability to touch cast beneficial spells while holding the company banner. If you are using the banner in battle and an attack strikes the banner, you treat the attack as if it hit you. Heralds wear scarves or other pieces of costume that prominently display a checkered pattern. This pattern is often black and white, though sometimes a Herald will use the colors of the Company in this pattern. Many honorable folk will refrain from attacking Heralds unless they take an active part in combat. Heralds also conduct parlays while displaying the checkered scarf as a makeshift flag and it is considered dishonorable to attack a Herald acting in that capacity. It can also get you in trouble with the Guild of Heralds and that makes your own Herald's life more difficult. There is a chapter of the Guild of Heralds that specifically supports Heralds among the less civilized folk. These Heralds carry on the storytelling traditions of their ancestors. Some carry banners decorated with fur and bone. They call their groups Circles rather than a Companies. They call themselves Skalds or Ghost Talkers. The Guild of Heralds welcomes them—for the most part--and they share a common magic despite the difference in culture. As a show of solidarity the wilder folk also carry a checkered pattern when traveling outside the lands where they are known, although for them it is usually a long strip that is folded and hung off their belt. HERALD SKILLS Heraldic Banner (0 CP, Banner) You may create a large banner that displays your heraldry. The banner must be at least 2’ by 3’ and should be mounted so it stands taller than you. Initiation (0, 3, 3, 3, 3 CP, 2 Stamina, 1/Watch) You may initiate new members and mystically link them to your Company by empowering them with your Company name. Create an initiation ritual for the Company. The ritual must be at least 5 minutes long but most are longer, elaborate ceremonies, teaching new members about the conduct expected of Company members and some of the Company's history. All Company names must be approved by Staff before use, as they become a Trait and must be chosen carefully for clarity and to avoid confusion with other traits. Spend 2 Stamina, touch a willing target and call “Imbue: [CompanyTrait] by Motivation”. The Company members keep this Trait until the end of the Event. You automatically gain the Company Trait and do not count against the total number of allies in the Company. The Company Trait *CANNOT* be removed except by the Herald who Imbued it, or the end of the Event. Anyone with a Company Trait may respond “No Effect” to any power that targets that Trait, if they do not wish to be affected by it. Only characters with this named ability can add targets to a Company. Multiple Heralds can add the same Company Trait for a larger Company. Each Herald must keep a tag with the names of Company members specifically linked to her on her person at all times. You may Imbue up to 3 allies with this skill. · 2nd Purchase: 3+Tier allies. · 3rd Purchase: 4+Tier allies. · 4th Purchase: 5+Tier allies. · 5th Purchase: You can call, “Permanent Imbue: [CompanyTrait] by Motivation.” You may also use this skill to remove your Company trait from an individual who is currently in the Company. You must touch a willing or helpless character and call out "Cure [Company] Trait by Motivation,” to remove the Company trait permanently. Aid Station (3, 3, 3, 3, CP, 2 Stamina, Banner) Requires Aura of Motivation, Banner of Respite. You may touch a target and call, “Heal 1 and Short Weakness by Motivation”. · 2nd Purchase: usable twice per battle · 3rd Purchase: You can call, “By Your Name, [name], Heal 1 and Short Weakness by Motivation. You can still use the by touch delivery for this skill. · 4th Purchase: You can call, “By My Voice to [Company], Heal 1 and Short Weakness by Motivation.” You can still use the By Your Name and by touch delivery for this skill. Aura of Motivation (3, 3, 3, 3 CP; Banner) Requires Heraldic Banner. You gain a pool of points called Motivation, which can be spent in place of Stamina to power skills from the Herald header ONLY. You gain one point of Motivation for each skill you have with the Banner keyword. Motivation points Refresh after you have rested for 5 minutes. ▪ 2nd and later Purchases: Your Motivation Pool increases by +1. Defend the Flag (3, 4, 5 CP; 2 Stamina, Banner) You call, "By My Voice to [Company], Grant Defense by Motivation: Shield Weapon. ▪ 2nd Purchase: "By My Voice to [Company], DOUBLE Grant Defense by Motivation: Shield Weapon. ▪ 3rd Purchase: "By My Voice to [Company], TRIPLE Grant Defense by Motivation: Shield Weapon. Herald's Ward (4, 4, 4 CP; 2 Stamina, Banner) Requires Defend the Flag 2. You call, "By My Voice to [Company], Grant Defense by Motivation: Shield [Magic, Elemental, or Nature]." You must choose 1 trait when you use this skill. 