Skills List

Combat

This section will list all the skills as a quick reference guide. Skills with no distinction between tiers will only be listed once. Skills that have progressive effects at each tier will be listed again in the next tier bracket. Class specials and Heritage abilities will be listed under their respective sections.

The number in parenthesis next to the skills represents the number of times you may purchase it at each tier, (0) represents unlimited.

Tier 1: (5 xp)

(5) Weapons of War: This skill builds a Legendary weapon, shield, or armor. A Legendary is renowned for one thing in particular. Each purchase builds on that one characteristic. (+2 Damage {weapons}, +2 Armor {shields or armor}, +5 HP {Armor})

(3) Sapp: A stealth attack that leaves the opponent stunned for 30 seconds. This skill stuns the opponent leaving them dazed on their feet for 30 seconds or until they are struck again by any effect. Call out “Sapp 30 second stun”. Prerequisite: Tier 1 Rogue, or Ranger

(5) Deadly: This skill grants 1 additional base damage for each purchase.

(1) Armor: This skill grants 5 additional armor capacity for each purchase.

(5) Finesse: This skill grants 2 additional base damage from behind for each purchase.

(5) Prepared Strike: This skill allows you to do double your base damage with 1 strike for each time you purchase this skill. You must roleplay preparing your strike for 3 seconds.

(5) Shield Bash: Shields are as much a weapon as for defense. By using this skill the warrior forces an opponent back two steps. Call out “Shield Bash” and the opponent you’re fighting must either take the two steps back or use a suitable defense such as their own Shield Bash or Defend. DO NOT ACTUALLY HIT THE OPPONENT! Prerequisite: Tier 1 Warrior

(5) Precision: This skill grants 2 additional base damage with any ranged weapon.

(5) Multi-shot: This skill grants the archer the ability to “shoot” 3 arrows at one time at your base damage. Specialty arrows may be used only if all the arrows are the same. Call out “Multi-Shot {( Specialty) (Damage #)} Prerequisite: Tier 1 Ranger

(5) Lay Trap: Twice per day this skill allows for the removal of sophisticated traps without physically disarming them. When disarming a trap you must approach the trap and call out “disarming trap” before the trap is set off and then trip the trap within 5 seconds. If it is not actually a trap this skill is still used. When arming traps they must be physically set up and prepared to give a clear signal that they have been tripped. A sound or other “notice” must be apparent to the persons affected by the trap. Prerequisite: Tier 1 Rogue, or Ranger

Specials: These abilities may be purchased once for tier 1, twice for tier 2, and thrice for tier 3 for a total of 6 uses per day.
Prerequisite: When a prerequisite is listed with a skill you must purchase the stated skill an amount of time equal to the number shown in parenthesis and then you may proceed to the desired skill. eg:

Taunt: Twice per day enrage one target to attack only you for 30 seconds. Call out “taunt”.

Prerequisite: (1) Deadly = T1, (6) Deadly = T2, (11) Deadly = T3

Here you must buy the deadly skill 1 time and then you may purchase the tier 1 Taunt skill. Once you have purchased the Deadly skill once at tier 2 (6 total times) you may purchase Taunt at tier 2. Similarly, you may purchase your tier 3 taunts once you have purchased Deadly once at tier 3 (11 total times).

Parry: Once per day you may nullify damage from a physical source such as weapons from one attacker. The Protector must be within weapons range of the subject being targeted by the attack or the attacker and call out “Parry”.
Prerequisite: Tier 1 warrior

At each tier, the type of attack that can be defended is broadened to include alchemical attacks at tier 2 and magical attacks at tier 3. You must purchase one tier 1 to get your first tier 2 and two tier 2 to get your first tier 3.

Once a tier 2 defend is purchased the Protector may defend both physical and alchemical attacks for each defend possessed. Likewise, once a tier 3 defend is purchased the Protector may defend physical, alchemical, and magical attacks for each defend possessed.

Taunt: Twice per day enrage one target to attack only you for 30 seconds. Call out “taunt”. Prerequisite: Tier 1 Warrior

Prerequisite: (1) Deadly = T1, (6) Deadly = T2, (11) Deadly = T3

The Protector must point out the subject of the taunt with a weapon or by other means. This ability will have no effect if the target of your taunt is unable to reach you. (I.E. you’re behind a shield wall or across a river) The target of your taunt may also choose not to engage at all but may not attack anyone but you for the 30 seconds of this effect. The effect begins when the subject of the taunt becomes aware of the taunt which must be roleplayed IN GAME!

