(A "*" indicates a skill may be bought more than once.)
Craftsman
Cost: 1
You have some craft that allows you to make a living. Crafts provide 1 Florin in game money at the beginning of each event. They also allow you to sell props for in game money that you have brought directly into the game. Without this skill, you must arrange to obtain goods through a merchant before you can sell them for in game money. You can always try to sell tagged items if you obtain them.
Desperate Struggle
Cost: 1
When you are reduced to zero Vitality by damage, you can exhaust 1 point of Fire to stay barely conscious. You cannot use any game skills, including weapon skills; you cannot stand or crawl; you can only drag yourself by one limb, lean on something, or prop yourself up on an arm. You cannot block any attacks, nor attempt to interrupt a Death Strike. You also cannot yell, shout, or scream unless struck by an effect such as Agony or Expose which requires it, though you can speak at a normal conversational volume. If you are unstable, you can remain conscious in this manner for one minute, after which you bleed to death as usual. If you are stable, you may remain conscious in this manner for the entire five minutes before regaining full consciousness and mobility.
If you are hit by further uncalled damage when using this skill, you must roleplay a reaction but do not lose consciousness. If you are hit by called damage when using this skill, the effect ends and you become unconscious and unstable. If this happens, you cannot use the skill again to remain conscious; you must regain 1 Vitality before you can use the skill again. You can only use this ability when reduced to zero Vitality by damage. You cannot use it against other effects, such as Stun, Death, or Paralyze.
First Aid
Cost: 1
This skill takes one minute of roleplaying to perform. You administer medicines and bandage wounds to prevent someone from dying of blood loss. This skill may also be used to repair a Maim effect. You must have both arms free to use this skill. When you begin to use this skill, you must call "First Aid" and roleplay the use of the skill. If used to repair a Maimed limb, you must use the "Cure Maim <indicate limb>" verbal when the one minute of roleplaying is complete. If used to make an unstable character stable, you must say "Stabilize" when you have finished. This skill can be used for either effect, but you cannot perform both effects at the same time.
One Handed Sword
Cost: 1
You can use any type of one-handed blade.
Small Weapon
Cost: 0
All characters can use any type of small weapon.
Staves
Cost: 1
You can use any staff.
One-Handed Club
Cost: 1
You can use any one-handed blunt weapon.
Cost: 5
Agony
Cost: 2
You may exhaust 1 point of Air to make a nerve strike with a melee weapon. You call out "Agony" and strike with the weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Backstab
Cost: 1
You may spend 1 point of Water to make a melee attack from behind that causes devastating damage. You must be behind an opponent and be able to see both shoulder blades. The attack causes 5 damage and can be made with any melee weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Combat Reflexes
Cost: 3
You may exhaust 1 point of Air to give yourself 2 points of armor. You must spend three seconds roleplaying this preparation to activate the skill. You cannot use this skill if you are wearing any other type of armor, and these points are lost if you put on or activate any other armor or ability that gives you armor points. These armor points are gone when they are exhausted. They cannot be restored unless you use this skill again and exhaust another point of Air. These armor points last until the end of the event, until they are exhausted by Damage, or until you spend a Void point to refresh your attributes.
Disengage
Cost: 2
If you are fighting with a melee weapon, you may exhaust 1 point of Water to call out "Disengage" as described in the effects section.
Poison Use
Cost: 2
This skill allows you to apply and use blade poisons on any bladed weapon. The skill can be used on melee weapons, thrown weapons, or even projectile weapons which are bladed. You call out the effect of the poison when you make an attack. The poison is used up only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Thrown Weapon
Cost: 1
You are skilled in the use of thrown weapons.
Waylay
Cost: 1
This skill represents a crack on the back of the head to a victim to knock the victim out. You must be behind an opponent and exhaust 1 point of Air to use this skill. This skill cannot be used while running; your feet must be still when you use the skill. You call out "Stun" and tap that opponent on the back of the shoulder with a melee weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Cost: 3
Many of these skills revolve around performances. Although the Bard is generally associated with music, any performance art will actually work in this context. When a skill requires a performance, it requires the Bard to present some kind of art to a live audience. The presentation must take at least one minute, and the audience must respond with applause. When the applause comes, the Bard has fulfilled the condition of the performance.
