

Novice Skills
~Novice Skills~
Novice Skills are the skills we developed back in the days of our youth. Maybe it was something your parents taught you, Read/Write Skills, Pick Pockets, Basic Herbalism and so on. Maybe your Novice Skill is just a part of your Characters natural talents or aptitudes. For example ~ Duke SighWalker's always had a good arm for throwing things! As a child he used to hit Womp Rats every time, on his very first try! Duke SighWalkers Novice Skill would then be Throwing Weapons. Or, some Novice Skills are simply best described as "the Character was just born that way", examples of these are Dim Witted, Thick Skulled, Incorruptible etc.
Choose well!
Click on the bold, underlined letters to jump to that spot.
BBB~ Basic Alchemy, Basic Herbalism, Basic Traps, Blind Fighting, Bloodlust,
CCC ~ Chant, Circle of Power, Clan Nature,
DDD ~ Dim Witted, Disarm Basic Traps, Druid Song,
EEE ~ went thata way! And 'e took all dem other E's with 'im!
FFF ~ First Aid, Forced March,
GGG ~ whiz! The G's are missing too!
HHH ~ Holy Symbol,
III ~ Incorruptible, Inner Bells,
JJJ, KKK, LLL ~ All these good hearted letters left to join a search party to look for the E's and G's.
MMM ~ Meditate Prayers, Meditate Psionics, Meditate Spells, Mentor,
NNN, OOO ~ sorry, no N's or O's here. We are all out.
PPP ~ Paralyzing Strike, Pick Pockets, Premonition, Pressure Point Knock Out,
QQQ ~ Is too busy starting a support group for underprivileged letters, to be included here.
RRR ~ Rally, Read/Write Common (Mortal Speech), Read/Write Dwarven (Mortal Speech), Read/Write Elven (Mortal Speech), Read/Write Goblin (Mortal Speech), Read/Write Halfling (Mortal Speech),
Read/Write Ogre (Mortal Speech), Read/Write Orc (Mortal Speech), Repair Armour, Resist Poison,
SSS ~ Scent, Sharp Eye, Sneak, Strong Arm Tactics, Strong Blood, Surefooted,
TTT ~ Thick Skulled, Thrill of the Hunt, Tongues of Truth,
UUU ~ Unclean,
VVV, WWW, XXX, YYY & ZZZ ~ are gone to register early for Q's help group.
Armour Skills ~ Small Shield, Light Armour, Medium Armour,
Weapon Skills~ Short Swords, Long Swords, Ball and Chain, One Handed Axe, Staves,
Ranged Weapons ~ Throwing Weapons, Short Bow,
If the Character is a Wizard Novice then, instead of choosing an above option, they may choose 1 spell from the appropriate Master Spell List.
Hopeful Alchemists, Arcanists, Battle Mages and Enchanters will choose from the Master Spell List.
Potential Psionicists from the Master Psionic List.
Future Summoners from the Master Circle List.
Aspiring Rune Masters will choose from the Master Rune List.
All Spell / Psionic / Circle / Rune choices from all Wizard Novices must have an XC cost of 150 or less.
If the Character is a Cleric Novice then, instead of choosing an above option, they may choose 1 spell from the appropriate Master Prayer List.
Hopeful Bishops, Exorcists and Pontiffs will choose from the Master Clerical Prayer List.
Potential Druids, Shamans and Witch Doctors from the Master Nature Prayer List.
Witches to be will choose from either the Clerical Prayer list if they worship an Angel, Nature Prayer list if they worship a Devil or Warlock Prayers list if they worship an Element.
Future Warlocks will choose from the Master Warlock Prayers List of the element that coincides with their choice of Guild that they wish to hold faith in ( if the Player will become an Air Warlock the choice will be made from the Air Prayers List ).
All Prayer choices from all Cleric Novices must have an XC cost of 150 or less.
A Definition of Skills and Magic
In The Mixed Medieval Arts we have three main ways of producing certain actions, or Effects, upon the people or situations around us. Those are Skills, Faith based Magic, and Mana based Magic.
Skills are Actions and techniques that the Character has learned, practiced and which produce an in game Effect. Skill uses are typically limited to how many times per day that particular Skill may be used/utilised.
Faith based Magic would be any Effect that originates from a Cleric, Nature or Warlock Prayer. All 3 of these are fueled by Faith, through a Prayer Cycle.
Mana based Magic would be any Effect that originates from any Spell, Psionic, Circle or Rune. All 4 of these are fueled by Mana through a Mana Pool, or through a Spell Cycle or Psionic Cycle.
Instant vs Lingering Skills or Magic
All Skills and Magic, regardless of it's source, are either~
Instant
If you are the Casting Character of the Skill or Magic -
Instant Skills or Magic are when the results, or the Effects, of the Skill or Magic happens immediately, and DOES NOT leave any lasting Effects upon the casting Character.
An example of this would be FireBall, where after it is made and thrown, the Casting Character has no further beneficial or negative Effects.
If you are the Target Player of the Skill or Magic -
Instant Skills or Magic cast upon you will leave no lingering Effect, rather only an immediate result.
An example of this would be Healing Magic cast upon you where your Hit Points get a one time 'boost' but no further Effect.
Lingering
If you are the Casting Character of the Skill or Magic -
Lingering Skills or Magic are when the results, or the Effects, of the Skill or Magic happens over a period of time, and DOES leave lasting Effects upon the casting Character.
An example of this would be "Fly", where after it is cast, the Casting Character has a declared length of time to enjoy the Effects.
If you are the Target Player of the Skill or Magic -
Lingering Skills or Magic cast upon you will have a declared Time Call that will leave a lasting Effect.
An example of this would be Invisibility cast upon you, where you disappear from sight for a declared length of time.
At any one time, no Character may be under the BENEFICIAL Lingering Effects of more than ONE Mana based, ONE Prayer based and ONE Skill based source.
Durations
Each Skill will clearly state it's individual duration time. Durations means how long an active Skill may be used for,
if not canceled first.
Example~
A Character wants to use one of their daily uses of Hide in Shadows (this is the 'Cast'). It is a Level 2 Skill, and has a duration of 6 minutes (this is the Duration). They hunker down in a shady spot, with an closed fist held above their head and arm bent at 90 degrees (this is the Game Mechanic). Then, 3 minutes into the duration, they decide that they need to be seen, and so they drop the arm and hand signaling Hidden.
The Skill is now cancelled.
Despite the fact that the Skill could have lasted for 3 more minutes, it's use is now over, it's use is done, and another use of Hide in Shadows must be employed.
In short ~
The Skill determines the Game Mechanic, if that Game Mechanic then lingers, when the Game Mechanic is dropped/lowered, the Skill is instantly cancelled.
Novice Skill Descriptions
Apprentice
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must have a willing Target Player who knows the Skill Mentor and a Skill that the Character has yet to learn but wishes to acquire.