2nd Purchase: you add the traits Darkness, Malediction, Corruption, Blood, and Shadow to the list you can choose from. 3rd Purchase: add Packet to the list of traits you can choose from. Banner of Courage (3, 3, 3, 3 CP, 2 Stamina; Battle, Banner) Requires Heraldic Banner. You call, “By your Name, [name], Grant Defense: Purge Mental by Motivation.” · 2nd Purchase: “By Your Name, [name], Cure Mental by Motivation!” · 3rd Purchase: “By My Voice to [Company], Grant Defense: Purge Mental by Motivation!” You can still use single-target version if you choose. · 4th Purchase: “By My Voice to [Company], Cure Mental by Motivation!” Banner of Respite (3 CP, 1 Stamina; Battle, Banner) Requires 3 skills from this header. Call, "By My Voice to [Company], Stabilize by Motivation" and prevent them from bleeding out. Banner of Might (3, 3, 3, 3 CP; 3 Stamina; Battle; Banner) Requires 5 skills from this header. You can motivate your Company to fight harder and strike the enemy low. Call, “By My Voice to [Company], Grant Melee Attack : 2 Damage!” to grant each member of your Company 1 melee attack for 2 Damage. · 2nd Purchase: Grant Melee Attack to [Company] : 3 Damage. · 3rd Purchase: Costs 2 Stamina · 4th Purchase: usable twice before rest Battlefield Medic (3 CP) Requires First Aid 2. The time required for you to use First Aid is reduced to 30 seconds. Room to Fight (2 CP, 2 Stamina; Battle, Banner) You call, “By My Voice to [Company], Grant Disengage by Motivation” Get Moving! (2, 3 CP, 1 Stamina) Call “By Your Name, [name], Cure (Root or Slow) by Motivation.” You can only Cure one effect at a time. · 2nd Purchase: “By My Voice to [Company], Cure (Root or Slow) by Motivation.” Courier (2 CP; Addressed Information Skill) Between events you may pay 1 silver and 3 Hour of Downtime to attempt to send letters to other characters in the world. This is an information skill. You may pay the cost and you may send an electronic copy of the physical letter to plot between events. You may also turn in a physical prop to plot if the physical presentation has some significance. You must know where the letter must be sent. You need not attempt to deliver the letter yourself; the Guild of Heralds sends it along to it proper place. There is always a chance that a letter will be intercepted if you send it someplace dangerous or if someone is attempting to foil your attempts. If you believe this is the case you may increase the amount you pay for the delivery to help ensure its safety though someone attempting to foil your attempts might likewise have the ability to pay more to intercept the letter. Intercept (3 CP; Combination Information Skill) You have contacts and friends among the courts of other influential folk. This skill works like Courier, but instead of sending a letter you are trying to prevent one from getting to its destination. In your post-event letter you can spend a minimum of 1 Gold Crown and 3 Downtime hour to attempt the seizure of communications between individuals. You can specify interception based on: name included in the letter (intercept letters that include Sir Yvain's name) from or to an individual (from Sir Yvain, to Sir Yvain, etc) Just like Courier, the more money and Downtime you choose to use on this skill increases the chances of success... and that the information you get will be worthwhile. Ears of the Company (3 CP; OPEN Information Skill) You are the eyes and ears of your Company, and you are constantly gathering information with other Companies and trading knowledge with other members of the Guild of Heralds. If you spread some money around you often hear rumors or tales about the things other groups have seen and jobs they might have been hired for. This is an information skill that requires you to spread around some money to loosen lips, and 3 Downtime hours. You