Act of Passion
Cost: 1
Your performance charges you so that you may use Fire in place of one other attribute when paying for a single skill. To use this ability, you must "charge" it with a performance, as described above. Once charged, you may use this ability one time, replacing the full cost of one other attribute with Fire if you have enough Fire to exhaust. The charge fades at the end of the event if you have not used the Act of Passion. You can use only one Act of Passion during an event.
The Blessing of Music
Cost: 1
You can give a performance that imbues a hearth with the power to create music. You must perform your art according to the guidelines above in the building you wish to imbue, then call out, "Imbue by inspiration." A CD or tape player can then be used during game time in that building, though the player must be hidden, and no music played may be clearly out of period.
An Uplifting Performance
Cost: 2
You can free the minds of your audience with a performance. You must perform your music or art and receive applause for your performance according to the guidelines above. You can then expend 1 Fire and call out "By my voice, cure Mind by Inspiration."
Legend Lore
Cost: 3
You may research the legends and stories of the land between events to look for information on a particular subject or item. You must submit that you intend to use this skill and what you intend to use it on. Using this skill costs 3 Florins to pay for the stories and information you gather. The use of this skill does not guarantee any information. The more legendary the information is, the more information this skill returns. You cannot use this skill if you end an event with a condition that prevents the use of game skills.
Slander
Cost: 1
You may, between events, submit to plot small snippets of your lyrics or art that somehow slander some social or political figure. You are publicly attempting to cause the figure to lose face. This could cause a drop in reputation, cause an increase in those who challenge the figure, or cause others to investigate the movements of that figure more carefully. This skill will make life more difficult for the target, but it is common knowledge who is doing the slander, so most powerful figures will attempt to return the favor - usually in the form of armed thugs with little concern about the time of day or night.
Song of the Arcanum
Cost: 2*
You can buy this skill up to five times. You can cast magic through music or rhymed and metered poetry, taking extra time to perform your incants and allowing you to cast spells more easily. Each level of this skill gives you 1 point of Arcane which can be used instead of Air, Earth, Fire, or Water when casting spells. These points of Arcane can only be used if the incant of the spell is lengthened and performed either as rhymed and metered poetry or to music. To do so, you must prepare a song or poem for each spell. The song or poem must have a lyrical component which is at least four times as long as the length of the incant. These songs or poems must be in period and be approved and recorded in the same manner as spell incants. If you perform the song or poem and call out the effect to cast the spell, these points may be exhausted in the place of Air, Earth, Fire, or Water. They are refreshed when you use Void to refresh attributes.
The Sphere of Benediction
Cost: 3
This skill allows you to learn spells from the Benediction sphere. These spells are purchased and used like skills.
Cost: 5
Diagnose
Cost: 1
You touch the recipient with a packet and use the Diagnose effect. You can use this skill as often as you like, but you cannot Diagnose Imbue or Inflict effects, nor can you diagnose traits that are not specifically mentioned in Chapter 2.
Purge Disease
Cost: 2
You use your knowledge of the body to keep yourself healthy and strong enough to shake off disease so long as you are conscious. You exhaust 1 point of Earth, call out "Purge Disease," and overcome any effect with the Disease trait.
Rolling With It
Cost: 3
You can use your knowledge of the body and of injury to twist your body to reduce the mortality of a serious wound as it is delivered. When you are reduced to zero Vitality by called damage, you can spend 1 Water to be unconscious and stable rather than unconscious and unstable. You must use this skill immediately after being struck by the felling flurry.
Runic Power
Cost: 3*
You can buy this skill up to five times. This skill gives you 1 point of Runic Power for each time it is purchased. These points are refreshed when you refresh Attributes with Void. If you carry a runestaff or wand at least 1 foot long with the rune for each spell you can cast carved into it, you can spend points of Runic Power instead of Earth, Air, Fire, or Water when you cast any spell whose rune is on your runestaff. You cannot exhaust a point of Runic Power in place of a point of Void. You can create your own runestaff or wand. If your runestaff leaves your possession, you cannot use Runic Power until you regain it or create or obtain a new one. Though your runestaff or runewand must be in your possession to use Runic Power, it cannot be in your hand while casting unless you also have the Staff of the Arcanum skill.
