This module contains skills that can be mastered by any character. They are formulated in such a way as to open up additional possibilities for role interaction.
The organizers decide if this module will be used in the game. They may restrict its use to specific Skills.
Each player must know and follow the rules for the skills picked by them for their character.
The other rules on this page may be skipped.
If the player has not picked any Skills, they can completely skip this page and its subpages.
Before the game, each player may pick one or more Skills for their character. This choice does not limit them in making use of other modules, as long as they are available in the game.
Choosing a Skill allows the use of certain game actions or game objects.
If the player has not picked any skills, their character has no Skills.
Each picked Skill costs a permanent loss of part of the character's base Health which represents the pains and hardships overcame in the process of mastering the skill.
You are not allowed to pick Skills that would leave the character on less than 2 base Health.
Some Skills grant access to recipes or spells that can be acquired during gameplay.
Unless otherwise specified by the organizer, recipes and spells acquired in a previous game are retained by the same character for subsequent games under this system.
A new character who has played a similar role under other systems may start the game with 1 to 3 recipes or spells of their choice of the relevant Skill (must be confirmed with the game organizer).
-3 base Health
When the character reaches 0 Health, they can yell a battle cry and start ignoring Pain, and Injuries until they take 2 extra attacks or die of Agony.
While in Agony, cannot stop fighting while there is a living enemy nearby.
While in Agony, cannot use Skills unless the character is an Elf.
-1 base Health
By grappling the back of an opponent, the player can shout "Knock Out!" to cause a Knock Out effect.
Execution: while the opponent has their back to the player, place one hand on the opponent's shoulder and the other on their waist.
Can ignore a Knock Out effect caused by Grapple.
-2 base Health
A planted herb can only be collected by a character with this skill and only in the time interval indicated at the herb position in the planter.
Example: If it is currently 13:24 and the herb is placed under 1:00 and 2:00, the herb can be collected by a Herbalist character.
Herbs can be planted in a special basket with marked hours.
If there are free places in the basket, planting actions are performed and the herb is placed in the first free place to the left of the place that corresponds to the current time interval.
Example: If it is currently 13:24 and the time interval 12:00-1:00 is free, the herb can be planted there by a character with Herbalism.
Can create Herbal potions.
-2 base Health
Can learn Alchemy recipes and create alchemical potions.
Can create Herbal potions.
-1 base Health
By role playing healing for 2 min, stops Agony and after completing the treatment removes the effect.
If the Health of the treated character is 0, restores it to 1.
Does not restore additional Health when repeated, and doesn't heal limb Injuries.
The healer must treat the patient by role playing examination, disinfection, suturing, bandaging etc. using pre-prepared accessories.
-2 base Health
Can learn Medical recipes.
Can examine other characters and learn the Trauma effects they suffer from.
By role playing healing for 2 min, stops Agony and after completing the treatment removes the effect.
If the Health of the treated character is 0, restores it to 1.
Does not restore additional Health when repeated, and doesn't heal limb Injuries.
The healer must treat the patient by role playing examination, disinfection, suturing, bandaging etc. using pre-prepared accessories.
-1 base Health
Can manipulate items and objects marked with the Mystic дbject sign.
-2 base Health
Can learn Elemental spells.
The mage's staff is enchanted with fire and can be used as a Heavy weapon for 2 min.
The spell is casted with three gestures and by igniting the staff.
It is recommended that during that time the staff glows in red.
After the spell is over, the wizard is exhausted (Pain effect).
Freezes the target's leg with a touch and causes Impair.
The spell is casted with three gestures, touch with a hand or a staff and shouting the word "Impair".
Protects from the damage and effects of all projectiles (arrows, throwing blades, spells), which at the moment of saying the word fly to the mage.
The spell is casted with one gesture and shouting the word "Wind".
The mage is petrified for up to 2 min. During that time they are completely invulnerable and can see, hear and remember, but they cannot move any part of their body.
The spell is casted by reciting an incantation and freezing in place as a statue. That costs 1 Health.
At any moment he the mage can break the spell and get out of this state.
Let my body turn to stone,
let my blood turn to sand,
petrify me to the bone,
turn me now as I demand!
-2 base Health
Can learn White Magic spells.
The wizard's staff is enchanted with light and can be used as a Heavy weapon for 2 min.
The spell is casted with three gestures and by igniting the staff.
It is recommended that during that time the staff glows in red.
After the spell is over, the wizard is exhausted (Pain effect).
Restores all Health and removes Injuries, Pain and Agony.
The spell is casted by reciting an incantation, touching with hand or staff and shouting the word "Heal".
After casting the mage loses 2 Health and is exhausted (Pain effect).
Let the wounds now be mended,
let the pain soon be ended.
-2 base Health
Can learn Black Magic spells.
Raises as a Zombie a character who is already dead, but has not yet reached the place of revival. Zombies are obliged to serve the warlock for 2 min and after this time expires they Decay.
The spell is casted by reciting an incantation, touching with hand or staff and shouting the word "Zombie". Costs 1 Health.
Oh, malice of a restless ghost,
forever roaming on the earth,
I give you this unwilling host -
come serve me in your second birth!
Destroys any Zombie (owned or not) to take back the life force invested in it.
Triggered by touching a Zombie with hand or staff and shouting the word "Decay".
Decay releases the warlock from Agony and restores 1 Health.
Restores all lost Health and heals all injuries to the warlock.
The spell is casted by reciting an incantation and triggering Decay.
I summon death to this flesh here
for ruin and decay,
and once the spirit disappears,
its life I'll take away.
-1 base Health
Can use and repair mechanical devices.
You can unlock a Lock by tinkering it for 2 min using proper tools and accessories.
Once unlocked, the symbol may be removed from the lock, thus allowing the lid or door to be opened by anyone.
-2 base Health
Can learn Smithing recipes (unavailable for the moment).
Can use and repair mechanical devices.
You can unlock a Lock by tinkering it for 2 min using proper tools and accessories.
Once unlocked, the symbol may be removed from the lock, thus allowing the lid or door to be opened by anyone.