submit a question between events as described in the Information Skills section. If the question is appropriate for the Guild of Heralds and the Companies they might belong to you may receive knowledge appropriate to your question. The Herald's Nod (1 CP) If you see someone wearing the checkered pattern you may gesture to them to call out "By My Gesture, Expose Herald by Magic." This is usually done only if there is some question as to the validity of the individual in question. If you do this in court to a prominent Herald you might be considered a buffoon or fool, but using the skill on the road or in times of danger is certainly warranted. Now You See It, Now You Don't (2 CP, 1 Stamina) This skill allows you to pay one point of Stamina to hide one item for five minutes on your person. The item cannot be in plain sight. If you are searched you do not have to reveal the presence of the item. If the item is actually spotted by someone, however, this skill fails. The skill will work for five minutes even if you are killed during that time. Strength of the Company (4, 4, 4 CP, 3 Stamina; Battle, Banner) Requires Heraldic Banner, 5 other Banner skills. You may touch a target then call,“Refresh 2 Stamina by Motivation.” 3rd Purchase: You can call, “By Your Name, [name], Refresh 2 Stamina by Motivation.” You can still use the by touch delivery for this skill. 4th Purchase: You can call, "By My Voice to [Company], Refresh 2 Stamina by Motivation!"

Scholar

Scholar (3 CP)

Scholars of Brittanis are learned individuals who have dedicated significant time and effort to learning, knowledge, and the uncovering of ancient secrets of lore and medicine through research and study. The Arcanum in Rendayn has extensive courses in astronomy, biology, rhetoric, and many more as well as teaching students about magic. It is not uncommon for a scholar-in-training with no aptitude for magic whatsoever to sit in on classes about the Otherworld, cosmology, or the basics of magic. Scholars excel at learning and applying that learning to the world. Some of the most brilliant physicians and doctors in the world live in Brittanis right now--sometimes acting as field surgeons, other times serving as Royal Physicians, and everything in between. Discovering secrets long thought forgotten is also a hallmark of the scholar class. They speak languages nobody has been able to read in hundreds of years and uncover lost scraps of wisdom and knowledge that were thought lost thousands of years ago. For a scholar, knowledge is the truest and most lasting form of power-- the pen truly is mightier than the sword. Scholars gain access to the Insight Source Flavor Trait. Knowledge For All (2, 2, 2, 2 CP; 1 Stamina; Watch) Scholars are often teachers and find themselves in a position to spread critical information to others. This skill allows a Scholar to empower themselves by teaching a class to a group of interested individuals. The Scholar must spend at least 3 minutes of activity explaining a topic with which they are familiar and answering questions as best they can to benefit from this skill. This skill is meant to encourage the sharing of useful game information amongst the populace. At the end of the class the Scholar may choose ONE from the following list of boons as they are inspired by the act of sharing: Grant Defense: Shield Melee Grant Defense: Shield Missile Grant Defense: Shield Packet At the end of the class, the Scholar calls, "By My Voice, Grant [Defense from the list above] to Student." Anyone attending the entire class is considered a Student. NOTE: This skill does not affect the Scholar, as they are the instructor, not a Student. 2nd Purchase: Add, "Grant 2 Protection" to the list of benefits 3rd Purchase: usable 2/watch 4th Purchase: add, "Refresh 2 Stamina" to the list of benefits. Unobtrusive Observer (3 CP; 2 Stamina; Battle) Scholars are often present at momentous, and thus dangerous, events and have trained to go unnoticed as they chronicle the activities around them. Spend 2 Stamina to gain the Spirit defense. This defense lasts only so long as you are taking notes about what is going on around you. You may not speak, use any game skills, take any action other than to observe and take notes, or move from your current location or else the skill ends. You will have the Spirit Trait while this