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Rogue Skills

Rogue Skills XC Costs

( Asn, Gyp, Pir, Ran, Scr, Thi Tra )


When a Guild from the Rogue tree buys any Skill from the Rogue Skill List, they buy it for listed price.  Buying from the Warriors list will cost 50% more than the listed price.  Buying from the Cleric or Wizards Lists will cost 100% more than the listed price.

Click on the bold, underlined letters to jump straight to where you wish.


AAA ~ Advanced Traps 500,  Apprentice 150,    

BBB ~ Backstab 1000,  Basic Traps 250,  Beguile 600,  Blind Fighting 300,  Bloodlust 250,  

CCC ~ Cannibalism 300,  Cheat Death 600,  Clan Nature 50, Con Job 725,  Concealment 350,  Create Acid 800,  

Create Black Powder 850,  Create Fire Dust 1000,  Create Goblin Dust 400,  Create Pain 550,  Create Poison 400, Create Smoke Powder 400,  

DDD ~  Disarm All 500,  Disarm Basic Traps 125,  Disarm Advanced Traps 250,  

Disarm Master Traps 375,  Dismember Corpse 450,  Dominate 1000,  

EEE ~ This most unloved of vowels has no represented skills here.

FFF ~ First Aid 250,  Flintlock 1000,  Forest Form 650,  Forgery 800,
GGG ~ Glean Traps 350,  

HHH ~ Hamstring 450,  Hide in shadows 150,  

III Inner Bells 150,  Iron Mind 550,

JJJ, KKK ~ These letters decided that they did not need to be here to make this list any better, so they left.

LLL ~ License to Kill 250,

MMM ~ Master Traps 750,  Meditate Psionics 360,  Meditate Spells 360,  Mentor 150,  

NNN, OOO ~ !  Say it isn't so!  No N's or O's!

PPP ~ Paralyzing Strike 150,  Patience 450,  Persuade 700,  Premonition 300,  Pick Pockets 150,  

Punch for Damage 600,  Pressure Point Knock Out 250,  Pure Will 550, 

QQQ ~ Quick Change Artist 550,  

RRR ~ Read/Write Common (Mortal Speech) 250,  Read/Write Dwarven (Mortal Speech) 350,  Read/Write Elven (Mortal Speech) 350,

  Read/Write Goblin (Mortal Speech) 350,  Read/Write Halfling (Mortal Speech) 350,  Read/Write Ogre (Mortal Speech) 350, 

Read/Write Orc (Mortal Speech) 350,  Read/Write Magic Symbols 500,  Resist poison 150,  

SSS ~ Sacrifice 600,  Scent 250,  Scholar 750,  Sever Stone 1000,  Shank 750,  Sharp Eye 300,  Slice  720,  

Sneak 300,  Summon Familiar 780,  Surefooted 300,  Symbol of Faith 525,  

TTT ~ The Ritual,  Thick Skulled 250,  Thrill of the Hunt 200,  Throat Jab 750,  Tongues of Truth 300,  True Sight 700,  

UUU, VVV ~ "U.V." stands for Underground Velociraptors, which the Dwarves say we can't have here.

WWW ~ Woodland Stride 650,  Words of Truth  500,

XXX, YYY, ZZZ ~ Once again, this humble trinity of letters seems to have been left off this list.

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).  The 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.

Rogue Skills​

Advanced Traps

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Weapons Master, Bishop, Shaman, Arcanist, Psionicist,

Skill Type - Instant

Action

Character may make and use Step-Spike and Step-mine.

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

The bread and butter of the hunters arsenal.  These traps are effective, reliable and deadly, lets not forget deadly.

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.

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 Troll booth 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.

~~~~~~~~

A

 

Back Stab

Races restricted - Giant, Troll

Guilds Disallowed - Barbarian, Musketeer, Paladin, Trapper, Bishop, Druid, Warlock, Arcanist, Enchanter, Summoner

Skill Type - Instant

Action

Character must be undetected by a target player.  If Character is detected the strike is counted as normal, 1 point of damage.

Character must stab target player in upper back between the shoulder blades.

Character must only be using a throwing knife, and nothing else.

Character must announce “Back Stab”.

Effect

Target player receives 6 Hit Points of damage to the Body.

Back Stab does not go through Heavy Armour.

Character can Back Stab 1 time per day.

Details

A sharp blade and a trained eye only need a hairs breadth crack in any armour to kill the target inside.

Level 2

 Character may target two players at once if he can reach both of them and strike both of them completely unnoticed, at the same time and hit both with one Back stab.

Character can Back Stab 2 times per day.

Level 3

 Back Stab is now effective versus Heavy Armour, but not Heavy Level 3.

Character can Back Stab 3 times per day.

~~NOTE~~

Back Stab is an Instant trigger for any Target Player who has the Skill Berserk, and as such only does 1 Hit Point of damage to the Target Player who automatically goes Berserk with the Back Stabbing Character as their Target.

~~~~~~~~​

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.

Beguile

( NOT a variation of Persuade )

Races restricted -  Giant, Troll

Guilds Disallowed - Engineer, Ranger, Thief, Trapper, Pontiff, Arcanist, Battle Mage, Psionicist, Rune Master

Skill Type - Linger

Action

Character must be dancing in front of a Target Player.

Character must hold the target victims gaze for 6 seconds with out that target player ever looking away.

Character may not stop dancing, to do so is to end any effect of this skill.

Character must announce "Beguile 1M".

Effect

Target player is Beguiled and must keep their eyes on the Beguiling Character at all times for the duration, and stay within 5 feet of the Beguiling Character regardless of where they lead them for 60 seconds, or until the Character stops dancing, whichever is first.

Character can Beguile 3 times per day.

Details

Ah, the beauty of the the dance.  Some dancers are so entrancing and graceful you hardly notice your surroundings change from well lit tavern, to dark back alley...

Level 2

Effects last for 2 minutes and Character must announce "Beguile 2M".

Character can Beguile 6 times per day.

Level 3

Effects last for 3 minutes and Character must announce "Beguile 3M".

Character can Beguile 9 times per day.

~~NOTE~~

Gypsies are immune to other Gypsies Beguile, but they are not immune from Beguile from any source other than Gypsy.

​~~~~~~~~~

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

​​

B
C

 

Cannibalism

Races restricted - None

Guilds Disallowed - Musketeer, Enchanter, Rune Master,

Skill Type - Instant

Action

Character must be previously injured.

Character must approach and kneel / crouch beside / over a dead target player.

Character must "rip open the stomach to access the heart and remove it", Character must spend no less than 30 seconds doing this.

Character must spend 30 seconds to 'eat' the heart.

Effect

Character receives +1 Hit Point that they can assign to any Limb or their Body.

Character can perform Canabalism 3 times per day.

Details

Some tribal people believe that to eat the heart of ones foe after defeating them, makes them stronger.  Believe this long enough and who knows what can really be accomplished.

Level 2

Character now receives +2 Hit Points to assign.

Character can perform Canabalism 6 times per day.

Level 3

Character now receives +3 Hit Points to assign.

Character can perform Canabalism 9 times per day.

Cheat Death

Races restricted - None

Guilds Disallowed - Paladin, Bishop, Psionicist,

Skill Type - Instant

Action

Character has just died/been killed.
There must be no other Players/NPC monsters within 30 feet of dead Character for 1 minute. 

Effect

Character is brought back to life and healed with 1 Hit Point on their Body, Arms and Legs.

This Resurrection in no way repairs any Armour or Equipment.

If Character died with Mana or Slots left in any Pool or Cycle, Character will lose all Mana and Slots with death, and are therefore Resurrected with zero Mana and no available Slot for any Cycle.  Mana and Slots can be regained through the normal ways

Details

Where would we all be without our friends?  A wise, or paranoid person, will find a good friend or two and give them a potion of Resurrection and ask them just to keep an eye out for them.  If fate deals that wise person a fatal blow that day, the friend will come out of the bushes when it is safe enough to do so, and help a buddy out.
Level 2
Character can use this skill twice per day.
Level 3
Character can use this skill three times per day.

