EmpathMimic – Timed Skill/Special per Skill mimicked
With this skill the character may mimic any first level Discipline or Basic Path. It takes 5 minutes to receive the skill, but the skill lasts until the character begins to mimic a different skill or the end of the event.
Sense Magic – Charged Skill
The character can sense magic by studying an object, person, or area for an uninterrupted 15 second count. This does not provide any detailed description of the magic, only that magic is present.
Concentrate Magic – Reload Skill
Characters may gather and release a wave of magical energies from their body causing damage to those around them. To use this skill the character calls “2 Magic Lash." This attack affects everyone within a five-foot radius of the character but does not affect the caster. This skill has a five second reload.
Essence Bolt – Essence Skill, Reload Skill
The Empath can spend one Essence Point to throw a packet and call "5 Magic." If a character has this skill twice the damage is increased to "8 Magic.” This skill has a 10 second reload.
Essence Transfer – Charged Skill
Characters can drain 1 Essence Point from a target, even themselves, and give another target one Essence Point in return, up to the character’s maximum Essence Point total. This ability takes an uninterrupted 15 second count to activate and the character must be touching both targets. Any time the character takes damage or moves, he/she is considered interrupted and must make the 15 second count again. Once a player hits zero Essence, they can no longer be drained.
Healer
First Aid – Charged Skill
With the First Aid skill, the character may heal the target for up to 3 Life Points. The First Aid skill can only be used on a target that is in Critical Life (Below 0 life points) and can never be used to raise the target's Life Point total beyond 0. First Aid takes 60 Seconds to perform during which time the target stops bleeding to death. If at the end of the 60 Seconds the target is still in Critical Life, they continue their count to bleed to death where they left off. See page 113 for more information about bleeding to death.
In addition to the First Aid skill, the character is also granted the Assess skill. The Assess skill allows the character to assess certain conditions of a patient. The character simply touches a target and says "Assess: What is your condition?" This question is considered an out of game question and must be answered truthfully by the target. The target must inform the healer if they are currently Poisoned, Diseased, unconscious, or Dead. If currently bleeding out, the target must also inform the healer of the bleed out time remaining before perishing, as well as their negative life point total.
First Aid can also be used to speed up the natural healing process. By spending five minutes with a target, the time it takes them to naturally heal is cut in half. If the target takes any damage during the natural healing time, the effect of First Aid is lost and they must naturally heal at the standard rate. See page 113 for more information about Natural Healing.
Healing – Charged Skill
This skill may only be used on targets that have greater than or equal to 0 (zero) life. A character may charge for 30 seconds to call 'Heal 2'. The character must 'touch' the target to deliver the 'Heal 2' and it may not be delivered through a weapon. This skill acts like a normal charged skill so the character must not move while charging, but may walk, talk, and run without disrupting the skill once it has been charged.
Extend Life – LP Skill, Reload Skill
This skill allows the healer to stabilize a target that is in negative life for as long as the healer maintains contact with the target. The use of this skill stops the bleed out time of the target. If the healer is disrupted, the bleed out time resumes. This skill has a ten second reload.
Cure Disease – Timed Skill
It takes an uninterrupted 5 minutes to cure a patient of a common disease, during which time the healer must be tending to the patient. Note that rare diseases may take additional components/steps to cure, based upon instructions from the GM staff.
Magus/Sage/Warrior/Defender/Guardian/Knight/Orc
Vigor – Passive skill
The Character gains +1 Maximum Life Point
Magus
Essence Increase – Passive Skill
The character gains +1 Maximum Essence Point.
Quicken Casting – Passive Skill
This skill allows the Magus to reduce the time it takes to cast spells and to reload spells to the minimum time within the group of spell they are trying to cast, as defined below:
Group A: 0-9 seconds
Group B: 10-59 seconds
Group C: 60-119 seconds
Group D: 120-299 seconds
Group E: >5 minutes
Note that some epic level spells cannot have their time reduced, in which case this will be written on the spell itself. If you have the Quicken Casting skill twice, you may reduce the time to cast to the minimum time within one level lower than the spell you are trying to cast. Note that spells may belong to two different groups, one for the cast time, and one for the reload time. In addition, if you are within 30 seconds of casting or reloading a spell when a game stop effect occurs, and that game stop effect does not interrupt your count, then you may immediately cast the spell during that same game stop. See the magic section on page 86 for more information.
Essence Blast – Essence Skill
The Magus may spend 1 Essence to throw a packet and call “2 Magic.”