skill is in effect. Any attack that is To Spirit will successfully work on you and also end this skill. Personal Item (2 CP; 1 Stamina; Watch) Exhaust one point of Stamina to hide an object from searching for ten minutes. The item must not be visible and this skill will fail if the item is seen. While active, the item hidden by this skill does not need to be revealed to someone searching you. This skill requires no verbal and will remain active even if you are killed during the ten minutes. Portable Illumination (2 CP) Scholars have long needed the means to continue their work even when darkness has fallen and so have invented a simple light made from non-magical processes. This skill allows you to use a white or yellow glowstick for illumination with no Stamina cost. You may not throw the light, but you may hand it to others or put it down. The light will last as long as the prop continues to glow. You may only have one active light at a time. You may not break open the stick or attempt to make it look like any other sort of prop. Always Prepared (3, 3, 3 CP, 2 Stamina, Day) Requires 2 skills purchased from this header. Choose a “per day” skill you have already used and call out “Refresh [Skill Name] by Insight” to gain an additional use of that skill. · 2nd Purchase: You may Refresh a second “per day” skill. It must be a different skill from the first you Refreshed. · 3rd Purchase: You may Refresh a third “per day” skill. It must be a different skill from BOTH of the other skills you Refreshed. Careful Study (2, 3, 3 CP, 2 Stamina; Watch) You can call out “Purge by Insight” to negate one Inflict card attached to or hidden within a book, scroll, or other text prop. · 2nd Purchase: call, “Resist by Insight” instead of Purge. · 3rd Purchase: you can touch a target who has an Inflict you could Resist with this skill and call, “Cure Inflict by Insight” Combat Analysis (2, 2, 2 CP, 2 Stamina; Battle) Requires 2 skills purchased from this header. Point at a foe, then put a hand to your chin and call “Quite fascinating… Imbue by Combat Analysis.” Then you call, Elude by Insight” against the NEXT attack from that enemy which strikes you. This defense only works against the designated foe. · 2nd Purchase: “Double Imbue by Insight” and “Elude by Insight” vs the NEXT 2 attacks by that target. · 3rd Purchase: “Double Imbue by Insight” and “Resist by Insight” vs 2 attacks OF YOUR CHOICE by that target. Copy Text (3 CP, 2 Stamina) Requires Linguist. This skill allows the scholar to reproduce the body of a text that contains arcane knowledge, ritual knowledge, or game benefits or effects. The scholar spends 2 Stamina and copies the work exactly, including any game nota­tions. Optionally, the scholar may change the work into any language he has the skill for. (The Linguist skill may not be used to copy a text into a language that the character does not know.) Copying a text with game effects takes one copy from the original and results in a copy with one use. You must be able to read the text in question in order to copy it accurately (You may use Linguist for this purpose.) This skill is not required if the player merely wishes to copy the text without the in-game benefits and effects of the text. Extended Research (3, 3, 3, 3 CP; OPEN Information Skill) You are able to seek out additional information on a sub­ject of interest to you,by spending an extended period of research. This is an information skill, and costs 3 Downtime Hours. Ask a specific question of staff in your post-event letter on a matter that research might help illuminate. The more specific the question, the more specific and useful the information gained is likely to be. Information is likely to be delivered at the next event in text form, though it may occasionally arrive in other ways. It may also attract the attention of others concerned with the subject matter of the research, so very dangerous subjects or re­search might carry some hazard to the scholar. 