~~NOTE~~

Cheat Death, and the Resurrection it grants, are ADDED to the Target Players Gia Burn limit (being 1 Resurrection per Character Level per day), and Cheat Death may even cause the Target Player to suffer the Gia Burn, in the woods, at night, alone.

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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.​

Con Job

( NOT a variation of Persuade )

Races restricted -  Giant, Troll

Guilds Disallowed - Engineer, Ranger, Pontiff, Arcanist, Battle Mage, Psionicist, Rune Master

Skill Type - Linger

Action

Character must engage a Target Player within 5 feet of them, in conversation for at least 30 seconds.

Character must then produce a Gold Coin, and have the Target Player lock eye contact on the coin for 9 seconds.

If Target Player looks away from the coin at any time during those 9 seconds, that is the end of any effect of this skill.

Character must announce "Beguile 1M".

The Con Job- The Hook

Character uses the first 20 seconds convo time to get close to Target, and to introduce them to a gambling challenge. 

If they agree, then produce the coin and "pump up" it's virtues, like~ "this coin magically makes a replica of itself every night at midnight", or "It is from a lost treasure and will guide it's owner to the rest of it!", "It's rare gold, god gold, trust me", etc.  This is how to make them maintain eye contact with the coin for the duration needed (9S at Level 1).

The Con Job- The Line

After the "Beguile 1M" call is given and not negated, the Con Job performer will say something along the lines of "I don't trust this place, lets do this outside", "Lets go out here, I don't like the looks of that big fella over there", "This is a highly coveted magic coin, lets go out here for safety", etc.

Move the Target Player to some place more "private" with no or few witnesses.  By this point, both the coin AND the Con Job performer are the "Beguiling" producing items, so you could lead them with the coin, or pocket it during the walk and the Target Player must still follow.
The Con Job~ The Sinker

The Character will now hold out both hands to show one has the coin, one does not.  The Target Player is told that if they can pick the right hand that has the coin, it is theirs.
The Character now puts both hands behind their back, a slips the coin either into a back pouch, pocket, or under their belt, while the Characters hands are still out of sight behind their back.
Character then holds both fists out towards the Target Player for them to pick what hand has the coin, either right hand or left.
When you reveal both hands are empty, announce the Effects.

Effect

When the Hands are opened and no coin is revealed, Character must announce "Confusion 10S!"

The Target Player is now Confused, can't perform any Skill or Magic, and is in the perfect position for a Pick Pocketing, assassinating, etc.

Character can perform a Con Job 1 time per day.

Details

A short while after being in any majour market place, one would be more joyous to hear the panicked cry of "Dragon!", rather than hear the two most dangerous words known, those being "Trust me".

Level 2

Character may announce "Confusion 20S!".

Character can perform a Con Job 2 times per day.

Level 3

Character may announce "Confusion 30S!".

Character can Beguile 3 times per day.