If more than one taunt is active on the same target during the 30 second period the target will chase the last taunt.

“Your mother is a heathen of such repugnance that even Hades bars her crossing the river Stix!”

The “Taunt” statement initiates the Taunt and must be stated with emphasis. Any offense may precede the Taunt phrase and you are encouraged to be inventive.

Tier 2: (15 xp)

(5) Hamstring: The warrior damages the opponent’s leg preventing them from running. Call out “Hamstring” and strike the opponent on the leg, they cannot run for 30 seconds or until healed.
Prerequisite: Tier 1 Warrior, Rogue, or Ranger

Tier 3: (30 xp)

(5) Stun: A ferocious attack that leaves the opponent stunned for 30 seconds. Call out “Stun”. This skill stuns the opponent leaving them dazed on their feet for 30 seconds or until they are struck again by any effect.

Prerequisite: Tier 1 Warrior, Rogue, or Ranger

Utility

This section will list all the skills as a quick reference guide. Skills with no distinction between tiers will only be listed once. Skills that have progressive effects at each tier will be listed again in the next tier bracket. Class specials and Heritage abilities will be listed under their respective sections.

Tier 1:

(5) Rugged: This skill grants 5 additional base HP for each purchase.

(3) Dodge: This skill allows you to evade any incoming effect as though the effect had not landed. Weapon strikes, spells, and alchemy can be countered by this ability. Call out “Dodge”. Prerequisite: Tier 1 Rogue, or Ranger

(3) Dirty Tricks: This skill emulates the spell Greed. Each purchase allows you to cast this spell as an innate ability once per day. Prerequisite: Tier 1 Rogue, or Ranger

(5) Stealth: This skill grants increased ability to hide your trail for each purchase. Each purchase grants greater ability instead of more uses and improves greatly at each tier.

(5) Tracking: This skill grants the ability to track the paths of animals. Each purchase grants greater ability instead of more uses and improves greatly at each tier.

Tier 2:

(5) Stealth: At Tier 2 you are able to create false trails to throw off trackers.

(5) Tracking: At Tier 2 you can track animals and people.

Tier 3:

(5) Stealth: At Tier 3 you can conceal the trails of a group of up to five people.

(5) Tracking: At Tier 3 you can track animals, people, and magical creatures.

Magical

This section will list all the skills as a quick reference guide. Skills with no distinction between tiers will only be listed once. Skills that have progressive effects at each tier will be listed again in the next tier bracket. Class specials and Heritage abilities will be listed under their respective sections.

Tier 1:

(5) Mana: This skill raises your maximum mana by 10 for each purchase.

(5) Spellcraft: This skill raises your maximum mana by 10 for each purchase. At tier 1 this skill allows the use of tier 1 spells. You may copy spells into your spell book of the tier you are able to cast. you must purchase this skill five times at each tier before advancing to the next. You may cast any spell you have access to (spell stored / spell book) once you have the first purchase in that tier, subsequent purchases grant additional mana as stated above.

(5) Siphon: All living things have at least some mana and many other things may store it. This ability allows you to transfer an amount of mana up to your maximum mana pool from one place to another. You may transfer between any willing subjects with 30 seconds of concentration once per day for each purchase of this ability. Other players possess 10 mana even if they don’t know how to use it. You may never have more mana than your maximum mana point total. Prerequisite: Tier 1 Magi

Specials

Performance Bonus: Renew 1 skill or 10 mana (recipients choice) to audience members by performing for an audience of at least 3. The performance must last 3 minutes, audience size of 3 or more must be maintained. The performer and audience members must be out of combat. The performer conducting the performance may not regain skills or mana from their own show but may benefit from those of others. In the event that multiple performers are working together, they will gain the benefits created by the other performers. Continuous shows with multiple performers using this ability lasting more than 3 minutes will bestow this benefit every 3 minutes to all audience members and performers. This assumes that the performers are using the bonus to refresh their own Performance Bonus to continue the effect. Performers do not count as audience members while also performing. The show must be presented to an audience.