Character ( Apprentice ) and their Target Player ( Mentor ) both must report to the GateHouse together, on three separate days, to sign the Master Mentor List.
Effect
On the fourth day the Character may purchase, with XC, the Skill that has been written down in the List for three days at 10% cost reduction.
Character may only Apprentice one Skill at a time.
Details
Social communities are a constant treasure trove of knowledge. If one is persistent they may find someone, a professional or an old timer in the back of a tavern, that can help them learn any number of surprising things.
Level 2
Character may Apprentice two Skills, from the same or different mentors, at the same time.
Level 3
Character now receives a 20% cost reduction.
~~Note~~
If a Mentor and an Apprentice have different levels of of these two Skills, the lowest level of both of the Players will determine the cost reduction. Example - Mack the Mentor ( Mentor Level 3 ) and Apendy the Apprentice ( Apprentice Level 1 ) work together to teach Apendy the Skill True Strike. On the fourth day, Apendy may purchase the Skill with a 10% cost reduction.
~~~~~~~~
Basic Alchemy
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
~~NOTE~~
Alchemy is the mixing of chemistry and lore to produce magical results. An Alchemist does not study magic nor do they know how to enchant or to add specific incantations to anything. What they do know is an endless list of natural biological ingredients (for example the classic Shakespearean potion recipe of "Eye of Newt and Toe of Frog, Wing of Bat and Tongue of Dog" from MacBeth) and superstitions ( that the potion must be made under a certain light of the moon, or position of the sun, or alignment of the stars etc. ) that when all of it is strictly adhered to and then everything is placed into a boiling cauldron to render down into a stock, that stock can then be filtered and bottled, and is now a magical potion. Alchemists are not Wizards nor Clerics, they are masters of chemistry and duteous students of the supernatural.
With this in mind, all Alchemy Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual. Alchemy Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.
Alchemy DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols. They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Alchemist makes all the time.
In no way does any level of Alchemy grant the skill Read Magic Symbols, the Symbols that the Alchemist must draw correctly are a game necessity, and not inner character knowledge.
Character must follow all rules for the making of Wizard Spell Potions.
~~~~~~~~
Action
Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in White leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in Blue marker.
An Alchemist must make a Wizards Mark.
Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.
Character must announce "Basic Alchemy - Potion of ________"
Effect
The magical Potion has been created.
All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.
The Character can create 3 potions a day.
The level of the potion effects is equal to the level of Basic Potion of the creating Character.
All Potions expire at midnight the day they were created.
Level 1 Basic Potions are equal to the Level 1 Wizard Spell of the same name.
The types of Potions available are
Healing Touch
Peasants Death March
Tongues
Details
Almost like having a Wizard in your pocket, they may be heavy, but very, very handy.
Level 2
The Character can create 6 potions a day.
Level 2 Basic Potions are equal to the Level 2 Wizard Spell of the same name.
The types of Potions available are
Healing Hands
Scent the Wind
Tongues of Truth
Level 3
The Character can create 9 potions a day.
Level 3 Basic Potions are equal to the Level 3 Wizard Spell of the same name.
The types of Potions available are
Crashing Fists
Premonition
See the Hidden
Basic Herbalism
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
~~NOTE~~
Herbalism is the mixing of knowledge and faith to produce magical results. An Herbalist does not study magic nor do they know how to enchant or to add specific incantations to anything. What they do know is plants, and all their potential properties. The know what root/leaf/tree bark to grind into a powder, and then how to mix it with the oils of certain berries/flowers/plants, and then how to make that mixture into a drinkable "tea" that can be bottled into a potion. Herbalists are not Wizards nor Clerics, they are masters of plant lore and trusting students of Mother Nature.
With this in mind, all Herbalism Potions must still be made according to all the rules laid down for Potion making, and those rules can be found in the Potions/Scrolls section of this Master Manual. Herbalism Potions must include a proper Base Colour and all Symbols drawn in the correct manner and colour.
Herbalism DOES NOT give the character any knowledge what-so-ever of how to read or interpret any Magic Symbols. They would not be able to decipher any other Symbol Phrase from any other source even if the Symbol Phrase is identical to a Potion the Herbalist makes all the time.
In no way does any level of Herbalism grant the skill Read Magic Symbols, the Symbols that the Herbalist must draw correctly are a game necessity, and not inner character knowledge.
Herbalists must follow all rules for the making of Nature Prayer Potions.
~~~~~~~~
Action
Character must have an un-opened personal sized plastic water bottle.
Bottle must be wrapped in White leaving no more than a half inch exposed from the bottom of the bottle, and exposing no more than a half inch below neck of the bottle.
All appropriate Magic Symbols must be drawn in Green marker.
A Herbalist may make a Wizards Mark instead of a Holy Symbol should they choose.
Character must spend 5 minutes chanting, weaving, praying, and/or shaking or working with the potion bottle.
Character must announce "Basic Herbalism - Potion of ________"
Effect
The Clerical Potion has been created.
All potions have a 10 minute Magic Retention time after consumption to use the effects provided by the potion and then the benefits of the potion are lost.
The Character can create 3 potions a day.
The level of the potion effects is equal to the level of Basic Herbalism of the creating Character.
All Potions expire at midnight the day they were created.
Level 1 Basic Herbalism Potions are equal to the Level 1 Nature Prayer of the same name.
The types of Potions available are
Fearless
Healing Touch
Remove Poison
Details
The Herbalist is a master not only of plant lore, mineralogy and of methodical brewing techniques, but also of their faith in their Gods and mighty Nature herself.
Level 2
The Character can create 6 potions a day.
Level 2 Basic Herbalism Potions are equal to the Level 2 Nature Prayer of the same name.
The types of Potions available are
ShadowMeld
Healing Hands
Peasants Death March
Level 3
The Character can create 9 potions a day.
Level 3 Basic Herbalism Potions are equal to the Level 3 Nature Prayer of the same name.
The types of Potions available are
Sharp Eye
Mystic Might
Tongues of Truth
**Basic Herbalism Specialization~ The Elixers of Mym**
'In the northern Isles of the Baklore Hill Dwarf lands, their Queen is a Healer of great renown. So much so, that some of the most prized elixers and teas come from her hands only.'
The Character can create 12 potions a day.
Specialized Basic Herbalism Potions are equal to the Level 3 Nature Prayer of the same name.
The types of Potions available are
Bless
Create Holy Water
Mend Self
Basic Traps
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character may make and use Trip-Alarm and Trip-Snare.
Character may place no more than three traps in any 10 foot square area.
Effect
Refer to Traps section in the Weapons and Armour section.
Details
A secure camp at the end of the day is something most veterans look forward to. Cleverly set around your perimeter at night and these traps will give you ample warning of any danger approaching.
Level 2
Character may place no more than six traps in any 10 foot square area.
Level 3
Character may place no more than nine traps in any 10 foot square area.
Blind Fighting
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must come under the effect of any variation of 'Blind'.
Character must announce "Blind Fighting". No time limit must be given.