Surgery
Cost: 3
You perform simple surgery to clean and sew up a person's wounds, also administering medicines and salves as necessary. This skill takes one minute to use, but does not take effect until the patient has rested (sitting or lying down) for an additional five minutes. The patient can move short distances to get to a better resting position, but cannot walk, run, fight, or use game skills without ruining the effects of the surgery. At the end of the five minutes, the patient is healed up to 2 Vitality; or, if you spend 1 Air during the surgery, the patient is healed of all damage. The person you are treating must lie down on a bed, couch, or table for the entire minute of surgery, though they can be conscious. This skill requires props including bandages at the very least. No prop may be sharp or deemed dangerous by the staff.
The Sphere of Rejuvenation
Cost: 3
This skill allows you to learn spells from the Rejuvenation sphere. These spells are purchased and used like skills.
Cost: 3
Avoid
Cost: 4
You may spend 3 points of water to negate any one weapon or packet attack. You must call out "Avoid" when you use this skill.
Disengage
Cost: 2
If you are fighting with a melee weapon, you may exhaust 1 point of Water to call out "Disengage" as described in the effects section.
Gossip
Cost: 2
You have connections and friends who provide you with gossip about happenings at court and among prominent figures. Using this skill costs 3 Florins to help pay for the expenses you incur maintaining your position in the social scene that allows you access to such juicy gossip. If you have this skill and use it as part of your post event letter, you may receive information about politics and the social scene. However, this information may not be entirely reliable, though there will usually be at least seeds of truth in it. This skill does not guarantee information. You cannot use this skill if you end an event with a condition that prevents the use of game skills.
Marksmanship
Cost: 1*
You can buy this skill up to five times. This skill gives you 1 point of Marksmanship for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can spend points of Marksmanship instead of Fire to fire a pistol. You can also spend points of Marksmanship instead of points of Earth, Air, Fire, or Water to use any pistol skill.
Now You See It, Now You Don't
Cost: 2
This skill allows you to exhaust 1 point of Air to hide one item for five minutes on your person. The item cannot be in plain sight. If you are searched, you do not have to reveal the presence of the item. If the item is actually spotted by someone, however, this skill fails. The skill will work for five minutes even if you are killed during that time. The hidden item has the Hidden trait, and will be revealed by an ability which uses an "Expose Hidden" effect. If someone uses "Expose Hidden" on you, you do not cry out (unless you also have the Hidden trait), but the effect of this skill ends.
Pistol
Cost: 2
You can use a flintlock pistol (ActionSoft spring gun). Every time you fire a pistol, you must exhaust 1 point of Fire.
The Sphere of Inscription
Cost: 3
This skill allows you to learn spells from the Inscription sphere. These spells are purchased and used like skills.
Cost: 4
All Duelist combat melee skills only work when wielding a one-handed blade with no weapon larger than a dagger or pistol in your off hand. You cannot use melee skills obtained through the Duelist header with two-handed swords or polearms, or while wielding a sword or buckler in your off hand.
Always Prepared to Fight
Cost: 3
When you are about to engage in a formal duel that has been accepted by all participants, you may spend 1 point of Fire to temporarily refresh your Attribute points. The conditions of the duel must be agreed upon by all parties and cause blood to be drawn. There can be no one else on your side. You must fight alone, although you are free to duel multiple opponents. When the duel has finished, your Attributes go back to what they were right after you spent Fire to activate this ability. If the duel is interrupted or someone steps in on either side who was not one of the original participants, then the duel ends and your Attributes reset. Vitality is not affected by the start or end of this ability.
Combat Reflexes
Cost: 3
You may exhaust 1 point of Air to give yourself 2 points of armor. You must spend three seconds roleplaying this preparation to activate the skill. You cannot use this skill if you are wearing any other type of armor, and these points are lost if you put on or activate any other armor or ability that gives you armor points. These armor points are gone when they are exhausted. They cannot be restored unless you use this skill again and exhaust another point of Air. These armor points last until the end of the event, until they are exhausted by Damage, or until you spend a Void point to refresh your attributes.