~~NOTE~~
Iron Mind can negate the Beguile and Confusion Effects of the Con Job.
~~~~~~~~

Concealment

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have a Lootable pouch on their Lootable area.

Character must announce "Concealment 30M"

Effect

Character may put the pouch or the contents there of in a Non Lootable area, ie. a pocket.  Dead Players must reveal concealed Loot.

Effects last 30 minutes.

Character can Conceal loot 3 times a day.

Details

"But I searched 'im!  I searched 'im good I did!  Now tell me, where in the 'ell did 'e hide that?!?" 

~Wallace the Watchman, spoken to several of his companion guards, after a prisoner was found with a contraband Gernado. 

Level 2

Character can Conceal loot 6 times a day.

Level 3

Character can Conceal loot 9 times a day.

Create Acid

Races restricted - None

Guilds Disallowed - Weapons Master, Rune Master

Skill Type - Instant

Action

Character must have a vial ( empty vitamin/pill bottle ) and must fill it with no more than 2 ounces of rice and green side walk chalk shaved into a powder.

To use the Acid

Character must throw the rice from the vial onto a Players Targetable areas (please try to avoid the face). 

Character can create 1 vial per day

Effect

Target player loses 6 Hit Points to any Targetable area significantly hit with the acid (a tiny speckling is not enough there must be near total spotty coverage or a large splash roughly palm size in area).

Armour is ineffective against Acid, as it seeps through the cracks and openings.  Armour points can not be substituted for Body or Limb Hit Points, as the acid seeps right through.  So Acid thrown onto the front of a Paladin in Level 3 armour will still do Hit Point damage direct to the Paladin, and yet no damage is dealt at all to the armour.

All Acid last until midnight of the day it was made, then they are rendered inert and useless.

Details

An ugly, messy and truly nasty way to go.  As the old saying goes ~ Keep your enemies close, your friends closer, and your buddies with Acid in a separate room.

Level 2

Character can now create 2 vials of Acid a day.

Level 3

Character can now create 3 vials of Acid a day.

Create Black Powder

Races restricted - None

Guilds Disallowed - Scribe, Witch, Barbarian, Paladin, Weapons Master, Assassin, Thief, Trapper, Bishop, Druid, Shaman, Warlock, Witch Doctor, Arcanist, Psionicist, Rune Master, Summoner,

Skill Type - Instant

Action

Character must have a loaded Gernado made to MMA rules (for details on how to construct a Gernado please refer to its description in the Weapons and Armour section, under Thrown Weapons).

Character can throw the Gernado at a Target Player and it must hit and "explode" on the Body, Arms or Legs.  Effect

The area hit receives 6 Hit Points of damage.

The "explosion" also acts like the Spell of Push, and the Target Player must travel directly backwards from the impact at least 5 feet and fall to the ground.  Character may wish to announce "Push" when the Gernados successfully strike a Target Player.

Small and Large Shields do not stop Gernados, a grounded Tower Shield does.

Character may only use this skill 1 time per day.

Details

Deadly, small and chaotic.  Napoleon would love these.

Level 2

Character may use this skill 2 times per day.

Level 3

Character may use this skill 3 times per day.

Create Fire dust

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Barbarian, Mercenary, Paladin, Watchman, Weapons Master, Ranger, Bishop, Druid, Shaman, Psionicist,

Skill Type - Instant

Action

Character must have a vial (empty vitamin/pill bottle) and must fill it with rice.

To use the Powder ~

Character must throw the rice from the vial and must hit the target player.

Character must announce “Set on Fire”.

Fire Dust only lasts til midnight the day it was created, then it is rendered useless.

Effect

Target player is Set on Fire and receives 1 Hit Point of damage to everything per 3 seconds of being ablaze and must role play accordingly until the target player is dead.

To extinguish a victim on fire a second player must go to the person on fire and spend 3 seconds to pat out/extinguish the flames.

Character can create 1 vial per day.

Details

Gremli, an Ogre of long gone days past originally created the fire dust as a way to warm his forges fast, without using the bellows each morning.  The day after his discovery, he started developing an Aloe Vera powder to match.

Level 2

Character can create 2 vials per day.

Level 3

Character can create 3 vials per day.

Create Goblin Dust

( Variation of Blind )

Races restricted - None

Guilds Disallowed - Paladin, Psionicist, Summoner

Skill Type - Instant

Action

Character must have a vial (empty vitamin/pill bottle) and must fill it with rice.

To use the Powder ~

Character must throw the rice from the vial and must hit the target player.

Character must announce “Blind 10S”.

Goblin Dust only lasts til midnight the day it was created, then it is rendered useless.

Character can create 3 vials per day

Effect

Target player is blind and should act accordingly for 10 seconds.

Details

Hiding from the bright, stinging sunlight in their damp holes in their dark mountains, the Goblins have had lots of time to perfect the technique of  creating a Powder that blinds.  Crushed rocks, venomous insect juices, dried poisonous plants and only the Goblins know what else, are all combined in this nasty little dust.

Level 2

Character can create 6 vials per day.

Level 3

Character can create 9 vials per day.

Create Pain 

Races restricted - None

Guilds Disallowed - Beast Master, BlackSmith Charlatan, Healer, Bishop, Druid, Warlock, Engineer, Musketeer, Arcanist, Oracle,

Skill Type - Linger

Action

Character must with both hands grab onto and control any one of a Target Players limbs/digits.

Character must maintain hold of the limb/digit for 10 seconds.

On the tenth second Character must announce "Pain 10S".

Effect
Target player must behave as if their entire body is in great pain.  

Target Player receives 1 Hit Point of Damage to the Limb and can do nothing but answer the Pain creating Character's questions and be racked with pain until duration ends.

While the duration is still in effect and the limb/digit is still being held, Character may ask Target Player any number of questions that they can fit into that time span, each followed by an announcement of "Words of Truth!"

Target Player, while still maintaining the effects of "Pain", must answer any question asked by the Character within the duration as truthfully as they can.

Character must wait at least 90 seconds before using Create Pain on the same Target Player again.

Effects lasts for 10 seconds.

Character may Create Pain 3 times a day.

Details

"I assure you, this will hurt you alot more than it will me."

Level 2

Character must announce "Pain 20S".

Effects lasts for 20 seconds.
Character must now only wait 60 seconds before using Create Pain on the same Target Player again.

Character may Create Pain 6 times a day.

Level 3

Character must announce "Pain 30S".

Effects lasts for 30 seconds.
Character must now only wait 30 seconds before using Create Pain on the same Target Player again.

Character may Create Pain 9 times a day.

Create Poison

Races restricted - None

Guilds Disallowed - Weapons Master, Rune Master

Skill Type - Instant

Action

Character must have a vial ( empty vitamin/pill bottle ) and must fill it with no more than 2 ounces of salt.

To use the Powder ~

Character must pour the salt from the vial into the target players beverage or drink.  Food is not to be poisoned ever or at all, just drinks.

Target Player must not notice, and must drink the poisoned beverage.

Poison only lasts til midnight the day it was created, then it is rendered useless.

Effect

Target player loses 3 Hit Points. 
Effects of poisoning are delayed for 10 seconds after a failed Saving Throw, then the damage is dealt.  This 10 seconds is all the time for a cure for the poison through potion or magic to be administered.  After 10 seconds no remove poison will work, damage will have to be healed through normal means.
Poisons last until midnight, then they are rendered useless.
There is a Saving Throw attempt allowed with all Poisons!
To save versus a poison a Player first must drink the poison, then they must not make a face!  If no reaction to the poison is shown at all from the Poisoned player, the poison must have been rendered inert, or that Target Player has developed an immunity to that poison.  Either way no damage and no lingering effects will happen because they have successfully saved versus it.

Character can create 1 vial per day.

Details

Assassins, got ta love 'em.  As long as they are in plain site and away from your ale, they are fine folk, ... , really.

Level 2

Character can also create Level 2 poison and use it following all the rules above, and can now create 2 vials a day of any variety.
Level 2 poison is no more than 2 ounces of vinegar.
The effects of Level 2 poison, if the save attempt has failed and 10 seconds have passed, is 6 Hit Points damage.

Level 3

Character can also create Level 3 poison and use it following all the rules above, and can now create 3 vials a day of any variety.
Level 3 poison is no more than 2 ounces of hot sauce.
The effects of Level 3 poison, if the save attempt has failed, is instant paralysis of the entire body for 5 minutes.

Create Smoke Powder

( Variation of Hidden )

Races restricted - Giant, Troll

Guilds Disallowed - Barbarian, Mercenary, Paladin, Bishop, Druid, Battle Mage, Psionicist, Rune Master, Summoner,

Skill Type - Linger

Action

Character must throw a handful of baby powder onto the ground in front of them.

Character must announce "Smoke! 3S".

Effect

  Character must flee immediately and is Hidden for 3 seconds.

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, signalling Hidden.

Character can create 3 doses per day.

Details

  From the far East came pellets that when smashed upon the ground bellowed and belched forth smoke allowing the Rogue who threw it precious seconds to run away.

Level 2

Character is Hidden for 6 seconds.

Character must announce "Smoke! 6S".

Character can create 6 doses per day.

Level 3

Character is Hidden for 9 seconds.

Character must announce "Smoke! 9S".

Character can create 9 doses per day.​

D

 

Disarm All

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must discover any active concealed Trap of any design.

Effect

Character may safely disarm 6 Traps per day.

Details

Mind your step ...

Level 2

Character may safely disarm 9 Traps per day.

Level 3

Character may safely disarm 12 Traps per day.

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

Character may safely disarm 9 Traps per day.

Details

... and keep your heads up ...

Level 2

Character may safely disarm 12 Traps per day.

Level 3

Character may safely disarm 15 Traps per day.

Disarm Advanced Traps

Races restricted - None

Guilds Disallowed - Barbarian, Paladin, Bishop,

Skill Type - Instant

Action

Character must discover an active concealed Step-Spike or Step-Mine trap.

Effect

Character may safely disarm 6 Traps per day.

Details

... 'cause these nasty little surprises ...

Level 2

Character may safely disarm 9 Traps per day.

Level 3

Character may safely disarm 12 Traps per day.

Disarm Master Traps

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Barbarian, Paladin, Bishop, Mercenary, Musketeer, Weapons Master, Thief, Gypsy, Pirate, Pontiff, Witch Doctor, Arcanist, Battle Mage, Psionicist, Summoner

Skill Type - Instant

Action

Character must discover an active concealed Multi-Step-Spike or Trip-Acid trap.

Effect

Character may safely disarm 3 Traps per day.

Details

... can be anywhere.

Level 2

Character may safely disarm 6 Traps per day.

Level 3

Character may safely disarm 9 Traps per day.

Dismember Corpse

Races restricted - None

Guilds Disallowed - Scribe, Paladin, Watchman, Bishop, Druid, Arcanist, Enchanter,

Skill Type - Linger

Action

Character must kill a target player or locate a dead body.

Character must spend one minute as they crouch / kneel over the body.

Character must have a large sack and the dead players items must be put into the sack (helmet, weapons, cloaks, anything easily removable and fits in the sack).

Character must announce "Dismember Corpse 3M".

Effect

Dead character, then stands and must stay within arms reach of the bag with their body.  

Target Player is considered to be in the Astral plane as a spirit and is attached to their physical body in the sack and therefore must follow the Character that Dismembered their corpse where ever they may lead them until the sack is physically let go of and left on the ground by the Dismembering Character.  

At all times the Target player following the sack must move signalling that they are in Astral Form.

Character must carry the sack on them at all times or else all effects are cancelled.  The sack may not be handed off except to another Player who has not yet held the bag and who also has Dismember Corpse.

When the sack hits the ground the Astral dead player following the Dismember-er, can reclaim their possessions, and all benefits of this skill are lost, and the dead player is visible again to all, and still quite dead.

Effects last for three minutes, then the sack must be placed on the ground and the dead person spills out.

Character can Dismember 3 Corpses a day.

Details

" Sure it might be messy work, but some...employers...prefer lots of proof."

~ An Ogre who refused to name itself, in a dark back corner of a bar.

Level 2

Character must announce "Dismember Corpse 6M".

Effects last for 6 minutes.

Character can Dismember 6 Corpses a day.

Level 3

Character must announce "Dismember Corpse 9M".

Effects last for 9 minutes.

Character can Dismember 9 Corpses a day.

Dominate

( Variation of Persuade )

Races restricted - None

Guilds Disallowed - Scribe, Barbarian, Musketeer, Druid, Warlock, Rune Master,

Skill Type - Instant

Action

Character must make eye contact and be within 5 feet of Target Player.

Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own.  This is a Game Mechanic, and may not be avoided through Role Play.  Example~ A Target Player sees you ready your 'Jedi Mind trick' fingers, so they immediately find a reason to look away.  That's a Player seeing a Mechanic and then their Character reacts, pure Metagaming.

Character must announce "Dominate 5M".

Effect

Target Player must perform whatever task or action the Character asks, no matter the cost.  Dominate has no anti-suicide clause.

 Dominate can be used on a NPC/Monster AND on a Player Character.

Effects last for 5 minutes, if the Persuaded Player can not accomplish their goal in this time the effects fade and the Player is left dazed and slightly disorientated but with no lingering effects.

Dominate can be used 3 times per day.

Effects last for 5 minutes.

Details

Never doubt the unlimited reaches of the power of persuasion.

Level 2

Dominate can be used 6 times per day.

  Level 3

Dominate can be used 9 times times per 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.

Flintlock

Races restricted - Giant, Troll

Guilds Disallowed - Witch, Weapons Master, Ranger, Witch Doctor, Psionicist

Skill Type - Instant

Action

Character must have a replica cap gun i.e. percussion cap or those little red caps, and those little red caps, which come in rings typically of 8, must be cut into individual rounds.  All effort must be taken to make it look like a Flintlock pistol, or a Pirates gun.

Character must spend 30 seconds doing nothing else to reload any flintlock.

Character must aim Flintlock at a Target Player.

Target player must be within 25 ft.

Eye contact between the Character and the Target Player must be made.

Character must pull the trigger and the cap must sound, if cap does not sound it was a misfire and that shot is counted as wasted and must be disposed of and the Flintlock must be reloaded following all time penalties.

Effect

The Target player receives 3 Hit Points of damage, but if the Flintlock Firing Player was more than 5 feet away from the Target, the Player taking the 3 Hit Points may choose where the damage goes.  For example a Pirate within 5 feet of a Novice fires successfully.  The Novice must take the damage to their body and thus they are dead.  If the Pirate was further away, but within the 25 feet range, the Novice could choose to assign the damage to a Limb, instead of the Body.  These weapons were notoriously unreliable and the aiming of them was more to a general target than a specific area on a target.

Small shields do not deflect Flintlock rounds, Large shields and Towers do.

At Level 1 the Character may have up to 3 Flintlocks in their possession. 

Details

" When ye got a choice mate, why wouldn't ye bring a gun to a knife fight? "

~ Captain Scythe ' Blackbeard ' Teach.

Level 2

At Level 2 the Character may have up to 6 Flintlocks in their possession. 

Level 3

At Level 3 the Character may have up to 9 Flintlocks in their possession.

Forest Form

( Variation of  Sanctuary )

Races restricted - Giant, Troll

Guilds Disallowed - Engineer, Scribe, OverLord, Barbarian, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Pirate, Thief, Arcanist, Battle Mage, Enchanter, Psionicist, Rune Master,

Skill Type - Linger

Action

Character must touch two trees, which must be at least twice the height of the Character, simultaneously for 15 seconds.

Player cannot move during this 15 seconds and for the duration of the skill

Player must then raise and hold a fist in the air for the remainder of the Skill whenever that fist is lowered the skill and its benefits are lost.

Character must announce "Sanctuary 3M".

Effect

Player is in Sanctuary with all benefits, limitations and durations of the Sanctuary Spell.  This description can be found in the Spells section.

Effects last 3 minutes, and Character can Forest Form 3 times per day.

Details

When someone fully devotes their body and soul into a relationship with Mother Nature, they may soon learn that she takes care of her own.

Level 2

Character must announce "Sanctuary 6M".

Character can Forest Form 6 times per day.

Level 3

Character must announce "Sanctuary 9M".

Character can Forest Form 9 times per day.

~~NOTE~~

The Sanctuary bubble may be ' popped '.  A 2 handed 'Great' weapon (Great Sword, Great Axe, Polearm/Spear, Staff, etc.) that must be enchanted or blessed weapon, may be used to strike the ground 3 - 4 feet away from the Character in Sanctuary, on all four sides of the Character.  This shatters and destroys the ground enough that proper contact with it can not be made and the Spell is ruined.  

Example - Bishop Benny sees Dug the Dwarf, coming his way and looking angry.  The Bishop holds up his fist and announces "Sanctuary".  Dug continues stalking straight for the Bishop as he readies his Pole Axe that he has already Honed the blade of (using the Dwarfs natural ability to Hone Weapons so that the Pole Axe acts as enchanted) and hits the ground in front of Benny.  Dug then hits the ground to the left of the Bishop.  The Dwarf pounds the ground behind Benny, and then to Benny's right and Benny, very nervous now, must drop the raised fist and the Spell is cancelled.  

Good luck Benny.