Rogue
Spot – Charged Skill
This skill allows you to reduce the time it takes to find hidden items. It also reduces the time it takes to conduct basic searches to 30 seconds (see searching on page 101). Some items are visible only with the ‘Spot’ skill. Lastly this skill allows the character to conceal an item on his body, doubling the count it takes a person to conduct a basic search and successfully find the item. Using Spot to find a concealed item takes 60 Seconds.
Critical Strike – Charged Skill
This skill allows you to do increased damage when concentrating with a melee weapon or fist. It takes an uninterrupted 5 second count to use this skill. Once the count is made your next offensive damage call must be the critical strike. If they make another attack, or use another skill, the strike is wasted. Rogues can do 4 points of damage at this level, and simply calls ‘4’ when they strike.
Throw Dagger – Reload Skill
The Rogue can throw approved coreless daggers or packets simulating daggers and call “1 Vorpal.” If you have this skill twice, you can call “2 Vorpal.” This skill has a 10 second reload
Pick Locks – Timed Skill
This skill allows you to Pick Locks. All locks will have a tag explaining the pick time required.
Sage/Diplomat
Cultural Lore – Passive Skill
When taking this skill, the Diplomat chooses a race or society that they have studied and have become experts in. They can read and write the language of the group they choose. In addition, this skill may grant the Sage better relations with NPCs of the chosen group and give valuable information related to plots that involve the chosen group.
Sage
Basic research – Between Events
This ability allows you to research legends, lore, and other plot related items in between events. Only one thing can be researched at a time, there are no fixed time costs for research, and you are not guaranteed to learn anything.
Sage/Valkyn’Vi
Necropsy – Timed Skill
Given some time at a crime scene a character with Necropsy can discern details about what happened. By spending time observing the scene they may ask the GM information about the crime scene, details such as number of people involved, types of weapon used, approximate size of people are things that may be learned. The time needed is variable based upon GM discretion, but assume 10 minutes if no GM is present. This skill may also be used to cover up a crime scene and even incriminate someone else, by spending the same 10 Minutes you may plant evidence, or place false clues. (Multiple Necropsy Skills may work together to increase the effectiveness of this skill.)
Warrior/Dwarf
Determination – Passive Skill
This skill allows the character to stay conscious when they have fewer than one life point remaining (see Death and Dying on Page 113). Through this skill, the character can crawl, speak normally, drink potions; however, they cannot wield a weapon, use any skills, or defend against any killing blows. If the character has the “Determination” skill twice, then they may stop a Killing Blow while using Determination.
Warrior
Combat Reflexes – Passive Skill
Warriors know how to take blows and avoid them, thus making them tougher to defeat in battle. A character receives 2 points of Combat Reflexes from this skill (See Page 100).
Hold Ground – Special
When Hold Ground is initiated the character gains 10 Temporary Life Points, and all melee attacks delivered to the front side of the character that deal damage to the warrior's armor or life points are reduced to 1. This damage is taken off armor first even if the attack is "Vorpal" (See pg.83). In addition, Fear, Sleep, Poison, Disease, Knockout, and Press effects from the front do not affect the warrior; instead they take 1 point of damage, taken from armor first. The warrior also becomes immune to all taunts from the front. Attacks to the rear of the warrior affect the warrior normally. While Hold Ground is active, the warrior cannot use other charged or activated skills except for "Resist" skills such as "Resist Magic" or "Resist Poison" and Parry. While Holding Ground characters must keep one of their feet planted at all times--they may pivot but otherwise may not move from the spot where they initiated hold ground. At the end of Hold Ground, the character’s Life Point total is reduced to 0 (zero) Life Points or remains at its current total if it is less than 0 (zero) Life Points.
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Avyana
Escape Artist--LP Skill
By spending 1 Life Point, an Avyana may escape any single regular bond or limb restraining device such as shackles or handcuffs (like a magician slipping out of handcuffs). In addition they may spend an uninterrupted 5 minutes to escape from the Interrogator's Inescapable Bonds. Any character that has the Escape Artist skill more than one time may escape from regular bonds instantly by spending an uninterrupted 5 seconds OR spending 1 Life Point. Additionally, the character may spend 1 Life Point to instantly escape from the Interrogator's Inescapable Bonds.
Beastman/Beast Hunter
Wilderness Survival – Between Events/Passive
This skill allows for more rapid travel through the wilderness (1/2 time), the finding of food, and a lower chance of dangerous encounters in-between events. Players with this skill get 1 Food Resource and 1 Hide Resource at check-in.