2nd Purchase: you may ask 2 questions per Downtime 3rd Purchase: if you choose to spend money on this research, the amount you spend will increase the chances of success and accuracy 4th Purchase: you may ask 3 questions per Downtime Combat Medic (3, 5 CP; Medicine) Requires First Aid 2. The activity time required to perform First Aid is reduced to 30 seconds. · 2nd Purchase: reduced to 10 seconds. Set & Splint (3, 3, 3 CP, 2 Stamina; Medicine) Requires First Aid 2. You may spend 1 minute of activity to call, “Cure Maim [limb] and X by Insight,” where X is Slow if the Maimed limb was a leg or Weaken if the Maimed Limb was an arm. · 2nd Purchase: Costs 1 Stamina · 3rd Purchase: “Cure Maim [limb] by Insight.” Efficient Treatment (3 CP; Medicine) Requires Set & Splint, Surgery,Triage. You may apply painkillers and other drugs in the field to help an injured patient recover quickly in a crisis. When using a consumable item with the Heal or Refresh effect, all effects are increased by 1. Medical Care (3, 3, 3, 3 CP; Medicine; 2 STA) Requires First Aid 3. You spend 2 STA and gain a pool of Medicine points equal to the number of skills you have bought that have the Medicine keyword. You can spend 30 seconds of activity bandaging, setting bones, diagnosing wounds, etc to touch the target you've been working on and call "Heal X by Insight" where X is up to your Tier+1. X is then subtracted from your Medicine points. Example: Yvaine is a Tier 2 Scholar. He has purchased 6 skills with the Medicine keyword, and therefore spends 2 Stamina to gain has 6 Medicine points. He spends 30 seconds bandaging an ally and calls, "Heal 2 by Insight. He could call "Heal 3" but wants to save his Medicine points. He now has 4 Medicine points left. 2nd Purchase: You can call "Cure [Root/Slow/Weakness/Repel/Silence] by Insight" by spending 2 Medicine Points and 30 seconds of activity. This purchase counts as a separate Medicine skill. 3rd Purchase: You can call "Cure [Drain/Paralyze/Stricken/Stun] by Insight" by spending 3 Medicine Points and 30 seconds of activity. This purchase counts as a separate Medicine skill. Example: Continuing from above, Yvaine could touch a target and call, "Cure Slow by Insight" and have 1 Medicine point remaining. Field Surgery (3, 3, 3 CP; Medicine) Requires First Aid 2, Set & Splint, Triage, Surgery. In a crisis, you can treat just enough of a patient’s injuries to get them up and moving again. When using Surgery, you may divide the X points of healing as you see fit among two targets. · 2nd Purchase: 3 targets · 3rd Purchase: Number of targets equal to Tier+1. Resuscitate (4 CP, 3 Stamina; Medicine; Watch) Requires Tier 2, Surgery, Efficient Treatment. With proper supplies, you may be able to save the life of a patient who is clinically dead. So long as the pa­tient’s spirit has not left his body (has the Dead trait but not the Spirit trait), you may spend one minute of roleplaying and spend 3 Stamina to call “Cure Death and Stricken by Insight.” Surgery (3, 4, 4, 5 CP, 1 Stamina; Medicine) Requires First Aid 2, Triage. Spend one minute of activity roleplaying medical attention, and use appropriate props such as bandages and a first aid kit, to call “Heal X and Drain by Insight,” where X is the number of skills you have purchased with the Medicine keyword. · 2nd Purchase: X is Medicine Skills +1. · 3rd Purchase: “Heal X and Short Drain by Insight.” · 4th Purchase: X is Medicine Skills +2. Triage (2, 3 CP, 0 Stamina; Medicine) Requires First Aid. You are skilled at rapidly locating patients who are in greatest need of your care. You may call out “By my voice, Expose Unstable by Insight” · 2nd Purchase: You may also call “By my Voice, Expose Dead by Insight.” Professional Detachment (3 CP, 1 Stamina; Medicine, Rest) You are able to focus on healing the injured, ignoring outside distractions. Spend one Stamina while using a medi­cal or healing skill from this header; you may then call “No Effect” to any Mental effect so long as you are performing the Activity required by a skill with the Medicine keyword. This ef­fect ends if you rest for any reason, or if you perform any offensive combat action. Language, Magical (2, 2, 3, 3, 4, 4, …CP) This skill allows the character to read texts written in languages from creatures not native to the natural plane. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Elemental, Infernal, Abyssal, Fae, and many others. If a character desires to speak the languages, it must be bought a second time. This skill may be bought several times. Each purchase allows the scholar to choose one of the above languages to be able to read. Language, Modern (2, 2, 2, 2,… CP) This skill allows the character to read texts in non-native languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Tiberian, Brynn, Norn, Erin’Tar, Khazadi, Kairn, and others. This skill may be bought several times. Each purchase al­lows the scholar to choose one of the above languages to be able to read and speak. Other modern languages may be chosen as well, but without arranging for a tutoror scholarly work on the language, it’s impossible for a Scholar to learn a language he has not encountered personally. This skill may be bought several times. Each purchase allows the scholar to choose one of the above languages to be able to read and speak. Language, Obscure (3, 3, 3, … CP)* This skill allows the character to read texts written in obscure languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Aquilonian, Ancient Khazadi, Ancient Erin’Tar, and many others. This skill may be bought several times. Each purchase al­lows the scholar to choose one of the above languages to be able to read. Other ancient languages may be chosen as well. Linguist (3 CP, 2 Stamina;Watch) Requires Language (Modern), Language(Obscure), Language (Magical). Unlike the other language skills, which assume fluency, the Linguist skill allows the character to translate a lan­guage that he does not know. The player need not actu­ally spend extra time working on the text, but should roleplay the difficulty with the unfamiliar language. To translate a text, expend 2 Stamina. Once it is spent, you are treated as having the appropriate Language skill for the purposes of the one work (book, scroll, tablet, etc.) This skill lasts until the end of the current watch. Obsession (3, 3, 3, 3, 3 CP) This skill may be bought up to five times. Each purchase grants you a single point of Obsession, which may be spent in lieu of Stamina for any skill in this header. Points of Obsession are restored when you Reset Stamina. Perfect Recall (5 CP; OPEN Information Skill) Requires 3 skills purchased from this header. If you hear or see some important information in game, you can spend time between events to try to recall bits and pieces of that information. This is an information skill. Using this skill costs 3 hours of Downtime. You submit this request to plot with a description of what you experienced in the game. You cannot ask for specific details; you can only relate what you actually experienced. Plot may decide to give you additional details or understanding of the event to reflect your exceptional memory. Professional Discourse (3, 3, 3, 3 CP; ADDRESSED Information Skill) You send a letter of inquiry to a scholar in another settlement—a colleague who you might know personally or only by reputation. This is an information skill. Using it costs 3 hours of Downtime. Regardless, it is a matter of scholarly honor that your colleague answer your question to the best of their ability. You submit a question between events as described in the Information Skills section above. If the question is appropriate for the academic, scholarly elements of society you may receive knowledge appropriate to your question. This question also opens you up to getting letter from other scholars asking for your professional opinion in return!! 2nd Purchase: you may ask 2 questions per Downtime 3rd Purchase: if you choose to spend money on this research, the amount you spend will increase the chances of success and accuracy 4th Purchase: you may ask 3 questions per Downtime Reconstruct Document (2 CP, 2, 4 or 6 Stamina) Requires Linguist. This skill allows you to salvage the remains of a destroyed document or ritual text. The more a document has been moved and the more time that has passed since its destruction, the more difficult the document is to reconstruct. To salvage the document, spend one minute roleplaying piecing it back together, then spend Stamina to announce “Repair Document by Insight.” If the document hasn’t been moved much and/or isn’t too old, the skill costs 2 Stamina; a document that has been handled, moved, or is less than 100 years old costs 4 Stamina. Ancient, or severely damaged documents cost 6 Stamina. This skill will work on any text or informational prop, including but not limited to papers, scrolls, books, and other information devices. It cannot be used to repair any other sort of prop. It cannot be used to restore limited-use ritual texts that have been completely expended.