 ~~~~~~~~

Forgery
Races restricted - Giant, Troll
Guilds disallowed - Barbarian, Monk, Musketeer, Paladin, Weapons Master, Assassin, Gypsy, Ranger, Trapper, Druid, Necromancer, Shaman, Warlock, Witch, Witch Dootor, Arcanist, OverLord, Oracle, Summoner,

Skill Type - Instant
For a regular Forged document ~
Action
Character must have at least one Read\Write Skill in any language.
Character may now write a scroll, a letter, a writ, a contract, etc. and they may sign it and "authorize" it under any other Character and\or Faction name.
Character must draw a square about the size of a quarter in the bottom right hand corner of the document, and inside the square must be a capitol "F" and the number 1, 2 or 3, which represents the level of forgery possessed by the Forging Character.  For example - Sully the Smuggler has Read\Write Common at Lv1, and Forgery at Lv2, his Forgeries must have a square with F2 inside it.
Effect
The document must be accepted as official, although it may be heavily scrutinized if it demands the bizarre or something completely out of character for the supposed "author" of the forgery.
The only way to discover if a document is a Forgery is to have that document read by any Character with the appropriate Read\Write Skill that must be at least one level higher than the forgers level of Forgery indicated in the bottom right hand square.  For example - Sully's above mentioned forgery is being read by a Player with Read\Write Common Lv1.  That player believes the forgery to be authentic, but because it asks to have all of that factions gold to be transferred to Sully himself, the Lv1 reader decides to get it verified.  A Player with Read\Write Lv3 is found and the forgery is discovered.
In the case of Lv3 forgeries, the document must be read\inspected at the same time by TWO readers at once, and they both must possess the Read\Write Skill of the document and both at Lv3.
Character can create 3 Forgeries a day.


Forgery for Magic Scrolls ~
Magic also has a written language, and it too may be forged.  At Level 1, a Character with Forgery may choose 1 Spell from the Master Spell List with an XC cost of 400 or less.  Once chosen, this Spell may not be changed and the Forging Character will always know it.
Character can create 1 Forged Magic Scroll per day.

Details

"Of course what I say is true!  I have the documentation right here should you care to inspect it!" ~ Brey Gurt, Smuggler, or as she preferred to identify herself, a purveyor of particular, unquestionable goods.

Level 2
Character now learns to Forge a new Spell.  Character may choose from the Master Spell list, and the Spell must cost 600 XC or less.
Character can create 6 regular Forgeries, and 2 Magic Forgeries per day.
Level 3
Character now learns to Forge a new Spell.  Character may choose from the Master Spell list, and the Spell must cost 800 XC or less. 
Character can create 9 regular Forgeries, and 3 Magic Forgeries per day.

F
G


Glean Traps

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Paladin, Watchman, Weapons Master, Bishop, Pontiff, Shaman, Arcanist, Battle Mage, Enchanter, Psionicist, Rune Master, Summoner

Skill Type - Instant

Action

Character must go to GateHouse.

Once there, the Character must declare that they wish to "Glean Traps".

Character will then consult the Glean Traps List one time only.

This skill can not be used with Basic Traps only, Character must know the Skill Advanced Traps or Master Traps.

