Lores and knowledges represent a character’s learning in certain areas. Possessing a rank in one of these skills means that a character has made an effort to acquire knowledge that can be practically applied. This section covers a wide variety of skills, the majority of which are not instantaneous and require time to apply, for example track lore does not tell you immediately which way to go, but grants you the skills to examine the terrain, find evidence and make a decision. The majority of these skills have an element of ref discretion, and it will always be to a character’s advantage to roleplay use of these skills thoroughly, including providing relevant phys-reps
Allows a character to treat a wound using simple bandages, to aid the body’s own healing process. As the bandages are neither magical or herbal, this skill can be used to heal any character race including sebythe and alians.
However, a location may only be healed by this method once in a 24 hour period. Characters who use this skill must phys-rep bandages or similar dressings. To successfully bind a location and heal it the location must be wrapped by a Bandage and secured with a knot, if the location is the Core then the bandage must go at least once around the torso or twice around the head, if it is a limb then the bandage must be wrapped twice around the location, additional role-play is encouraged. If person being bandaged receives damage during the bandaging process, you must restart the process as they have sustained more damage.
You can call Stabilise on a target on their Death Count, as long as you are touching the target their Death Count is paused, this can only be done if the target has not already been stabilised in that Death Count. After 30 seconds you can call Diagnose on the same target to identify any poisons, diseases or bodily ailments on the target. When you Stabilise a target you must begin a Stabilise Count, if this exceeds five minutes then the target suffers an endurance rank drain. Every minute the stabilise continues after this, the target shall suffer another endurance rank drain until they die at 0 endurance.
You can bind a location with bandages to heal the location by half it's maximum hits.
You can bind a location with bandages to heal the location to it's maximum hits.
You can fix a location that has been severed.
Allows a character to identify and collect herbs and plants, predominantly for the production of healing potions. Herb lore allows the making of three basic types of potion:
All Heal potions provide points of herbal healing to all body locations and take a few seconds to take effect. They bring all locations to full hits, unless a location has been severed.
Antidotes neutralise poisons and toxins in the body and take a few seconds to produce a strong purgative effect.
Clotting should be drunk in advance to extend a character's death count by five minutes. they do this by clotting any bleeding wounds, this lasts until midnight. Two clotting potions cannot stack together, the greater effect is taken.
Ranks in this skill dictate the amount and type of potions that a herbalist can make, based on the level of their knowledge. You must chose the amount of specific potions you are making with your available slots prior to starting play.
All potions can be stored in solid or liquid form and must be phys-repped. The following strengths and types of potion can be produced at each rank:
You can start the session with 2 potions of your choice of:
All Heal potions (heal all locations to full hits unless severed)
Clotting potions (extend death count by 5 minute until midnight)
You can start the session with 4 potions.
You can start the session with 6 potions.
You can start the session with 8 potions and unlock the ability to make:
Antidotes (makes you immune to the next poison to affect you in the next 1 hour or negates a poison currently in your system)
This skill represents the ability to speak, read and write. This skill has no ranks. At base a character will be fluent in the common tongue (represented by English) and, if they so choose, one other language.
It can be bought multiple times for other languages. When speaking another language hold two fingers up in the air and start the phrase/speech with ‘in x……’ to allow other to know that you are not speaking common. The main languages are:
Common (default)
Elven - Spoken mainly in Aragon, Alreath, Alendria and the Elven Forest
Dwarvish - Spoken mainly in Drokathen
Arabian - Spoken mainly in Arabi
C'tuman - Spoken mainly in C'tuma
Nipponese - Spoken mainly in Nippon
Ratkin - Spoken everywhere
Paravallian - Spoken mainly in Paravel
Frisian - Spoken mainly in Frisia
High Elven (dead language)
Natchwerten (dead language)
Old Dwarvish (dead language)
K’chonese (dead Language)
Ancient Paravellian (dead language)
This list is not exhaustive.
Allows a character to identify the presence and class of magic in items, creatures, people and the surrounding area. Only magic held in an item or area or active as spells can be sensed, not the magical class of a character. It is not necessary to possess any magic classes in order to learn this skill.
Ranks in this skill dictate the level of accuracy and information that may be obtained by the character and the distance from which this must be done. The following can be determined at each rank:
A character can
Detect the presence of magic on an item, creature, place or person by touch
A character can
Detect the presence of magic on an item, creature, place or person at 30 feet
Determine the class of magic and the number of active spells on an item, creature, place or person by touch
A character can
Determine the class of magic and the number of spells on an item, creature, place or person at 30 feet
Determine the exact spells used on an item, or currently active on a creature, place or person and other magical properties after 30 seconds of study on touch.
A character can
Determine the class of magic and the number of spells on an item, creature, place or person at 30 feet
Determine the exact spells used on an item, or currently active on a creature, place or person and other magical properties after 30 seconds of study at 30 feet.
Allows a character to make and identify poisons and also their antidotes. A character starts a session with a given amount of poison which are set by the amount of slots they have and their choice of poisons, typically more effective poisons take more slots. In addition you can chose to add modifiers to your poisons at the cost of additional slots. Poisons come in four main forms:
Ingested - Poison swallowed by target.
Blade Venoms - +1 slot- Applied to a blade before a blow, the venom acts almost instantly once the blow has been delivered. The venom does not last pass the first blow, and will rub off with time or if the weapon is replaced in a scabbard.
Contact - +2 slots- Must be applied to bare flesh.
Gaseous - +3 slots- Will affect everyone within 10ft when opened, including the person who opened it.