Effect
Character can fight as normal for the first 3 seconds, then must suffer effects of the Blind should they still linger.
Character can Blind Fight 3 times per day.
Details
If someone has enough time and money, they can hire a bunch of peasants and give them sticks and tell them to follow you into a pitch dark room to beat you senseless, until you learn to adapt. Some folks find this fun.
Level 2
Character can fight as normal for the first 6 seconds, then must suffer effects of the Blind should they still linger.
Character can Blind Fight 6 times per day.
Level 3
Character can fight as normal for the first 9 seconds, then must suffer effects of the Blind should they still linger.
Character can Blind Fight 9 times per day.
Blood Lust
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must kill two target players within 30 seconds of each other.
Effect
+1 Limb Hit Point to be assigned as Character wishes to any damaged limb.
Details
After the battle, the warrior raised his arms in victory of his skills, and in doing so, reset his dislocated arm.
Level 2
+2 Limb Hit Points
Level 3
+3 Limb Hit Points
Chant
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be touched by up to 1 willing Target Players and those players must stay in contact with the Character using Chant. A repetitive Chant from all participants must begin and last for 10 seconds.
Effect
Character can now take Slots from the Target Players available Spell or Psionic Cycles, or Mana from available Racial Mana or Mana Pool.
Chant does not grant any Spell/Psionic Cyle or Mana Pool.
Character may not fill a Cycle or Pool they do not have.
The amount taken can not exceed the recipients Cycle maximums.
A donated Spell Slot from a Target Player can give 1 Spell Slot to the Characters Spell Cycle, OR 15 Mana into Characters Mana Pool.
A donated Psionic Slot from a Target Player can give 1 Psionic Slot to the Characters Psi Cycle, OR 8 Mana into Characters Mana Pool.
Donated Racial Mana or Mana from a Mana Pool can go point for point into Characters Mana Pool.
15 Mana (Racial or Mana Pool) donated from a Target Player can return 1 Spell Slot to the Characters Spell Cycle.
8 Mana (Racial or Mana Pool) donated from a Target Player can return 1 Psionic Slot to the Characters Psi Cycle.
Chant may not replenish Racial Mana, it only recharges at midnight.
Chant may not be used to drain unwilling Target Players, just those who knowingly volunteer, and those that are Dead.
Chant can also be used for Character to donate Mana, Spell Slots or Psionic Slots into a Target Player following the voluntary rules as stated above. In this case the Character must be touching the Target Player that is to receive the Effects.
Character and Players must stay in contact and chant aloud a mantra or repetitive phrase in a rhythmic pattern for 10 seconds before effects begin. This Chant is extended by 10S, by everyone, for every Slot or 15 Mana returned.
Character can perform a Chant 3 times a day.
Details
Such a supercalifragilisticexpialidocious skill, wouldn't you say?
Level 2
Character can now be touched by up to 2 Target players and can receive Targets Players sacrificed Slots or Mana.
Character can perform a Chant 6 times a day.
Level 3
Character can now be touched by up to 3 Target players and can receive Targets Players sacrificed Slots or Mana.
Character can perform a Chant 9 times a day.
~~Note~~
If Chant is used to help create a Permanent Magical Item follow all rules as above and all rules for creating a Permanent Magic Item. The Slot(s)/Mana sacrificed is lost permanently, until replaced by XC re-purchase. The Mana sacrificed must be from a Player(s) that have a Mana supply other than their Racial Mana Base. The Racial Mana Base may not be used. The helping Slot/Mana providing character may donate up to half of the Enchantments requirements, the other half must come from the Character using the 'Enchant Item' Skill.
~~~~~~~~
Circle Of Power
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character may use an existing Circle of Power
- OR -
Character must lay out a rope circle of 5 feet across maximum.
Character must place four sticks longer than their forearm crossing over the rope (one in front, one to the right, one to the back and one to the left) and pointing from outside to in at the center of the circle.
Character must sit within the circle.
Effect
Characters Spell Cycle is restored at a rate of 1 per every 3 minutes spent sitting within the Circle.
Details
Wizards have all manners of ways to accomplish things. One of their most well known is the ability to make a circle to replenish themselves by drawing the natural magic of the land into the circles focus, the Caster them self!
Level 2
Characters Spell Cycle is restored at a rate of 1 per every 2 minutes spent sitting within the Circle.
Level 3
Characters Spell Cycle is restored at a rate of 1 per every 1 minute spent sitting within the Circle.
Clan Nature
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character and at least 2 or more other Players that also have Clan Nature and also agree to join together into one solid Clan, or Faction, must all wear matching symbols openly for all to see.
Effect
Characters are immune from all negative effects from any Skills, Spells, Prayers, Psionics, Circles, Runes or Abilities that would otherwise affect them that was originated by a member of their Clan.
All benefits of joining into Clan Nature with a Clan or Faction start only AFTER reporting to the Gate House.
Details
Strength in numbers is a standard saying around the realm. Of course, the bigger the numbers, the more the friendly fire. Scholars have proven that folk that are truly committed to each other or a have a shared emotional goal, have very little casualties reported from this so called friendly fire.
Level 2
Character may now join into 2 Clans or Factions if they should wish.
Level 3
Character may now join into 3 Clans or Factions if they should wish.
**Clan Nature Specialization~ Lavellan’s Gypsy Lore**
During his travels to Ghur Shondel to retrieve the Lady Myne and return her to Sunderwall, the Princess introduced Lavellan to many friendly Gypsy Caravans along the way. As they traveled along together, he witnessed how freely the Gypsies shared their knowledge within their close knit community. After they and the Gypsies parted ways, the Lady and the Elf continued on with this practice, and shared much knowledge between them.
Character may now join into 4 Clans or Factions.
Character can “Instant Knowledge Level 1” (as per the Spell with no Spell Cycle/Slots needed) known Skills between Clan Members, three times per day.
Dim Witted
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character may not have a Spell Cycle or Mana, with the exception of Racial Mana.
Character may not start with, but may earn through XC use, a Prayer Cycle but at double the cost including the "Buying off your Guild Tree" penalty.
Character cannot Read/Write any language.
Character can not Mentor or Apprentice.
Effect
Character is immune to all variations of Persuade and Fear.
Details
' That Dragon is pretty. Can I keep him? Plea-OW! Bad Dragon!' ~ Boyle the Hill Giant.
Level 2
Character is now also immune to Confusion.
Character is now also immune to Tongues of Truth, or rather, they have a third option for a reply. As well as " Truth " or " Lie ", a Dim Witted Character may, at any time, also say " I don't know. ".
Level 3
Character is now also immune to all Psionics.
Disarm Basic Traps
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must discover an active concealed Trip-Alarm or Trip-Snare trap.
Effect
The Trap is Disarmed.
Character may safely disarm 9 Traps per day.
Details
Best to be wary around these little beauties.
Level 2
Character may safely disarm 12 Traps per day.
Level 3
Character may safely disarm 15 Traps per day.