Critical Strike
Cost: 2
You exhaust 2 points of Earth to make a critical strike with a melee weapon. You call "5 Damage" and strike with the weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Cutting Repartee
Cost: 2*
You can buy this skill up to five times. You use combat banter to inspire you when fighting, allowing you to spend points of Cutting Repartee instead of Earth, Air, Fire, or Water on combat skills. This skill gives you 1 point of Cutting Repartee for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can use points of Cutting Repartee for any offensive melee combat skill that is not used only from behind. You cannot use them with spells or missile attacks. To use Cutting Repartee, you must make an appropriate remark of at least 8 words to introduce your strike. The remark should be relevant to the type of strike you are about to deliver, though you need not always use the same remark for each attack type. In fact, you should avoid repeating the same remark within one combat when possible; while not technically against the rules, it is considered gauche by other swordsmen. Once you have uttered your remark, you may exhaust points of Cutting Repartee in place of points of Air, Earth, Fire, or Water for one offensive melee attack. Disengage is not considered an offensive attack for purposes of Cutting Repartee.
You cannot attack or use any game skills other than basic weapon defense while uttering your Cutting Repartee. You must utter your remark to the person you will attempt to use the strike on, and must attempt to make the remark heard by your opponent. If you are not using your weapon to actively defend, you must gesture at your opponent, and you must deliver your attack while your opponent remains within line of sight. You can only have one Cutting Repartee remark active at a time.
Disarm
Cost: 3
You may exhaust 2 points of Water to strike an opponent's weapon with a sword and rip it free from an opponent's hand. You must call out "Disarm" when you hit the weapon. This attack is treated as a limb hit in that it may be negated with a Parry.
Disengage
Cost: 2
If you are fighting with a melee weapon, you may exhaust 1 point of Water to call out "Disengage" as described in the effects section.
Maim
Cost: 1
You may attempt to make a crippling attack with a melee weapon against a foe's limb. You call out "Maim" and strike a limb. If the blow lands, you spend 1 point of Earth, and the opponent suffers the effect of a Maim on that limb. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Parry
Cost: 2
If you are wielding a melee weapon that you are skilled with, you may exhaust 2 points of Earth to negate any melee weapon attack that strikes one of your limbs. Ranged attacks cannot be negated, nor can attacks that strike the torso. You must call out "Parry" when you use this skill.
Telling Hit
Cost: 2
You exhaust 1 point of Earth to make a telling hit with a melee weapon. You call "3 Damage" and strike with the weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Cost: 2
Lockpicking
Cost: 1
This skill allows you to attempt to pick game locks. You can attempt to pick locks that are opened by keys. You must use tools and actually open the lock. Only locks approved by the staff will be allowed in game.
Manipulate Traps
Cost: 2
This skill allows you to attempt to arm or disarm traps. Without this skill, you can avoid traps, but you cannot attempt to manipulate them without setting them off. IN order to disarm a trap, you must actually use tools to prevent the mechanical trigger from setting off the part that makes noise and causes damage to you.
Now You See It, Now You Don't
Cost: 2
This skill allows you to exhaust 1 point of Air to hide one item for five minutes on your person. The item cannot be in plain sight. If you are searched, you do not have to reveal the presence of the item. If the item is actually spotted by someone, however, this skill fails. The skill will work for five minutes even if you are killed during that time. The hidden item has the Hidden trait, and will be revealed by an ability which uses an "Expose Hidden" effect. If someone uses "Expose Hidden" on you, you do not cry out (unless you also have the Hidden trait), but the effect of this skill ends.
Thrown Weapon
Cost: 1
You are skilled in the use of thrown weapons.
Trap Dodge
Cost: 3
You can exhaust 1 point of Water to Avoid the effect of one trap. You must call out "Avoid" when the trap is triggered to use this skill. The trap does not affect you or your possessions, but it will still have secondary effects such as destroying containers and possibly affecting your companions. Items destroyed when a trapped container goes off are still destroyed even if you grab them and use this skill. The only way to save items in a trapped container from a detonating trap is to remove them and take them out of line of sight of the trap before it is triggered.
The Walls Have Ears
Cost: 3
You have learned how to use the darker side of society to dig up rumors and information that people may have learned in the course of "normal" business. You may submit a topic to plot with a sum of in game money. Plot will return to you the information, if any, that you were able to find based on the information available and the money you have spent. Easy information might cost a Florin; particularly difficult or dangerous information might cost a Ducat or more. The use of this skill does not guarantee information, so the character who purchases it must beware.