Characters with poison lore can make:
Antidotes- 1 slot - Makes you immune to the next poison to affect you in the next 1 hour or negates a poison currently in your system.
Sleep - 1 slot - Makes those affected who fail the save fall asleep for 15 minutes, can be roused awake in 2 minutes, will wake immediately upon taking damage.
Paralysis - 2 slots- Makes those affected who fail the save paralysed for 1 minute.
Fatal - 3 Slots - Makes those affected who fail the save drop to zero on all their locations. This poison must be cleared from the targets system before it can be healed.
At each rank you have the following slots:
You start the session with 3 slots
You start the session with 6 slots
You start the session with 9 slots
You start the session with 12 slots
All poisons should be phys-repped as should equipment for dealing with them, such as gloves or clothes. Accidents are not uncommon.
This skill allows a character to create scrolls in which spells can be stored for later use. A spell cast into a scroll keeps the spell points necessary for the level cast and are released upon such a time. As such, the caster loses those spell points until they are released by the scroll. A scroll costs a certain number of spell points cast by the maker these are regained at the magic rush, after they are made a spell can be placed into the scroll at any point by any spellcaster, these are not regained at magic rush. There are caveats on spells put into scrolls scrolls: Spells with variable effects must have the effect chosen and stated when placed on the scroll. A scroll lasts a week.
You can craft 4 scrolls a week.
This skill allows a character to; open locks; operate simple mechanisms; and build and disarm traps at a rate determined by the refs. More complex mechanisms will take longer to deal with.
It also allows a character to create small, immediately deployable traps that they may keep on their person. The number and effect of these is based on the number of ranks a character has in this skill.
You start the session with 3 slots
You start the session with 6 slots
You start the session with 9 slots
You start the session with 12 slots
The four basic traps are:
Snare – 1 Slot – This causes the target to take a strikedown.
Light – 2 Slots – This causes the target to be blinded for 5 seconds.
Entangle – 3 Slots – This causes the target to be wrapped in bindings from which they must spend 10 seconds cutting themselves free.
Shatter Leg – 4 Slots – This causes the target leg to take a loc-zero, rendering it useless.
To use these traps a player must phys-rep them by writing the trap name on a piece of paper prior to the session. When utilising a trap the appropriate call is ‘By My Skill [trap effect]’ which should be announced while you rip the paper to signify its use. They must be used in near range.
Characters are also encouraged to phys-rep any equipment they may think necessary to use this skill, e.g. reels of ‘trip wire’, thieves tools, lockpicks or similar.
This skill allows a character to perceive, identify, cover and follow tracks in different environments. It also gives them some knowledge of what dangers they might find in the area using appropriate roleplay. This skill comes in four ranks.
A character can see, identify, cover and follow tracks. And a player may, once per adventure, ask the referee whether the next encounter is likely to involve combat. Answers come in four forms: Very Unlikely, Unlikely, Likely and Very Likely.
Adds a secondary use of the rank 1 skill per adventure.
A player may, at the beginning of an adventure, ask the referee to disclose approximately how many encounters they are likely to face on the adventure.
A player may, once per adventure, ask the referee what kind of enemy they are likely to be facing in the next encounter. Answers will be given in the form of generic monster types e.g fire elementals, lesser undead, bandits, etc.
If, for any reason, the ref is unable to answer these questions the use is not expended.
This skill gives the player a number of favours that they can cash in each session. It is understood that these favours have been granted by them working/doing favours/socialising or in some other way interacting with the world in the time between sessions. This can be flavoured however the player likes. This skill also encompasses the player’s knowledge of an item’s value and their ability to replicate documents and other things.
The number of favour points is determined by the player’s rank in the skill.
1 favour points + the ability to know an item’s worth to within 10% of its value.
+2 favour points ( 3 total )
+3 favour points ( 6 total ) + the ability to produce forged copies of written document, paintings, banknotes and furniture.
+4 favour points ( 10 total )
Favours should be picked prior to the session from the table below.
Unless otherwise specified, these favours last for one session only.
(scroll down on table for more)
Allows a character knowledge of the woodlands. Ranks in this skill dictate the ability the character has to survive in woods and forests. A character has the following knowledge at the following rank
A character can
Survive in a natural environment with no additional tools
Brew alcohol from roots and berries
Use their senses to tell whether anything is wrong in the surrounding area
Starts the session with 5 doses of Herbal Healing Balm, which can be rubbed into a wound to heal 1 point.
A character can
Make herbal hallucinogens
Calm natural creatures and stop them from attacking, and communicate on a basic level with them
Starts the session with 10 doses of Herbal Healing Balm, which can be rubbed into a wound to heal 1 point.
A character can
Gain portents and signs of future events (ref discretion). This can be done using any appropriate roleplay of divination, e.g hallucinogens, meditation, tarot cards, mirrors, tea leaves, runes, bones, etc. It takes 5 minutes of appropriate roleplay to gain these visions, please speak to a referee before beginning the 5 minutes. If the character is interrupted by combat, the timer resets.
Starts the session with 15 doses of Herbal Healing Balm, which can be rubbed into a wound to heal 1 point.
A character can
You start the session with 3 null potions that allow the drinker to be immune to all directly targeted magical effects for an hour. . It should be noted that whilst effective against mortal magic, there may be occasions when null potions may be occasionally overpowered by deific or other-worldly magic.
Starts the session with 20 doses of Herbal Healing Balm, which can be rubbed into a wound to heal 1 point.