Druids Song
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be trying to recharge their Prayers and they must be 30 feet or more away from any Player or NPC/monster.
Character must be outside of Town in a natural environment ( bushes, tall grass etc.)
Druid must hum, sing, chant a mantra or play an instrument for 1M before Effects can begin.
Effect
Character regains 1 Prayer/Prayer cycle per every 3 minutes performing, as opposed to the normal 1 per 5 minutes.
Druids Song may be performed 3x/Day.
Details
Music is a welcome travelling companion on the road to a weary souls peace.
Level 2
Character regains 1 Prayer/Prayer cycle per every 2 minutes performing.
Druids Song may be performed 6x/Day.
Level 3
Character regains 1 Prayer/Prayer cycle per every 1 minute performing.
Druids Song may be performed 9x/Day.
First Aid
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Target Player Must still be alive and must have less then full hit points.
Character must spend at least 30 seconds tending to, caring for, and/or working with the injured Target Player.
This Skill can not be used by the Character on themselves, only on other players.
Character may only use this skill 3 times per day.
Effect
Character has healed 1 Hit Point on target area on Target Player.
Details
Thank all the Gods in the heavens when your call for a medic is answered.
Level 2
Character may use this skill 6 times per day.
Level 3
Character may use this skill 9 times per day.
Forced March
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must vigorously rub and shake their Legs for 10 seconds.
Effect
Character is +1 Legs for 3 minutes, then the hit point fades and the limb is returned to it's state as it was before the skill was used. This Hit Point is also lost through normal damage.
Character must announce "Forced March 3M".
Forced March can also be used to negate all but the first 10 seconds (while Character is rubbing/massaging the Leg) of any variation of Paralyse Limbs which targets the Legs.
Character can use Forced March 3 times per day.
Effects last for 3 minutes.
Details
Some fights are a bit of a walk for the average soldier for hire, those that get there first, get to engage first, rack more kills, and get to know the Paymaster personally before any reward for services are rendered. There is money in miles, one just has to have the will to put those miles behind them.
Level 2
Character can use Forced March 6 times per day.
Level 3
Character can use Forced March 9 times per day.
Holy Symbol
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be wearing a symbol of their God.
Character must hold the Holy Symbol to one of their own damaged limbs for 10 seconds.
Effect
+1 Arm or Leg Hit Point.
The Holy Symbol may be used three times a day.
Details
Those that place their faith in the Gods are made the stronger for it.
Level 2
The Holy Symbol may be used six times a day.
Level 3
The Holy Symbol now may provide +1 Body per use.
The Holy Symbol may be used nine times a day.
Incorruptible
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must have just been targeted with any version of Persuade or Tongues of Truth.
Character must announce that they are "Incorruptible".
Effect
Character is immune to the Persuasion attempt.
A Character can use their Incorruptible skill three times daily, at their choice.
Details
To derail the minds of the devoted is a difficult task indeed. Some minds are so firmly entrenched in their ways of thinking that no amount of reason or effort will ever get them to do something they do not wish to do.
Level 2
A Character can use their Incorruptible skill six times daily, at their choice.
Level 3
A Character can use their Incorruptible skill nine times daily, at their choice.
Inner Bells
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be affected by a variation of “Sleep”.
Effect
Character needs only to be asleep for 3 seconds.
Character can use this Skill three times daily, at their choice.
Details
The minds alarm clock. Every warrior worth their salt has developed one. They say this Skill is taught through meal times in the barracks where commonly the last people served only gets everyone else's scraps.
Level 2
Character can use this Skill six times per day.
Level 3
Character can use this Skill six times per day.
Iron Mind
Races restricted - None
Guilds disallowed - None
Skill Type - Instant
Action
Character must be affected by any variation of 'Confusion', or affected by any variation of emotional tampering. This includes any effect announced with "Beguile" or "Calm".
Iron Mind does not negate any ability announced with "Fear".
Character must announce ''Iron Mind'.
Effect
Character is unaffected and the Confusion or emotional tampering is negated.
Character can use the effects of Iron Mind 3 times per day.
Details
Some Folks have an astounding mental ability to hold a thought firmly in mind, no matter the chaos that surrounds them. In fact, with most of these individuals, if one wished to knock a thought out of their head, one had better bring a bat.
Level 2
As well as all effects listed above, Iron Mind can now negate any effect announced as "Cute" or "Joy".
Character can now use Iron Mind 6 times a day.
Level 3
As well as all effects listed above, Iron Mind can now negate any effect announced as "Sorrow" or "Words of Truth".
Character can now use Iron Mind 9 times a day.
Meditate Prayers
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.
Effect
Character then receives 1 Prayer back into his Prayer Cycle per every 3 minutes of Meditation.
Details
' I remember when this nature priest once marched with us, fought with us and marched with us again. 18 hours of hard going later this guy just up and sits on the ground! Quarter hour later the Nature feller stood up with a smile looking fresh as a daisy!'
~ Pablo the Peasant.
Level 2
Character now receives 1 Prayer back into his Prayer Cycle per every 2 minutes of Meditation.
Level 3
Character then receives 1 Prayer back into his Prayer Cycle per every 1 minute of Meditation.
Meditate Psionics
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.
Effect
Character then receives 1 Psi-Slot back into his Psi-Cycle per every 2 minutes of Meditation.
Details
"The power of the Psi side of the forces is strong in this one."
~ quoted from a mysterious Dark Invader.
Level 2
Character now receives 1 Psi-Slot back into his Psi-Cycle per every 1 minute of Meditation.
Level 3
Character then receives 1 Psi-Slot back into his Psi-Cycle per every 30 seconds of Meditation.
Meditate Spells
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.
Effect
Character then receives 1 Spell back into his Spell Cycle per every 3 minutes of Meditation.
Details
' I remember when this wizard guy once marched with us, fought with us and marched with us again. 18 hours of hard going later this guy just up and sits on the ground! Quarter hour later the spell waggler feller stood up with a smile looking fresh as a daisy!'
~ Pablo the Pure, who certainly never Copied and Pasted.
Level 2
Character now receives 1 Spell back into his Spell Cycle per every 2 minutes of Meditation.
Level 3
Character then receives 1 Spell back into his Spell Cycle per every 1 minute of Meditation.
Mentor
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must have a willing Target Player who knows the Skill Apprentice and a Skill that the Target Player has yet to learn but wishes to acquire.
Character ( Mentor ) and their Target Player ( Apprentice ) both must report to the GateHouse together, on three separate days, to sign the Master Mentor List.
Effect
On the fourth day the Target Player may purchase, with XC, the Skill that has been written down in the List for three days at 10% cost reduction.
That cost reduction goes immediately to the Mentor.
Character may only Mentor one Skill at a time.
Details
Where would the world be without teachers?
Level 2
Character may Mentor two Skills, to the same or different Apprentices, at the same time.
Level 3
Character now receives a 20% cost reward.