Effect

 Character will roll a D20 and receive a random selection of Lootable Body Parts from the Glean Traps Level 1 List.

Details

Ah, the mighty Trap.  When used expertly, and concealed cleverly, a Trap could last for months out in the Wilds, and still be as deadly.  A wise hunter checks his traps regularly, for you never know when an old trap brings new prey.

Level 2

Character must follow all of the rules above, but may check the Glean Traps List twice, once under Level 1 results and once under Level 2.

Level 3

Character must follow all of the rules above, but may check the Glean Traps List three times, once under Level 1, once under Level 2 and a third time under Level 3.​​

Glean Traps Master List.png
H

 

Hamstring

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be have a one handed weapon with a minimum 6 inch blade.

Character must strike the Target Player with a draw cut (a pulling backwards slice against the target) on the back of the Leg.

Character must announce "Hamstring!", or "Hamstring until Healed!" their choice.

Effect

Target player takes 3 HP of damage to the Leg.
AND

Target players Leg that was struck is rendered useless and goes limp.  It will not support nor lift weight until any variation of "Heal" is applied to, or which includes, that Limb is received.  The Skill "Forced March" does not negate these effects.
Character can use this Skill 3 times a day.

Details

Consider your dancing days over, my friend

Level 2

Target Player must not be wearing Leg Armour nor upper Arm Armour.

Character must strike the Target Player with a draw cut (a pulling backwards slice against the target) across the back of the Leg, or the pit of the Arm, and the limb struck will suffer the Level 1 Effects .
The Skills "Forced March" or "Strong Arm Tactics" does not negate these effects.

Character can use this Skill 6 times a day.

Level 3

Hamstring is now effective against Medium armour, and cuts through it.

Character can use this Skill 9 times a day.

Hide in Shadows

( Variation of Hidden )

Races restricted - Ogre, Giant, Troll

Guilds Disallowed - Paladin, Pontiff,

Skill Type - Linger

Action

Character must not move while hiding.

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 unidentifiable from the surrounding shadows.

Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be in a fist in the air.

All benefits are lost with movement or the loss of the shadow, ie a flashlight beamed on the Character cancels the Skill.

Effects last for 3 minutes.

Details

Diamonds may be a Ladies best friend, but Rogues prefer the shadows.  Learn to cloak yourself in one and they will conceal you from your foe.

Level 2

Effects last for 6 minutes

Level 3

Character may choose to hide another Player in the Shadows with them.  Both Character and Target Player must signal that they are hidden by the arm and fist being in the air as described above.

Effects last for 9 minutes​.

 

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 nine 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.​

I
L

 

Licence to Kill

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must register with the Regent as an Authorized Agent of Town Justice.

Character may now check the wanted posters located in town for collectible rewards.

Effect

Character is now legally sanctioned to kill the Target Player depicted on the Wanted Poster.  They are exempt from any legal charge of murder or any other charges they may have piled up in the act of 'apprehending' the Target Player.

Character can kill wanted target player at any time, any where, as often as they wish and claim the posted reward multiple times, as long as Target Players Wanted poster is still displayed.

Character is only authorized to collect on 3 Wanted Target Players a day.

Details

" I think you will find my papers all in order officer, now what's this I heard  about a reward...?" 

~ Admiral Caderial Malkovai, Pirate King.

Level 2

Character is now authorized to collect on 6 Wanted Target Players a day.

Level 3

Character is now authorized to collect on 9 Wanted Target Players a day.​

M

 

Master Traps

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Weapons Master, Bishop, Shaman, Arcanist, Psionics, Paladin, Warlock, Battle Mage, Rune Master, Summoner,

Skill Type - Instant

Action

Character may make and use Multi-Step-Spike and Rock-Fall.

If the Character also knows the skill Create Acid, they may additionally create Acid-Trips.

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

The best of the best who use Traps, demand nothing less than the best of the best Traps.

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.

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 Slot 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 Peasant.

Level 2

Character now receives 1 Spell Slot back into his Spell Cycle per every 2 minutes of Meditation.

Level 3

Character then receives 1 Spell Slot back into his Spell 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 Psionic Slot back into their Psionic Cycle per every 2 minutes of Meditation.

Details

"There is no try, there is do and do not, and rest, and hydration, important too are they."

~ Yoga Master Yogi, from writings a long, long time ago, in a Kingdom far, far away ....

Level 2

Character now receives 1 Psionic Slot back into his Psionic Cycle per every 1 minute of Meditation.

Level 3

Character then receives 1 Psionic Slot back into his Psionic Cycle per every 30 seconds 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.

​~~~~~~~~

P

 

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.

Patience

( Variation of Hidden )

Races restricted - Ogre, Giant, Troll

Guilds Disallowed - Paladin, Pontiff,

Skill Type - Linger

Action

Character must be motionless and unnoticed for 10 seconds.

Effect

Character becomes hidden for 3 minutes.

Character must hold one arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be in a fist in the air.

All benefits are lost with movement and Character does not need to be concealed in a Shadow.

Character can attempt Patience 3 times per day.

Details

Hunters know this skill well.  Stay still long enough and everything kind of forgets that you were there at all.

Level 2

Character becomes hidden for 6 minutes.

Character can attempt Patience 6 times per day.

Level 3

Character becomes hidden for 9 minutes.

Character can attempt Patience 9 times per day.

Persuade

Races restricted - Giant, Troll

Guilds Disallowed - Barbarian, Musketeer, Druid, Warlock, Rune Master, Summoner

Skill Type - Instant

Action

Character must make eye contact and be within 10 feet of Target Player.

Character must make a fist with the index and middle finger upright and pass it between the targets victims eyes and their own.

Character must announce "Persuade 5M".

Effect

Target Player must perform whatever task or action the Character asks, within reason.  Persuade has a very robust anti-suicide clause.  Persuading Character may not tell Target Player to kill themselves, their family, their clan or their loved ones.  Nor can Persuade convince a Target Player to cause direct harm to any of those listed above.  Anything else goes.  Consider Persuade to be used as a con job, the Character being the Con Artist, the Target Player the victim.  There is only so much anyone can talk anybody else into.

 Persuade can be used on a NPC/Monster only, not on a Player Character.

Effects last for 5 minutes, if the Persuaded Player can not accomplish their goal in this time the effects fade and the Player is left dazed and slightly disorientated but with no lingering effects.

Persuade can be used 3 times per day on a NPC/Monster only, not on a Player Character.

Effects last for 5 minutes.

Details

 " Well I met this kind Halfling and he assured me that Tu-Tus were in season this year."

~ Belonda the Orc.

Level 2

Persuade can be used 6 times per day on a NPC / monster only, not on a Player Character.

  Level 3

Persuade can be used 9 times times per day on a NPC / monster only, not on a Player Character.

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 1 times per 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 2 times per day.

Level 3

Character may now ask four questions.  Character must announce "Premonition 4".

Character can attempt a Premonition 3 times per 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.

Punch for Damage

Races restricted -  Halfling, Goblin

Guilds Disallowed - Scribe, Musketeer, Assassin, Thief, Bishop, Warlock, Arcanist, Psionicist, Summoner

Skill Type - Instant

Action

Character must be wearing a Punch Glove on the hand that they want to Punch with, and they may not be holding anything in that hand.

Character must deliver one 'Punch' to a Target Player in the Body, Arms or Legs.

Character must announce "Punch for Damage".

Effect

Target Player receives 1 Hit Point of Damage per Punch in targeted area.

Character may attempt Punch for Damage once every 9 seconds.

Details

With experienced or powerful foes, beware of not only the weapons that they hold in their hands, but verily the hands themselves, for they may be as deadly as any blade.

Level 2

Character may attempt Punch for Damage once every 6 seconds.

Level 3

Character may attempt Punch for Damage once every 3 seconds.

Pure Will

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be targeted and affected by any variation of the Spells listed below.