Elf/Mage Hunter/Tribal Protector/Undead Slayer
Enchant Weapon – LP skill
The character can shroud their weapon in magic causing it to deal magical damage. To do this the character simply needs to spend 1 Life Point. The effect lasts until the weapon leaves their hand or for the duration of combat. During the duration of the skill the character must append “Magic” to any damage calls made with that weapon. For example: “1” becomes “1 Magic” and “1 Crush” becomes “1 Magic Crush”. Once the Life Point is spent to activate this skill it is considered a passive skill for its duration. Characters who invest in two disciplines with the Enchant Weapon skill may choose to use the skill as normal or may instead charge for 5 seconds without spending a Life Point.
Ga’Vin/Barbarian
Regenerate – Timed Skill
A character with this boon can regenerate three Life Points per one minute of rest. While resting, a character cannot be performing any strenuous activity such as combat or using skills. A character cannot regenerate while bound. However, the character may walk, talk, be healed by other players, refresh combat reflexes, and still regenerate. For every additional skill that grants ‘Regenerate’, the amount of life points healed is increased by three. (ie. 2 levels = 6 L.P. in 1 minute, 3 levels = 9 L.P. in 1 minute). This skill may not be used while a character is below zero life.
Guthrie
Resist Fear – LP skill
A Guthrie may spend 1 Life Point to ignore any call with the word “Fear” in it. Players who invest in the “Resist Fear” skill twice gain an Immunity to fear.
Tsunotaur/Brawler/Man at Arms/Pike Man
Press – LP skill
A Man at Arms can spend 1 Life Point to press offensively and defensively. See Press on page 115
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Archer/Hunter and Gatherer
Use Bow – Instant/Charged Skill
An Archer can use any kind of bow or crossbow with a damage call of “1 Vorpal.” Heavy crossbows do +1 damage, but it takes 15 seconds to cock. A player can choose to roleplay the 15-second count while actually cocking a crossbow or the count begins after the crossbow is loaded. In addition, an Archer can always make and repair arrows. It takes no time to create arrows and an Archer is always considered to have them as long as the player has the appropriate phys-reps (Bow & arrows/Crossbow & bolts). If an archer is out of arrow/bolt phys-reps, they are considered to be out of the item and they must retrieve more in-game.
Alternatively, a player may choose to simulate a bow or crossbow with spell packets. Unlike with an actual bow, the player must simulate a drawing time by making an uninterrupted 10 second count before each shot. The player may then throw the packet and call "1 Vorpal." While simulating a heavy crossbow with packets, the cock time is increased to 25 seconds from 15. While simulating a bow or crossbow with packets, players must still hold an appropriate bow or crossbow physical representation in their hand. Players who invest in the “Use Bow” skill twice increase their base damage to “2 Vorpal”. Base damage cannot be increased beyond this point.
Assassin
Disguise – Passive/Timed Skill while changing costumes
A character with the Disguise skill takes 1 hour to disguise themselves as a NON-SPECIFIC member of any race. Once they are fully disguised the character must report to NPC camp where they will be re-introduced into the game within a span of time determined by the GM's. While under the effects of this skill no one can recognize the character in disguise unless they examine the character with Spot for 2 Minutes. The character with Disguise must either be willing to be examined or unable to resist the examination. When the character with Disguise dies the disguise does not automatically end, but if the dead body is searched for 1 Minute (no skill required), or 30 seconds with the Spot skill, then the identity of the character is revealed.
Brewer
Consume Ingredient – Charged Skill
A Brewer can destroy/consume a resource tag (5 second charge) for a predefined effect. This effect can only be used on the Brewer him/herself. The effect is based upon the resource consumed or destroyed, as defined below:
● Food: Heal 1 Life Point ● Hide: Recover 2 Combat Reflex Points
● Cloth: Recover 1 Combat Reflex Point ● Steel: Repair 2 Armor Points
● Supplies: Repair 1 Armor Point ● Mystic: Restore 1 Essence Point
Bureaucrat/Captain/Chieftain/Commander/Merchant/Peasant Hero
Income – Between Events Skill
You gain 5 Silver at check-in.
Craftsman
Repair – Timed skill
The Craftsman can repair armor and Structure points. A Craftsman can repair 1 point of armor with a 30 second charge. Armor phys-reps do not need to be removed before repairing. A Craftsman can also repair damage done to Buildings and Doors, the better the Craftsman the more they can repair. A Craftsman can repair Structure points at a rate of 1 SP per 3 Minutes. If the structure they are attempting to repair is struck or damaged, the Craftsman is disrupted and must restart their count.