~~Note~~
If a Mentor and an Apprentice have different levels of these two Skills, the lowest level of both of the Players will determine the cost reduction. Example - Mack the Mentor ( Mentor Level 3 ) and Apendy the Apprentice ( Apprentice Level 1 ) work together to teach Apendy the Skill True Strike. On the fourth week, Apendy may purchase the Skill with a 10% cost reduction.
~~~~~~~~
Paralyzing Strike
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be in combat with a Target Player.
Character must be wearing at least one Punch Glove.
Target Player must not be wearing Leg Armour or upper Arm Armour
Character must strike the target player in a Leg or Arm with their gloved hand and yell "Paralyse 10S".
Effect
Target player takes no damage.
Target players Leg or Arm that was struck is rendered useless and paralyzed, and goes limp and will not support or lift weight at all for 10 seconds.
Character can use this Skill 3 times a day.
Details
Never, never, never underestimate the power of a charlie horse.
Level 2
Character must announce "Paralyse 15S".
Effects last for 15 seconds.
Character can use this Skill 6 times a day.
Level 3
Character must announce "Paralyse 20S".
Effects last for 20 seconds.
Character can use this Skill 9 times a day.
Pick Pockets
Races restricted - Giant, Troll
Guilds Disallowed - None
Skill Type - Linger
Action
Character must be completely unnoticed by the target player throughout this whole process.
Character must approach a Target Player and place both of their hands on a pouch/stachel worn on/around the Lootable area and wait for 3 seconds.
Character then announces "Pick Pockets 10S".
Effect
The Character receives the contents of the pouch unless it contains XC which is not 'pick-able' from a pocket. In that case the Character receives nothing, treat the pouch as empty.
The Character using the skill Pick Pocket then is allowed the announced 10 seconds after being given the pouch to flee for free before the target player is allowed to notice anything. What they do notice after the 10 seconds will not be the Thief who has taken the pouch, but rather in 10 seconds they realize the pouch is gone, with no idea of who took it or when.
Character can attempt 3 Pick Pockets a day.
Details
A skilled yet unscrupulous person who is light on their feet and nimble of fingers, could make a small fortune in a crowded market place.
Level 2
Character must announce "Pick Pocket 20S" and receives a mandatory 20 seconds to flee.
Character can attempt 6 Pick Pockets a day.
Level 3
Character must announce "Pick Pocket 30S" and receives a mandatory 30 seconds to flee.
Character can attempt 9 Pick Pockets a day.
Premonition
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must approach Game Master and announce "Premonition 2". Character must have in plain view some sort of scrying or fortune telling device, for example – a crystal ball, tarot cards, chicken bones, rune stones, candle, bowl of water, etc.
Effect
Character may now ask two questions of the Game Master about what the GM has already planned and set out for that day. For example – will a specific NPC/Monster be making an appearance that day, where the greatest amount of gold to be found that day is, what is guarding that gold, is there any prepared “ lost treasure “ to be found and where and so on. The possibilities are endless.
Game Master must answer the questions, but Character should ask very specific inquiries and choose their words well, as the Game Master may choose to find loop holes in your wording to answer your question with not the answer you are hoping for, rather they may answer with an unexpected answer that is still applicable.
Effects last for 2 questions and/or for a 3 minute duration, then the GM is compelled to tell no more.
Character can attempt a Premonition 1x/Day.
Details
Sorcerers and their cauldrons, Astrologers and their stars, Gypsies and their crystal balls. Many people from many Realms have learned ways to forecast the future. Whether their visions are true or not is only for time to unveil.
Level 2
Character may now ask three questions. Character must announce "Premonition 3".
Character can attempt a Premonition 2x/Day.
Level 3
Character may now ask four questions. Character must announce "Premonition 4".
Character can attempt a Premonition 3x/Day.
Pressure Point Knock Out
( NOT a variation of Sleep )
Races restricted - Giant, Troll
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be undetected by target player, if Character is detected Pressure Point Knock Out has no effect at all.
Character must pinch target player upon the upper shoulder.
Can not be used through Armour.
Character must announce “Knock Out 1M”.
Effect
Target Player is knocked out and must fall to the ground. Target Player can only regain consciousness two ways ~ they awaken with the first Hit Point of damage received while unconscious, or, they awaken after a maximum of 1 minute has passed, whichever is first.
Skills such as Rally can negate Knock Out as well.
Character can use this Skill 3 times per day.
Details
If anyone doubts the effectiveness of this technique, they are out of their Vulcan minds.
Level 2
Character can use this Skill 6 times per day.
Level 3
Character can use this Skill 9 times per day.
Rally
Races restricted - Giant, Troll
Guilds Disallowed - None
Skill Type - Instant
Action
Character must have both feet planted.
Character must have Clan Nature with at least 1 other Target Player suffering the negative effects of the list below.
Character must yell their personal war cry and then their Faction name.
Character must blow a war horn.
Character must sound the horn for a minimum of 3 seconds.
Character must announce "Rally _____ ( Name of the Faction )".
Effect
Friendly target players who share Clan Nature with the Character calling for the rally, if they are within 50 feet of the Character and hear the horn and Clan name, may -
Dispel Sleep
Dispel Knockout.
Dispel Fear.
Dispel Pain.
Dispel Persuade.
All effects are instant with the announcing of the Skill.
Rally may be used 3 times per day.
Details
The raiding party appeared from out of the nights mist and took the town completely by surprise. In all but moments over half of the defenders, found in their beds asleep, were either unconscious, terrified or being brutalized From the far tower sharp eyes turned around to see the silent savagery happening behind him. He raised his horn to his lips and roused the rest of the town. Great losses were suffered that day, but the town and its folk held.
Level 2
Rally may be used 6 times per day.
Level 3
Rally may be used 9 times per day.
Read/Write Common (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Common language (any Scroll with a White Duct Tape back).
Effects
Character can read, write and understand any word written in the Common language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Common language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Common language at will.
Read/Write Dwarf (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Dwarf language (any Scroll with a Grey Duct Tape back).
Effects
Character can read, write and understand any word written in the Dwarf language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Dwarf language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Dwarf language at will.
Read/Write Elven (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Elven language (any Scroll with a Blue Duct Tape back).
Effects
Character can read, write and understand any word written in the Elven language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Elven language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Elven language at will.
Read/Write Goblin (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Goblin language (any Scroll with a Green Duct Tape back).
Effects
Character can read, write and understand any word written in the Goblin language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Goblin language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Goblin language at will.
Read/Write Halfling (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Halfling language (any Scroll with a White Duct Tape back bordered by Grey).
Effects
Character can read, write and understand any word written in the Halfling language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Halfling language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Halfling language at will.
Read/Write Ogre (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Ogre language (any Scroll with a Brown Duct Tape back).
Effects
Character can read, write and understand any word written in the Ogre language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Ogre language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Ogre language at will.
Read/Write Orc (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be attempting to read or write something in the Orcish language (any Scroll with a Brown Duct Tape back bordered by Black).