Character must announce "Pure Will!".

Pure Will can only be used three times per day.

Effect

Self Dispel Blind

Self Dispel Sleep

Details

The arms carved the stone into mighty blocks, the legs carried those blocks for many leagues, the body heaved and strained to lay those blocks into a mighty defensive wall but it is the Mind that commands it all.  Like a battlefield General, what the Mind orders, the rest of the body must do, if possible.  Master the mind and anything is possible.

Level 2
Character may also -

Self Dispel Pain
Self Dispel Persuade
Pure Will can be used six times per day.

Level 3
Character may also -

Self Dispel Fear

Self Dispel any Set On Spell following that particular remedy for that particular Set On.
Pure Will can be used nine times per day.

**Pure Will Specialization~ "Magnamind"

Character must announce "Magnamind".
Character may now also negate all Cloud magic with "Breathe without Air" (same as Lv1 Wizard Spell) and

Turn all time calls of "Petrify" from M to S. 

For example, a call of "Petrify 10M" (10 minutes) would now be "Petrify 10S" (seconds).

Q

 

Quick Change Artist

Races restricted -  Giant, Troll

Guilds Disallowed - Bishop, Paladin, Pontiff, Warlock, 

Skill Type - Linger

Action

Must be concealed/out of sight from all Players (no witnesses).
Must change colour of clothing on the Characters Head and Body.  This could be the turning inside out/reversing the clothing you are already wearing, to pulling a different colour cloak out of a pouch and putting it on.  The entire torso (trunk, chest and shoulders) and at least the top of the Head (hat, scarf, etc) must be a new colour, or Skill will not work.

Character must announce "Quick Change Artist 3M".

Effect

Character can now try to "pass them selves off" as nobody important or special, just a regular busy person.  
For the duration of the time call, the Character is given one use of "Persuade" to try to "convince" other Target Players that the Quick Change Character is not the person they are looking for. 

An example of the Persuade use~ "Was the person you are looking for wearing a green cloak like I am?  No?  Then I can't be that person!"  "Persuade 5M".
This is a normal use of Persuade, and follows all anti-suicide and anti-Clan restrictions.
After the time duration, costume must be removed.
The use of "Persuade 5M" must be withing the time duration.
The effects of Quick Change Artist last for 3 minutes.
Can perform Quick Change Artist 1 time a day.

Details

Quick Change Artist is usually used as a form of "tactical retreat".  A quick costume change, then slipping into a crowd bolstered with strong denials, are very handy techniques when trying to slip away from a "Crime Scene". 

Level 2

After the time duration, costume must be removed.

The Character now has 2 uses of "Persuade 5M", and both must be called withing the time duration.

The effects of Quick Change Artist now lasts for 6 minutes.
Character must announce "Quick Change Artist 6M"

Can perform Quick Change Artist 2 times a day.

Level 3

After the time duration, costume must be removed.

The Character now has 3 uses of "Persuade 5M", and both must be called withing the time duration.

The effects of Quick Change Artist now lasts for 9 minutes.
Character must announce "Quick Change Artist 9M"

Can perform Quick Change Artist 3 times a day.

R

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.

Read / Write Magic Symbols

Master Magic Circle Symbols.jpg

Races restricted - None

Guilds Disallowed - Engineer, Witch, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,

Action

Character must be attempting to understand a drawn magic Symbol in front of them.

Writing, or in this case drawing, of Symbols is possible, but if the character is not a Enchanter or has not purchased the Symbol they are drawing with their XC, it is not magical, no mana can be put in it and it has no game effect.

Effect

Character now understands all Symbols dealing with the level of the magic Symbol phrase and will be able to identify if it is a powerful potion/scroll (a Level 3) or a regular variety (ie a Level 1 Potion/Scroll)

Character now understands all Elemental Symbols as well.

Details

The written word of magic, or the art of the arcane.  For those that know how to channel power into these Symbols, and in what order to place them, fantastic things will be possible.

Level 2

Character now also understands all Symbols of The Beings and all Symbols of Conditions as well.

Level 3

Character now understands all the Symbols of Magic.

~~NOTE~~

A Character (who is not a Enchanter by Guild) with Level 3 Read/Write Magic Symbols may with their XC purchase the individual Symbols necessary to create a Magic Symbol Phrase and can use the abilities of that Phrase to create magic Potions or Scrolls, as long as the character has enough Mana to do so, and follows all rules laid out in the Potion/Scrolls section.

~~~~~~~~

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.

S

 

Sacrifice

Races restricted - None

Guilds Disallowed - Musketeer, Enchanter, Rune Master,

Skill Type - Instant

Action

Character must be previously injured.

Character must approach and kneel / crouch beside / over a dead target player.

Character must "rip open the stomach to access the heart and remove it", Character must spend no less than 30 seconds doing this, and then Character must perform a 30 second chant or ritual over the heart before they must "stab the heart" with a knife or dagger.

Effect

Character heals +1 Body, +1 Arms and +1 Legs.

Character can not raise their Hit Points over their maximum normal amount.

Character can Sacrifice up to three times a day.

Details

Dark alters and sharp knives unleash the power of life through death.

Level 2

Character heals +2 Body, +2 Arms and +2 Legs.

Character can Sacrifice up to six times a day.

Level 3

Character heals +3 Body, +3 Arms and +3 Legs,  

Scent

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

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.

Scholar
Races Restricted - Giant, Troll
Guilds Disallowed - None

Skill Type - Instant
Action
Character must be attempting to read or write something in the Common (White), Dwarf (Grey), Elf (Blue), Goblin (Green), or Ogre (Brown) written language.
Effects
Character can read, write and understand any word written in any of the languages listed above, that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Details

I knowledge is the path to power, then books are the guides.

Level 2
Character can read, write and understand any word written in any of the languages listed above, 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 any of the languages listed above at will.

Sever Stone

Races restricted - None

Guilds Disallowed - Engineer, Barbarian, Mercenary, Musketeer,Watchman, Gypsy, Pirate, Ranger, Trapper, Bishop, Druid, Warlock, Arcanist, Battle Mage, Psionicist, Rune Master, Summoner, 

Skill Type - Instant

Action

Character must kill or find a dead Player Character.

Character must have a Knife.

Character must spend 30 seconds 'cutting' into the chest of the opponent.

Character must announce "Sever Stone".

Effect

The Character can Loot an Target Players Life Stone.

Character can perform Sever Stone once per day.

Details

In these lands that are constantly being drained by the remnants of the Gaia Golem, to be with out a Life Stone exposes that person to the energy hungry magic of the reforming Gaia Golem, and reduces them to little more than the average Peasant.  Fear the person that has learned what exact body parts the Life Stone uses to bond itself to an individual, for with that knowledge, and a sharp knife, that person can leave a victim helpless as a babe.

Level 2

Character can perform Sever Stone twice per day.

Level 3

 Character can perform Sever Stone three times per day.

Shank

( Variation of Back Stab )

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be undetected by target player.

Character must stab target player in upper back between the shoulder blades.

Character must only be using a throwing knife, and nothing else.

Character must announce “Shank”.

Effect

Target player receives 3 Hit Points of damage to the Body.

 Shank does no damage through Medium or Heavy Armour.

Character can Shank 3 times per day.

Details

Ah...daggers in the dark, what fun!

Level 2

 Character may target two players at once if he can reach both of them and strike both of them completely unnoticed, at the same time and hit both with one Shank.

Character can Shank 6 times per day.

 Level 3

Shank will now go through Medium Armour.

Character can Shank 9 times per day.

~~NOTE~~

Shank is an Instant trigger for any Target Player who has the Skill Rage or Berserk, and as such only does 1 Hit Point of damage to the Target Player who automatically goes into Rage or goes Berserk with the  Shanking Character as their Target.

​~~~~~~~~

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 and pointing allow a Target Player to receive the benefits of Sharp Eye as well.

Character can use this skill 9 times per day.

Slice

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be within weapons range of a Target Player.

Character must place their weapon (weapon must have a blade of at least 6 inches long) against a Targetable Area on any Target player, with the hilt (the handle) of the weapon as close to the Targetable area as possible.
Character may then draw the blade backwards against the Targetable Area, while keeping significant pressure against the Targetable Area, in a full arm motion Slice-ing manner.
Character must announce "Slice!"

Effect

The Targetable Area on the Target Player receives 3 damage.

Character can use this skill 3 times per day.

Details

We all thought that the favoured Champion had finally meet her match.  Her opponent was bigger, stronger and far younger than she.  In what looked like a failed thrust that missed it's mark by only mere inches to the left of the larger opponents belly, the crowd all let out a gasp of shock, for they now believed that they were witnessing their Champions end, and watching their hero die.  Then in a blindingly swift move, the Champions arm drew way back, her blade slicing deep and finished with the sword flung out straight and behind her as a spray of fresh blood showered from the blade to moisten the dry, dusty grounds of the arena.  Within heart beats, and with a large gaping cut in his side, the youthful warrior fell, and she who was still Champion, stalked away from the hushed and shocked arena.

Level 2

Character can use this skill 6 times per day.

Level 3

Character can use this skill 9 times per day.

~~NOTE~~

This attack does not need to be by surprise, as does Back Stab and Shank.

