Trappings of Civilization

At times of great significance, all of us are able to strive a little further and reach our greater potential. As a result, these will be available at all of our events. These trappings of civilization allow you to chose one profession from the list below and add that ability to those which you already have.

Available trappings may vary between events.

"Limited" professions may only be chosen by those who qualify for them.

Trappings do not make you an enchanted being unless otherwise stated.

Affluent
You command more resources that just a little gold in your pocket, whether from a loyal nation or just a big score.  This Trapping gives you a representation of them, to spend as you will.

Assassin
Once per hour, you may create one Death Poison, as per the spell, or you may once cast the spell Poison Weapon on your own blade. Even if you miss, your single casting of Poison Weapon is still used.

Battle-Hardened Veteran
You are so experienced in combat that you can make the best use of your armor possible. Armor piercing blows are no more damaging to your armor than standard sword blows. To notify your opponent that you are not cheating, add "Hardened" before your armor call when responding to an armor-piercing blow (e.g. "Hardened Armor 1, Leg").

Blacksmith
At the local Forge, you may repair unlimited items. This requires 30 seconds of hammering on the anvil, and armor may not be worn while it is being repaired.

Herbalist
Using the herbs in the Apothecary, you may craft unlimited potions of "Raise Mostly Dead". Thankfully, the corpses brought to you are only mostly dead. So long as the potion is used immediately after creation, you may raise one corpse with it. These potions take 30 seconds to craft and lose their magical properties if removed from the apothecary.

Magician
You may cast one 1st circle pool spell as if you have it. If you are not already an Enchanted Being, this profession makes you one.

Mortician
As an unlimited effect, you can perform funeral rights upon any corpse. The ritual must be done sitting or kneeling within 2 feet of the corpse, contain at least 30 words, and the mortician cannot have any weapons in hand. When complete, the player of the corpse must accept a Protect the Soul effect that ends as soon as the corpse is raised. This protection can be disenchanted as per the spell.

Myrmidon
As a professional soldier, you can jury-rig your own armor back to a semi-usable state. Taking 30 seconds to repair one section (as per Repair Armor), it can be restored to one-point status. You may not repair armor up to full two-point status this way. You may do this unlimited times.

Pirate Wealth Reallocation Specialist
You may full search bodies in 60 seconds, rather than the usual 120 seconds. Every time you search someone, you count as a new person.

Preacher
While preaching your word at the city common or tavern, you may cast unlimited Cure Diseases, as per the spell.

Saw-Bones
By tying a 3 foot length of bandage around an injured limb, the recipient may act as if a Heal Limb spell has just been cast on that limb. The bandage must remain on until an actual Heal Limb spell is cast on the injured limb. Prematurely removing the bandage re-injures the limb. Each limb may only have one bandage at a time.

Scalawag
You may use the spell Deep Pockets as if you have it. (You need the stuff for the spell, too -- you shouldn't be calling yourself this if you don't have the equipment)

Smooth Talker
You may use the spell Pas as if you have it.

Strongman
You may make one swing of Armor Piercing, hit or miss, per hour. This is subject to the Combat Calls Caveat.

Woodsman
You may use the spell Speak as if you have it.




Limited Professions

Career Adventurer
This Trapping grants no additional power, as it represents that you have been busy, accomplishing something specific you put your mind to.
You MUST choose this option if you made use of the Story Shards rules to take an action between the last event where Trappings were offered and now.
If you qualify for a Trapping which allows you to take a second power, and you used a Story Shard, you may take that  Trapping as long as the second power is this one.

Knight
Knights of the following orders may claim their traditional knightly power (if you would like your knighthood to be on this list, please contact us at ruatharcinn, at googlegroups.com , and we can discuss your power. As it effectively gives members of your order access to a new Trapping of Civilization, this must always be carefully considered).
  • Avatars of Chimeron
  • Knights of Blackwood
  • Knights of the Blue Rose
  • Knights of Chaos (until a marshal tells you to stop)
  • Knights of the Crown
  • Knights of Dragonsbane/Creathorne
  • Knights of Eagle's Rook
  • Knights of Garm
  • Knights of the Red Branch
  • Knights of the Sable Dragon
  • Magi of the Realms
Knight of the Eternal Flame / Knight of the Realms
If you are a Knight of the Eternal Flame or Knight of the Realms, you receive both of the following powers:
  • Your traditional knightly power
  • The power from one other job for which you qualify
Queen of Hearts Champion / Blue Rose Blademaster / Best of the Best / Order of the List
If you won one of the above, you may use the spell Resist Death as if you know the spell - 3 CASTINGS ONLY

Queen of Hearts Champion Mage
You may use the spell Resist magic as if you know the spell - 3 CASTINGS ONLY.  This may stack with the actual spell Resist Magic if you know it, but not if it is granted from a magic item.




Queen of Hearts Ace
A Queen of Hearts Ace winner may cast a particular spell according to their Suit, using their Ace Chip as a Material Component for the spell.
  • Spades: May cast Armor Piercing on the weapon of any other Ace, target should return MC to caster after using the swing
  • Hearts: May cast Seed of Life on any other Ace, target should return MC to caster once alive
  • Clubs: May cast Enchant Armor on any other Ace
  • Diamonds: May cast Protect the Soul on any other Ace

Servants Guilder
If you are a sash-carrying member of the Servant's Guild, then whenever you wear your white sash, any food or drink you serve is incapable of transmitting poison or disease.

If you are serving at a feast or other event with a designated staff member in charge of food, then be certain to check in with them. Normally, this will allow you to take the power of another Trapping alongside this one, as a thank you for serving at the event.

Void Spinner
If you have Void Corruption, you may take this Trapping. It represents the ability to use faster, more combat-relevant Void effects. You may have to learn how to use these powers.

Keeper of the Void
If you do not have any Void Corruption and are a Keeper of the Void, you may take this Trapping. It represents the ability to use faster, more combat-relevant Void effects. You may have to learn how to use these powers.