Effects
Character can read, write and understand any word written in the Orcish language that is 5 letters in length or less. Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Orcish language that is 8 letters in length or less. Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Orcish language at will.
Repair Armour
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Target Players armour must have less then full Armour Points.
Character must have white hockey tape and they must make an X with the tape on the target players damaged armour.
Character must spend at least one minute for each X, or use of the Skill.
This Skill can be used by the Character on their own armour but it must be removed first, on other players the Character can repair it as they wear it.
Character may only use this skill 3 times per day.
Effect
Character has Repaired the Armour completely and has restored the armour's Hit Points in full.
Details
Snapped leather straps. Blown buckles. Wrenched rivets. No problems, just give them a minute, and they will help spare your life.
Level 2
Character may use this skill 6 times per day.
Level 3
Character may use this skill 9 times per day.
** Repair Armour Specialization: Auroras Star Forge **
Character may use the Effects of Repair Armour Level 3 Effects 9 times per day.
Additionally, Character may use the Effects of Auroras Star Forge three times per day.
Character may enhance the Armour upon the Star Forge, which allows for the wearer of the Armour to negate any physical blow which would normally damage the Armour. This includes all physical 'hits' ranging from a normal weapon strike, to Heart Rip and Impale.
Wearer of the Armour is allowed three physical Negates per use of Auroras Star Forge, and these uses linger until Midnight, unless used normally or the Armour is reduced to Zero Armour Points. To replenish these charges a new application of Auroras Star Forge must be used.
If the Armour has been reduced to 0 Hit Points in any Targetable Area (NOT the wearer, but the armour itself) the Negates are lost in that area.
Example~
Bob the Barbarian had his full suit (Body, Arms and Legs) of Level 3 Medium Armour (which adds 2 Armour Points to any Targetable Area covered) repaired with Auroras Star Forge. Later, in an ambush, Bob takes an arrow to his armoured leg, and Bob does not Negate the 'hit' for he has other more pressing matters on his mind (like staying alive!). The arrow does 2 Hit Points to Medium Armour, which reduces the Armour on that Leg to zero Armour Points. Later in the fight, a dastardly Rogue lands a "Hamstring!" (a 3 Hit Point leg strike) on that same leg with the arrow damaged Armour. Because the Armour on that Targetable Area has been reduced to zero, this blow may not be Negated. Sorry Bob.
Resist Poison
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must have just drank a poisoned beverage.
Character must have just failed his Save vs. Poison within the last 10 seconds.
Character may announce " Resist Poison " if they wish and then they must take another full mouthful of the poisoned beverage.
Effect
Character gets to attempt a second saving throw and if successful, receives no negative effect from the poison.
Character can use Resist Poison once per day.
Details
Rumours abound of folk being so nervous of getting poisoned that little by little, and day by day, they actually poison themselves. This builds a tolerance to the poison over time. Even the deadly Iocaine Powder can be countered this way, just be careful not to lose your life to your own studies!
Level 2
Character can use Resist Poison twice per day.
Level 3
Character can use Resist Poison three times per day.
Scent
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
There must be a Hidden Target Player within a 25 ft radius of the Character using Scent.
Character must remain immobile while using Scent.
Effect
Character can smell the Hidden Target Player.
Character cannot locate where “invisible” or "hidden" characters are, only that they are near.
Character can use Scent 3 times per day, and once Scent is activated it will last for 3 minutes.
Details
The nose knows, you know?
Level 2
Characters can now also Scent Invisible Characters as well.
Character can use Scent 6 times per day and each use lasts for 6 minutes.
Level 3
Characters can now also Scent Astral Characters as well.
Character can now Track by Scent. As soon as the Character Scents the Hidden, Invisible or Astral Target Player they may take 2 steps towards the Target Player after pausing to take two big sniffs, in a "Sniff, sniff, then Step, step" manner. As long as the Hidden, Invisible or Astral Target Player stays within range the Character, they can Track them.
Character can use Scent 9 times per day and each use lasts for 9 minutes.
Sharp Eye
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must be looking around his surrounding and immobile for 10 seconds.
Character must announce "Sharp Eye 1M"
Effect
Character must signal that they can See the Hidden place placing their closed fist above their eyes, as if they were trying to shield their eyes from the sun.
Character can see the hidden for 1 minute or until they move from their stationary position, whichever is first.
Character can use this skill 3 times per day.
Details
Few things can move or crawl in the woods without being seen by an experienced eye trained to notice the smallest bent blade of grass or the tiniest bent twig.
Level 2
Character can "See the Invisible" as well, and must signal by placing an open hand above their eyes as if trying to shield them from the sun.
Character can See the Hidden and/or Invisible for 1 minute or until they move from their stationary position, whichever is first.
Character can use this skill 6 times per day.
Level 3
Character can by touch allow a Target Player to receive the benefits of Sharp Eye as well.
Character can use this skill 9 times per day.
Sneak
( Variation of Hidden )
Races restricted - Giant, Troll
Guilds Disallowed - None
Skill Type - Linger
Action
Character must be hiding in a shadow large enough to cover their entire body.
Character must be motionless and unnoticed for 10 seconds.
Effect
Character becomes undetectable from their surroundings.
Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be closed in a fist in the air, signaling Hidden.
All benefits are lost with the loss of the shadow, for example, a flashlight beamed on the Character cancels the Skill.
Character can move as long as they are always in the shadows, as soon as Characters own shadow can be seen, in whole or in part, the Skill is canceled.
Effects last for 3 minutes.
Character can Sneak 3 times per day.
Details
Training methods such as completely dark rooms filled with obstacles, walking across rice paper with out tearing it, breathing control techniques, will build this Characters confidence in the dark.
Level 2
Effects last for 6 minutes.
Character can Sneak 6 times per day.
Level 3
Character may choose to hide another Player in the Shadows with them. In this case they both must have 1 hand in the air signaling Hidden, and must both remain in shadows.
Effects last for 9 minutes.
Character can Sneak 9 times per day.
Strong Arm Tactics
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must vigorously rub and shake their arms for 10 seconds.
Character must announce "Strong Arm Tactics".
Effect
Character is +1 Arms for 3 minutes, then the hit point fades and the limb is returned to it's state as it was before the skill was used. This Hit Point is also lost through normal damage.
Strong Arm Tactics can be used to negate all but the first 10 seconds (while Character is rubbing/massaging the Arm) of any variation of Paralyze Limbs which targets the Arms.
Character may use this skill 3 times per day.
Details
Some fighters have learned to pound and massage their arms right before a battle to loosen the limb and to bring the blood to the hands to better the grip on the weapon.
Level 2
Character may use this skill 6 times per day.
Level 3
Character may use this skill 9 times per day.
Strong Blood
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must be effected by Poison or a Potion that the Character wishes not to be affected by.
Character must announce "Strong Blood".
Effect
Character self dispel the negative effects of the Poison/Potion.