~~~~~~~~

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.

Summon Familiar

Races restricted - None

Guilds Disallowed - Engineer, Scribe, Mercenary, Musketeer, Watchman, Weapons Master, Assassin, Thief, 

Skill Type - Instant

Action

Character must have realistic looking stuffed/toy animal of a realistic size to be carried by them comfortably.

Character must chant over the animal for 5 minutes, candles and burning incense are optional.

Character must then touch the animal and announce "I now summon you    (name of animal)    

to serve me    (name of Character)     as your lord and master!"

Effect

The animal and the Character now share a bond between them, and as long as the Familiar is in the possession of the Character it will share with its master a telepathic link so that the Character may talk to the animal but only the Character would hear the response telepathically.

At Level 1 the Familiar grants its Master four gifts, they are:

~ Non-Combatants receive +1 Wound Point,  -OR-  Combatants receive +1 Body, +1 Arms, +1 Legs,

~ 1 extra Prayer/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  1 extra Spell/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 300 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 300 or less.

​​

All granted bonuses and any magical effects are lost and cancelled the moment the Familiar leaves the possession of the Character.  If it is dropped or placed out of reach and is not in physical contact with the Character in some way, all its effects and bonuses cease.  They are regained with renewed contact with the Familiar.  The Familiar may not be given to another Player, nor will any of the bonuses apply to any other Player other than the Summoning Character.

The Familiar is immune to damage while on the Characters person.  If taken away from the Character it has 3 Body Hit Points and can be killed, but it must be slain in front of the Character that Summoned it.  At the moment of the Familiars death what ever Hit Point bonus it gave to the summoning Character ( which was lost to the Character as soon as the Familiar left their possession ) is dealt to the Character as Hit Point damage and can kill the summoning Character.  If the summoning Character is unaware of any damage being dealt to the Familiar, they receive no damage themselves, but the Familiar is still dead.

Character can perform the Summoning process 3 times per day.

The Familiar will hold this enchantment for 1 hour.

Details

Familiars could be green alligators or long necked geese, small hump-y back camels or some chimpanzees, or cats or rats a mouse-with-pants but as sure as you're born, a Familiar can't be no unicorn.

Level 2

At Level 2 the Familiar grants its Master:

~ Non-Combatants receive +2 Wound Points,  -OR-  Combatants receive +2 Body, +2 Arms, +2 Legs,

~ 2 extra Prayers/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  2 extra Spells/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 600 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 600 or less.

Character can perform the Summoning process 6 times per day.

Level 3

At Level 3 the Familiar grants its Master:

~ Non-Combatants receive +3 Wound Points,  -OR-  Combatants receive +3 Body, +3 Arms, +3 Legs,

~ 3 extra Prayers/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  3 extra Spells/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 900 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 900 or less.

Character can perform the Summoning process 9 times per day.

~~NOTE~~

The Familiars Mana may not be used in a way in which it is permanently lost.

A Familiar may not know any Skill with 'Create' in it's name.
All Familiars must be registered at GateHouse.

** Summon Famliar Specialization:  'By Whatever Face is Myne' **

If the Character possessing this Specialized Summon Familiar Skill also has the Were-Form Skill, they no longer lose the Familiar when they are in animal shape when the Were Form Skill is active.

~~Beast Masters and Familiars~~

Beast Masters by Guild are the only Folk who can Summon a Familiar, and then attach it to someone else. 

A Beast Master may also ignore durations for their summoned animals.  They can choose to Summon their Familiars at noon, and cage them indefinitely until midnight with no time "counted".  The time starts to run down only when the Familiar is attached to either Character or Target Player.

​~~~~~~~~

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.

Symbol of Faith
Races restricted - None
Guilds disallowed - Varies with use

Action
Character must have an unique object or item which will be the focus of their "Faith".  The item could be (but is certainly not limited to) a sword or weapon, a shield or armour, cloak, hat, belt, feather, banner, etc.  The only rules on the item are that the item must be large enough to be clearly visible from 20 feet away, and the item will be a Lootable item, so if it is the belt you wear to hold your pants up, you better pack a spare!
Character must present the Symbol of Faith clearly to the Target Player to receive any effects listed below.
Character must announce "Symbol of Faith" OR another appropriate phrase related to the item made into a Symbol of Faith.  For example ~ "By the Sword of my Mother", or "Through the light of the knowledge of the Book",  "With the power of my Grey Skulled Fore-Fathers", etc.
Effect
Character is granted one Level 1 use of Excommunicate per day.

Excommunicate ~ Action

Character must hold out / present a symbol of their faith directed at a Target Player within 10 feet playing any Guild off of the Cleric tree.

Character must announce "Excommunicate 30S".

Effect

Target Player may not use any of their Prayers for 30 seconds.

Details

Infinite be the power of fervent, focused faith.

Level 2
Character can now use Excommunicate Level 1 twice a day AND Character is granted two uses per day of Level 1 Moral Boost.

Morale Boost ~ Action
Character must make an inspiring 10 second minimum speech all about a maximum of 3 Target Players.

Target Players must be called by their Characters name at least once during the speech to receive any benefits of Morale Boost.
The speech must last for at least 10 seconds, then Character must announce "Morale Boost 1M".

Effect

Character and all Target Players named receive + 1 Hit Points to the Body, Arms and Legs each.

Effects last for 1 minute.
Level 3
Character can now use Excommunicate Level 1 and Morale Boost Level 1 both for three times per day AND Character is granted Proof to Touch three times per day as well. 
Proof to Touch ~ Action
Character must present openly their Symbol of Faith and make the appropriate announcement adding "Proof to Touch"
Proof to Touch allows the Character to shield themselves in pure Faith and to instantly deny any Skill, Magic, Prayer, Ability,  that requires the casting Player to Touch their intended Target.  This includes (but is not limited to) all Set On Spells, many Spells and Prayers, some Psionics, Possession attempts, forced Teleports or Tree-ports, etc.
Proof to Touch works on the Character only and may not be placed on another.

 

The Ritual

Races restricted - Halfling, Dwarf, Elf, Giant

Guilds Disallowed - None, but The Ritual may only be learned through Apprenticing to a Level 3 Ritualist, with an XC cost of 1000 (Actual Ritualists get this Skill for free) 

Skill Type - Linger

Action

Character must have a dead Target Player.

Character must approach and kneel / crouch beside / over a dead Target Player.