Waylay
Cost: 1
This skill represents a crack on the back of the head to a victim to knock the victim out. You must be behind an opponent and exhaust 1 point of Air to use this skill. This skill cannot be used while running; your feet must be still when you use the skill. You call out "Stun" and tap that opponent on the back of the shoulder with a melee weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Cost: 4
Crossbow
Cost: 1
You can use a crossbow.
Deadly Aim
Cost: 1
You exhaust 1 point of Air to make a critical strike firing a pistol or crossbow. You call "5 Damage" and fire the weapon. (A pistol normally does 3 Damage.) The attribute cost is exhausted only if the shot hits and the opponent acknowledges it through roleplaying or negates it with a defense. If you use this skill with a gun, you must also exhaust 1 point of Fire or Marksmanship as usual to fire the weapon.
Disengage
Cost: 2
If you are fighting with a melee weapon, you may exhaust 1 point of Water to call out "Disengage" as described in the effects section.
Nerve Shot
Cost: 1
You may exhaust 1 point of Air to make a nerve strike with a crossbow, or pistol shot. You call out "Agony" and fire the weapon. The attribute cost is exhausted only if the shot hits and the opponent acknowledges it through roleplaying or negates it with a defense. If you use this skill with a gun, you must also exhaust 1 point of Fire or Marksmanship as usual to fire the weapon.
Marksmanship
Cost: 1*
You can buy this skill up to five times. This skill gives you 1 point of Marksmanship for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can spend points of Marksmanship instead of Fire to fire a pistol. You can also spend points of Marksmanship instead of points of Earth, Air, Fire, or Water to use any pistol skill.
Pistol
Cost: 2
You can use a flintlock pistol (ActionSoft spring gun). Every time you fire a pistol, you must exhaust 1 point of Fire.
Trick Shot
Cost: 2
You can shoot a weapon right out of an opponent's hand with a pistol. You must exhaust 1 point of Air, call out "Disarm <item>," and fire the weapon. The attribute cost is exhausted only if the shot hits and the opponent acknowledges it through roleplaying or negates it with a defense. When using this skill, you must also exhaust 1 point of Fire or Marksmanship as usual to fire the weapon.
The Will to Live
Cost: 3
This skill allows you to survive if you are struck by an attack which inflicts the Death effect. Instead of being struck dead, you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. This skill does not work against a Death Strike, nor will it protect you if you die from bleed out. You may use this skill even if you are unconscious.
Two Pistols
Cost: 2
You can fight with a pistol in each hand.
Cost: 5
Armorsmith
Cost: 1
This skill takes 1 minute to perform and requires at the very minimum a forge and various tool props. No prop may be sharp or deemed dangerous by the staff. The time is spent patching up the armor. The skill resets all armor points that have been exhausted by damage or ruined by a Destroy effect.
Buckler
Cost: 2
This skill allows you to use a buckler. You cannot use a larger shield with this skill.
Cutting Repartee
Cost: 2*
You can buy this skill up to five times. You use combat banter to inspire you when fighting, allowing you to spend points of Cutting Repartee instead of Earth, Air, Fire, or Water on combat skills. This skill gives you 1 point of Cutting Repartee for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can use points of Cutting Repartee for any offensive melee combat skill that is not used only from behind. You cannot use them with spells or missile attacks. To use Cutting Repartee, you must make an appropriate remark of at least 8 words to introduce your strike. The remark should be relevant to the type of strike you are about to deliver, though you need not always use the same remark for each attack type. In fact, you should avoid repeating the same remark within one combat when possible; while not technically against the rules, it is considered gauche by other swordsmen. Once you have uttered your remark, you may exhaust points of Cutting Repartee in place of points of Air, Earth, Fire, or Water for one offensive melee attack. Disengage is not considered an offensive attack for purposes of Cutting Repartee.
You cannot attack or use any game skills other than basic weapon defense while uttering your Cutting Repartee. You must utter your remark to the person you will attempt to use the strike on, and must attempt to make the remark heard by your opponent. If you are not using your weapon to actively defend, you must gesture at your opponent, and you must deliver your attack while your opponent remains within line of sight. You can only have one Cutting Repartee remark active at a time.
Marksmanship
Cost: 1*
You can buy this skill up to five times. This skill gives you 1 point of Marksmanship for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can spend points of Marksmanship instead of Fire to fire a pistol. You can also spend points of Marksmanship instead of points of Earth, Air, Fire, or Water to use any pistol skill.