Dervish
Throw Dagger – Reload skill
The Dervish may throw a packet or coreless phys rep for "1 Vorpal." If you have Throw Dagger twice you may throw for “2 Vorpal.” This skill has a 10 second reload.
Druid/Scout
Scout – Timed skill
A character must spend time scouting the wilderness to gain information about a specific plot, or generic information about wilderness activity in the area. The amount of time is variable based on GM discretion, though assume 10 minutes if no GM is present. The character may also track PC's or NPC's with this skill but this takes considerably less time than normal Scouting, and the GM overseeing the scene will determine how long it takes to track something. When tracking PC's, if the GM's do not know where the PC's being tracked are, you will not receive any information. You may also use the Scout skill to cover your tracks, by spending the same 10 Minutes you can cover your tracks making it harder to be tracked, or to even lay false tracks if you have multiple levels of Scout available. (Multiple Scout Skills may work together to increase the effectiveness of this skill)
Eater of the Dead
Resist Disease – LP skill
The Eater of the Dead is used to consuming putrid things and has built up quite the immune system because of it. When affected by a Disease call, a character with this skill may spend 1 Life Point to resist the effect.
Grenadier
Throw weapons – Passive skill
The Grenadier may throw a legal Final Haven Safe coreless weapon for “1” damage. The Grenadier may also throw Spell Packets (See page 121) to simulate rocks for “1” damage.
Interrogator
Inescapable Bonds – Timed skill
The Interrogator can tie people up so well that they cannot escape their bonds without outside help. It takes 3 minutes to use this skill. The Interrogator must inform their target that he/she is bound with Inescapable Bonds.
Mage Hunter/Tribal Protector/Undead Slayer
Enchant Weapon – LP skill
The character can shroud their weapon in magic causing it to deal magical damage. To do this the character simply needs to spend 1 Life Point. The effect lasts until the weapon leaves their hand or for the duration of combat. During the duration of the skill the character must append “Magic” to any damage calls made with that weapon. For example: “1” becomes “1 Magic” and “1 Crush” becomes “1 Magic Crush”. Once the Life Point is spent to activate this skill it is considered a passive skill for its duration. Characters who invest in two disciplines with the Enchant Weapon skill may choose to use the skill as normal or may instead charge for 5 seconds without spending a Life Point.
Monk
Neck Chop – Charged Skill
The Monk may charge for 5 seconds to swing “1 Sleep”
Paladin
Triage – Charged skill
Paladins are adept at healing critical wounds. If you already have the First Aid skill, your time to perform First Aid is reduced to 30 seconds and heals 1 more point of damage. If you do not have the First Aid skill, you can heal critically wounded people 2 points if you make an uninterrupted count for 60 seconds. While performing Triage the target stops bleeding to death. If you do not heal enough damage at the end of your 60 seconds then you must inform the target that they are still bleeding to death and to resume counting where they left off. Note: Triage counts as First Aid. The target of Triage cannot be the target of any further Triage or First Aid skills until they are brought out of Critical Life. The next time they are reduced to Critical Life, First Aid or Triage may once again be used on them.
Samurai
Focused Strike – Essence Skill
The Samurai may spend 1 Essence Point to swing for “2 Magic.”
Seer
Visions – Passive Skill
The Seer gets random images, often with little immediate understanding of their significance. The seer gets 2 random hints at game on. These hints are given out of context and no hints may be given as to what they may mean.
Spy
Investigation – Between Events
Each event that you pick the same target with this skill, you will find out additional information about the target. You may choose to target either a Character, or a Holding. If a Character is chosen you decide if you are invading or defending his privacy. If invading you will find out how much money and resources he brings into game on the first invasion, the second will tell you if he has any Holdings and how many, plus what he produced last event. Each successive invasion of privacy will garner more information. If you
Swashbuckler
Taunt – Charged skill
The target must direct all actions towards the Swashbuckler until the target is struck by another character (Damage does not have to be dealt), the Swashbuckler dies, the Swashbuckler turns their back, or the Swashbuckler leaves the line of sight of the target. Taunt takes an uninterrupted 5 second count in order to use. To use this ability, the Swashbuckler must hit the target with a weapon or spell packet and call, “Taunt.” If the Swashbuckler also possesses the Mind Games skill, then he/she gains an Immunity to Taunt.