Character must announce "Let The Ritual Begin"

Character must then "rip out the eye to access the brain and remove a chunk",

Character must spend no less than 30 seconds doing this, and then Character must perform a 30 second chant or ritual over the brain bit before they must place the brain bit into a phylactery, or a unique and decorated container.
Character must now announce "Instant Knowledge 1H"
Effect

The Ritual heals the Character +1 Body, +1 Arms and +1 Legs.

Character can not raise their Hit Points over their maximum normal amount.

AND

Character can transfer a Target Players known Skill into themselves.  

The Character may now ask the dead Target Player to reveal all of their known Skills to them (or for ease, to let the Character see their NPC or Character Card and it shall be given back after reading).
The Character may choose any Skill the dead Target Player knows and announce 

"I take your  (Insert Skill/Truth/Spell/Prayer/Psionic/Cycle name here)  1H".  The Character now can perform the Target Players Skill at the Target Players Skill Level, even though they personally do not possess the Skill themselves, for the entire duration of the time call, or until all daily uses are gone.

The Target Player MAY NOT perform that Skill for the entire duration of the time call.
ADDITIONALY

The Ritual can read the memories of the Victim.  Character must perform The Ritual first, then announce "Words of Truth 3" and then may ask 3 questions of the dead.  The dead Target Player must answer as truthfully as their Character knows.

If the Ritual performing Character has a Prayer Cycle, they may instead take a single Prayer. 

If the Ritual performing Character has a Psionic Cycle, they may instead take a single Psionic. 

If the Ritual performing Character has a Spell Cycle, they may instead take a single Spell. 

Circles and Runes may not be taken.

FURTHERMORE

Although Prayers, Psionics and Spells can't be taken if the Ritual performing Character does not have the related Cycle, they CAN "eat" the Cycle itself!  If they choose to take a Target players Prayer, Psionic OR Spell Cycle, the Ritual performing Character receives no additional buffs or bonuses.  The Target Player though has lost that Cycle, and all ability to cast the Magic that is attached to it, for the entire duration of the Time call.​

Slots (Prayer, Psionic or Spell) may not be taken.

Character can perform The Ritual 3 times a day.

Level 2

Character heals +2 Body, +2 Arms and +2 Legs.

Character must announce "Instant Knowledge 2H".

Character must also announce "I take your  (Insert Skill/Truth/Spell/Prayer/Psionic/Cycle name here)  2H". 

Effects last for 2 hours.

Character can also now announce "Words of Truth 6" and may ask 6 questions of the dead Target Player.

Character can perform The Ritual 6 times a day.

Level 3

Character heals +3 Body, +3 Arms and +3 Legs,  

Character must announce "Instant Knowledge 3H".

Character must also announce "I take your  (Insert Skill/Truth/Spell/Prayer/Psionic/Cycle name here)  3H". 

Effects last for 3 hours.

Character can also now announce "Words of Truth 9" and may ask 9 questions of the dead Target Player.

Character can perform The Ritual 9 times a day.

~~NOTE~~

The Character can take and hold stolen Skills/Magic equal to their Level of The Ritual.
That means a Level 1 Ritualist may only hold on to 1 stolen ability at a time.  If the Ritual is performed again before the duration expires, the original stolen Ability is lost and replaced with the new.

A Level 2 Ritualist may hold on to 2 stolen abilities at a time, and use them both to their stolen capacity.  If the Ritual is performed again before the duration expires, the first stolen Ability is lost and replaced with the new.

A Level 3 Ritualist may hold on to 3 stolen abilities at a time, and use them all to their stolen capacity.  If the Ritual is performed again before the duration expires, the first stolen Ability is lost and replaced with the new.

​~~~~~~~~

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.

Throat Jab

Races restricted -  Ogre, Giant, Troll

Guilds Disallowed - Scribe, Musketeer, Assassin, Thief, Bishop, Warlock, Arcanist, Psionicist, Summoner

Skill Type - Instant

Action

Character must have a single hand weapon, this Skill may not be performed with any weapon that is two handed, "Large" or "Great".

Character must deliver a pommel strike (the end of the handle) to a Target Player in the Chest.

Character must announce "Silence 10S!".

Effect

Target Player receives 1 Hit Point of Damage on Body and can not speak above a unintelligible, raspy, choking whisper.
Effects last for 10 seconds.

Character may attempt a Throat Jab once every 9 seconds.

Details

"C'mere me lad, and I will tell ya a sure fire way to block this!  First ye-  WHUMP!-  ack!  Choke!  Cough!"

Level 2

Character must announce "Silence 20S!".

Effects last for 20 seconds.

Character may attempt Throat Jab once every 6 seconds.

Level 3

Character must announce "Silence 30S!".

Effects last for 30 seconds.

Character may attempt Throat Jab once every 3 seconds.
~~NOTE~~

Target Players wearing Helms that cover the neck and/or Gorgets (neck armour) are not effected by Throat Jab.

~~~~~~~~

 

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".

~~~~~~~~

 

True Sight

Races restricted - None

Guilds Disallowed - Barbarian, Musketeer, Assassin, Pirate, Pontiff, Shaman, Warlock, Battle Mage, Enchanter, 

Skill Type - Linger

Action

Character must be within visual range of an Astral, Hidden or Invisible Player(s).

Character must announce "True Sight 3M".

Effect

Character can now see the Hidden.

Character must raise one fist above their eyes as if to shield them from the sun.

Effects last 3 minutes.

Character can use True Sight 3 times per day.

Details

All of the elder races had this ability in the ages of the dawn of history, though sadly the eons between us and them has diminished this ability to all but a lucky few.

Level 2

Character can now see the Hidden and the Invisible at the same time.

Character must raise one hand above their eyes as if to shield them from the sun and the hand must be held open and flat on top of the eyes.

Character must announce "True Sight 6M".

Effects last 6 minutes.

Character can use True Sight 6 times per day.

Level 3

Character can now see the Hidden, Invisible and the Astral, all at the same time.

Character must raise one hand below their eyes as if to shield them from the sun if it was reflecting off of a mirrored floor, and the hand must be held open and flat.

Character must announce "True Sight 9M".

Effects last 9 minutes.

Character can use True Sight 9 times per day. 

T
W

 

Woodland Stride

( Variation of Hidden )

Races restricted - Giant, Troll

Guilds Disallowed -Engineer, Scribe, Mercenary, Musketeer, Paladin, Watchman, Weapons Master, Pirate, Thief, Bishop, Pontiff, Arcanist, Battle Mage, Enchanter, Rune Master, Summoner

Skill Type - Linger

Action

Character must be motionless in a forest or thick underbrush and unnoticed for 10 seconds.

Effect

 Character becomes Hidden for 3 minutes.

Character must hold left arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be in a fist in the air, signaling Hidden

All benefits are lost if the Character leaves the wooded area.

 Character can move anywhere they wish.

Details

 Learn to trust the trees and the bushes to conceal you and master the art of blending with the surroundings.

Level 2

Character becomes Hidden for 6 minutes.

Level 3

Character becomes Hidden for 9 minutes

 

Words 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 the casting time.

Character can then ask questions of the Targeted Player which the Targeted Player must answer.

Character must announce "Words of Truth 3".

Effect

Targeted Player must answer as quickly as possible and must answer three questions absolutely truthfully as the Target Player understands it.

The effects are lost with releasing the Target Players wrist or after 3 questions are answered or 3 minutes have elapsed.

Character can use Words of Truth 3 times a day.

Details

Sharp and unwavering is the stare of the questers for truth.

Level 2

Character must announce "Words of Truth 6".

The effects are lost with releasing the Target Players wrist or after 6 questions are answered or 3 minutes have elapsed.

Character can use Words of Truth 6 times a day.

Level 3

Character may use this Spell on 2 Target Players per 1 casting.

Character must announce "Words of Truth 9".

The effects are lost with releasing the Target Players wrist or after 9 questions are answered or 3 minutes have elapsed.

Character can use Words of Truth 9 times a day.

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