Character may use this skill 3 times per day.
Details
Some Guild members become so engrossed in their work that they hardly notice the passage of time. Thus over the long course of their studies they fail to notice that the wine in front of them has spoiled and the food has turned bad before they remember to eat! Thus over time their stomachs have adapted to handle whatever it gets when it can get it.
Level 2
Character may use this skill 6 times per day.
Level 3
Character may use this skill 9 times per day.
Surefooted
Races restricted - None
Guilds disallowed - None
Skill Type - Instant
Action
Character must be targeted/affected by any unwanted variation of 'Push'. This includes all Skills, Spells, Prayers and Abilities announced as 'Push', 'Punch for Push', 'Shockwave', 'Trip' or 'T.K. Push'.
Character may announce ''Surefooted".
Effect
Character is unaffected and remains on their feet.
Character can use the effects of Surefooted 3 times per day.
Surefooted can not negate the effects of 'Levitate', 'T.K.Lift', 'Faeries Dance' or the 'Push' effect of Siege Weapons.
Details
Footwork placements, techniques and positioning are often the first things taught young weapon masters.
Level 2
Character can now use Surefooted 6 times a day.
Level 3
Character can now use Surefooted 9 times a day.
Thick Skulled
Races restricted - None
Guilds disallowed - None
Skill Type - Instant
Action
Character must be targeted\affected by any physical touch variation of 'Knock Out'. This includes higher level weapon skills that require a pommel to the Targets shoulder.
This does NOT include Pressure Point Knock Out or any variation of Sleep.
Character must announce ''Thick Skulled".
Effect
Character is unaffected and remains conscious.
Character can use the effects of Thick Skulled 3 times per day.
Details
Shea Vaalez, an Orc who was once a champion arena fighter was revered for never being knocked senseless in the pits. He fell on hard times in his later years, ran afoul of the laws of the land, and was ordered to suffer the executioner's axe. Rumour is, the headsman needed 3 swings to bring about his Lords law that day, for the first two were ill aimed, and bounced right off the old champion's famously hard head.
Level 2
Character can now use Thick Skulled 6 times a day.
Level 3
Character can now use Thick Skulled 9 times a day.
Thrill of the Hunt
Races restricted - None
Guilds Disallowed - None
Skill Type - Linger
Action
Character must choose a Target Player no closer than 25 feet away.
Character must make eye contact with Target Player.
Character must yell a declaration of their Hunt and the Target Player must hear it. The declaration must include the Target Player by name or Guild as the object of their hunt. Example "I now Hunt you Magnamus!" or "I now Hunt you Barbarian!".
Character must announce "Thrill of the Hunt 3M"
Effect
Character is now + 1 Body, +1 Arms and +1 Legs when fighting the Targeted Player of their Hunt only.
Effects last 3 minutes then the potential HP bonus is lost.
Character can use this skill once per day.
Details
"Come at me then." ~ Worgn Magnamus Dwarfkin, Barbarian
Level 2
Character must announce "Thrill of the Hunt 6M"
Character is now + 2 Body and +2 Arms and +2 Legs when fighting the Targeted Player of their Hunt only.
Effects last 6 minutes then the potential HP bonus is lost.
Character can use this skill twice per day.
Level 3
Character must announce "Thrill of the Hunt 9M"
Character is now + 3 Body and +3 Arms and +3 Legs when fighting the Targeted Player of their Hunt only.
Effects last 9 minutes then the potential HP bonus is lost.
Character can use this skill three times per day.
Tongues of Truth
( Variation of Persuade )
Races restricted - Giant, Troll
Guilds Disallowed - None
Skill Type - Linger
Action
Character must be holding a Target Player by the wrist and must have eye contact.
Character must stay motionless holding the Targets Players wrist for 10 seconds.
Character can then ask 3 questions of the Targeted Player which the Targeted Player must answer, then declare if the answer was a truth or a lie.
The effects are lost with releasing the Target Players wrist.
Character must announce “Tongues of Truth 3“.
Effect
Targeted Player can answer any way they want, but at the end of their answer they must declare whether the answer was the honest truth as the Targeted Player understands it, or if the Targeted Player has lied.
Effects last for 3 questions and/or for a 3 minute duration, then Then Target Player is no longer compelled to say anything more.
Character may use this Skill three times per day.
Details
" Sure'n I'm good an' drunk! "..." Truth. ".
" But now, I didn't ta - hiccup - take yer drink! "..." Lie. ".
~ A tipsy Orc.
Level 2
Character can then ask 5 questions of the Targeted Player which the Targeted Player must answer.
Level 3
Character can then ask 7 questions of the Targeted Player which the Targeted Player must answer.
~~Note~~
A Character with Level 2 Dim Witted may at any time they wish add a third possible response to any question they get, that being " I Don't Know ".
~~~~~~~~
Unclean
Races restricted - None
Guilds Disallowed - None
Skill Type - Instant
Action
Character must wear one yellow glove or a large yellow wrap/bandage on their left hand.
Character must possess a 1/2 ounce (or so) of shaved yellow sidewalk chalk in a tissue paper enclosed ball roughly just a bit smaller than a ping pong ball.
Character must touch the Target Player and break open the tissue/chalk ball upon them.
Character must announce "Unclean Midnight"
Effect
Target Player is now infected with Level 1 Plague: Yellow Fever, and must leave the yellow chalk upon them and may not wash it off until cured or midnight, whichever comes first.
When ever the Target Player is within 25 feet of originating Unclean Character, and if the Character wishes, they can call upon the effects of the Plague, until Target Player is cured or midnight that day.
Effects of Level 1 Plague: Yellow Fever are exactly identical to the Wizard Spell of Confusion with no (0) Mana cost and at double the effects time ( 20S at Lv1, 30S at Lv2, 40S at Lv3 ).
Character may infect up to 3 Target Players per day, and may invoke the effects against each one of those Target Players up to 3 times per day.
Details
War, the gods, and the Plague. These three have the power not only to exterminate entire cities, but to remove them from all memory as well, so complete is the devastation.
Level 2
Level 1 Plague: Yellow Fever may infect up to 6 Target Players per day, and Character may invoke the effects against each one of those Target Players up to 3 times per day.
Level 2 Plague: Orange Hobbler.
Follow all steps as above for the shaved side walk chalk ball, but this time the colour is Orange.
Character must have an Orange glove or a large orange wrap/bandage on their right hand.
Character must still spread the Plague by touch and the ball must break/smear on Target Player.
Target Player is now infected with Level 1 Plague: Orange Hobbler, and must leave the orange chalk upon them and may not wash it off until cured or midnight, whichever comes first.
When ever the Target Player is within 25 feet of originating Unclean Character, and if the Character wishes, they can call upon the effects of the Plague, until Target Player is cured or midnight that day.
Effects of Level 2 Plague: Orange Hobbler are exactly identical to the Wizard Spell of Paralyse Limbs with no (0) Mana cost and at triple the effects time (30s at Level 1, 45S at Lv2, 60S or 1M at Lv3 ).
Character may infect up to 3 Target Players per day, and may invoke the effects against each one of those Target Players up to 3 times per day.
Level 3
Level 1 Plague: Yellow Fever may infect up to 9 Target Players per day, and Character may invoke the effects against each one of those Target Players up to 3 times per day.
Level 1 Plague: Orange Hobbler may infect up to 6 Target Players per day, and Character may invoke the effects against each one of those Target Players up to 3 times per day.
Level 3 Plague: Red Death.
Follow all steps as above for the shaved side walk chalk ball, but this time the colour is Red.
Character must have large red wraps/bandages on their forearms and wrists.
Character must still spread the Plague by touch and the ball must break/smear on Target Player.
Target Player is now infected with Level 3 Plague: Red Death, and must leave the red chalk upon them and may not wash it off until cured or midnight, whichever comes first.
When ever the Target Player is within 25 feet of originating Unclean Character, and if the Character wishes, they can call upon the effects of the Plague, until Target Player is cured or midnight that day.
Effects of Level 3 Plague: Red Death are exactly identical to the Wizard Spell of Set On Drown (Phlegm and mucus start to drown the lungs) with no (0) Mana cost and following all regular rules for Set On Drown.
~~NOTE~~
The cure for a Target Player (never the Unclean themselves for the are beyond cure) is ~
1) The Target Player must have full Hit Points on every targetable area, and must then be the recipient of any variation of Revive of any Level.
2) The Target Player is dead, they must be the recipient of any variation of Revive of any Level, BEFORE they are Resurrected. If the Target Player is Resurrected/comes back to life with out the Revive being used first, then they will still have the Plague, and may now try solution #1.
Skills like Rise and Cheat Death may seriously hinder the dead Target Player from finding a cure.
3) The Gia Stone. The first 10 seconds touching the Gia Stone will cure any Plague before any resurrection or healing magic occurs.
4) Any Target Player with Grace of the Gods will automatically resurrect free from the Plague, with no variation of Revive required.
4) All Plagues expire at midnight, though they never expire for the Unclean Character themselves.
~~DOUBLE NOTE~~
Unclean may only be taken as a Novice Skill and may never be purchased, for here in the affected lands of the Gia Golem, we are cured every night at midnight so the plague must be brought in from without. That Character because they entered the lands as Unclean, forever remain Unclean.
~~~~~~~~
Armour and Weapons
Small Shield ( Sml )
Level 1 - Character may use a Small Shield to defend themselves from all incoming weapon damage. If the shield is slung ( worn on the back like a back pack and not in the hand/arm ), the character receives all damage dealt to the shield as a Body shot.
Level 2 - Character now knows how to Sling Shield, so that if the shield is slung to their backs in a back pack manner it will now deflect the first and every other blow that lands on it from behind (it stops the first attack but not he second, it blocks the third attack and not the fourth and so on).
Level 3 - Three times daily the Character may now use a Small Shield as a Large Shield by announcing " Deflect " with every individual use. When acting as a Large Shield it may be used to deflect thrown magic and Flintlocks.
Light Armour ( Lit )
Level 1 - Character may use Light Armour.
Level 2 - Three times daily, character may announce " Deflect " and cancel any damage dealt to the Light Armour from any 2 Handed or Mass weapon.
Level 3 - Three times daily, character may also announce " Deflect " and cancel any damage/effect dealt to the Light Armour from any thrown Magic source or Flintlock, just as if the Light Armour was acting as a Large Shield.
Light Armour Specialization: Armour of Scars
"Sometimes layers of thick and ragged scars is all the armour one needs." ~Magnamus Dwarfkin
Light Armour is now immune to all one handed weapons.
Medium Armour ( Med )
Level 1 - Character may use Medium Armour.
Level 2 - Three times daily, character may announce " Deflect 10S " and cancel any damage dealt to the Armour from any Thrown Weapons, Javelins, Arrows and Bolts for the next 10 seconds.
Level 3 - The Character can now handle much thicker more rigid armour and therefore receives an extra +1 everywhere that their armour covers for a total Medium Armour bonus of Body + 2, Arms +2, and Legs +2.
Short Sword ( SS )
Level 1 - Character may actively use only a single Short Sword at any time, and never paired with another Short Sword in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 - Character may now actively use 2 Short Swords.
Level 3 - Three times daily the Character may, after striking a Target Players one handed weapon with a Short Sword and announce "Disarm". The Target Player must drop their weapon so that it falls to the ground. The weapon can be retrieved normally only after it has hit the ground. This does not work against weapons held in two hands.
Long Sword ( LS )
Level 1 - Character may actively use only a single Long Sword at any time, and never paired with another Long Sword in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 - Character may now actively use 2 Long Swords.
Level 3 - Three times daily Character may attempt to place a Long Sword on top of a Target Players shoulder so that the pommel of the sword is on the shoulder and the tip of the sword is in the air, and then they must announce " Confuse 10S ". Target Player is now confused and forgets what they are doing and cannot use Spells, Prayers, Psionics, Runes, Circles, Skills, Abilities for 10 seconds, all they can do is defend them selves in a confused manner. Target Players wearing a Helmet are immune to this version of Knockout.
Ball and Chain ( B&C )
Level 1 - Character may actively use only a single Ball and Chain at any time, and never paired with another Ball and Chain in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 - Character may now actively use 2 Ball and Chains.
Level 3 - Character must first land a successful leg shot on a Target Player. Then, up to three times daily, Character can announce " Trip " Target Player must fall to the ground.
One Handed Axe ( OHA )
Level 1 - Character may actively use only a single One Handed Axe at any time, and never paired with another One Handed Axe in the other hand. Shields are allowed, and so is any other single handed weapon they are proficient with.
Level 2 - Character may now actively use 2 One Handed Axes.
Level 3 - Character must first land a successful leg shot on a Target Player. Then, up to three times daily, Character can announce " Trip " Target Player must fall to the ground.
Staves ( ST )
Level 1 - Character may actively use a Staff at any time.
Level 2 - Three times daily, Character may after successfully landing a hit with a Staff against a Target players Arm or Leg may announce " Paralyse _____ (Arm or Leg whatever is appropriate) 10S ". Effects last for 10 seconds.
Level 3 - Three times daily, Character may after successfully landing a hit with a Staff against a Target players upper arm/shoulder may announce " Knockout 1M ". The Target Player has been "Smashed senseless" and is now unconscious. The Target player will remain so for 1 minute or until woken with 3 seconds of a second player trying to physically rouse them, or through use of skills such as Rally. Target Players wearing a Helmet are immune to this version of Knockout.
Throwing Weapons ( Knives, Hammers, Axes, etc. ) ( ThWe )
( There are no Levels to Thrown Weapons, one either has the skill and relies upon it or not )
Short Bow ( SBow )
( There are no Levels to Short Bow, one either has the skill and relies upon it or not )