Maim
Cost: 1
You may attempt to make a crippling attack with a melee weapon against a foe's limb. You call out "Maim" and strike a limb. If the blow lands, you spend 1 point of Earth, and the opponent suffers the effect of a Maim on that limb. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Parry
Cost: 2
If you are wielding a melee weapon that you are skilled with, you may exhaust 2 points of Earth to negate any melee weapon attack which strikes one of your limbs. Ranged attacks cannot be negated, nor can attacks which strike the torso. You must call out "Parry" when you use this skill.
Pistol
Cost: 2
You can use a flintlock pistol (ActionSoft spring gun). Every time you fire a pistol, you must exhaust 1 point of Fire.
Resilience
Cost: 3
You are tough. So long as you are conscious, you may spend 3 seconds of roleplaying-wiping blood from your face, shaking your head clear, or similar actions-to shrug off your wounds. You spend 1 point of Earth to Heal 2 of your Vitality. This ability does not heal effects other than damage.
Telling Hit
Cost: 2
You exhaust 1 point of Earth to make a telling hit with a melee weapon. You call "3 Damage" and strike with the weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Two Swords
Cost: 6
You can fight with a long sword in one hand and a short sword in the other hand. You cannot use this skill to fight with two long swords.
Weaponsmith
Cost: 1
This skill takes 1 minute to perform and requires at the very minimum a forge with various tool props. No prop may be sharp or deemed dangerous by the staff. The time is spent repairing the weapon. The skill fixes a weapon that has been affected by a Destroy effect, restoring it to working order.
Cost: 3
Monks are usually, but not always, followers of the Primalist religion. Often, they are the Primalist equivalent of Priests, though Primalism has no organized church.
Calming the Inner Self
Cost: 1
You have developed a sense of inner calm that allows you to exhaust 1 point of Air to negate one attack based on Fear or one attack with the Frenzy effect. You must call out "Resist" when you use this skill.
Fortress of Iron Will
Cost: 5
You may protect yourself from harm by gathering your Chi and using it to ward off all danger. You exhaust 3 points of Air, press your palms together, and become motionless. So long as you do not move, you gain the Spirit trait and cannot be affected by attacks from weapon or packet. No one may search you or physically cause you to move, nor can items that you carry be removed from your person. Nothing can be thrown over you. If you are attacked, you must state "Spirit." Only game effects which specifically include "To Spirit" in the verbal will work on you.
Chi Attack
Cost: 2
You exhaust 2 points of Water to make a critical strike with a staff. You call "5 Damage" and strike with the staff. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Runic Power
Cost: 3*
You can buy this skill up to five times. This skill gives you 1 point of Runic Power for each time it is purchased. These points are refreshed when you refresh Attributes with Void. If you carry a runestaff or wand at least 1 foot long with the rune for each spell you can cast carved into it, you can spend points of Runic Power instead of Earth, Air, Fire, or Water when you cast any spell whose rune is on your runestaff. You cannot exhaust a point of Runic Power in place of a point of Void. You can create your own runestaff or wand. If your runestaff leaves your possession, you cannot use Runic Power until you regain it or create or obtain a new one. Though your runestaff or runewand must be in your possession to use Runic Power, it cannot be in your hand while casting unless you also have the Staff of the Arcanum skill.
The Sphere of Benediction
Cost: 3
This skill allows you to learn spells from the Benediction sphere. These spells are purchased and used like skills.
The Sphere of Evocation
Cost: 3
This skill allows you to learn spells from the Evocation sphere. These spells are purchased and used like skills.
Cost: 3
A Priest of the Old Gods cannot take any other Priest header.
Dreamer
Cost: 3
You sometimes receive visions that can contain information or warnings, or reflections of the future or the past. Any dreams you receive will be presented to you at check-in, or, in rare cases, during the course of the game. Buying this skill does not guarantee information every event.
Necromancy
Cost: 3
You can use special necromantic runestaves to enter the Faded Realms. You cannot create or carve the necromantic runes that allow you to enter the Faded Realms safely, but you can use runestaves that allow you to do so. You may be able to use other necromantic Runes with additional powers also, if you should come across any and learn their use.
Purge Curse
Cost: 2
You can will yourself free of any curse, so long as you are conscious. You exhaust a point of Air, call out "Purge Curse," and overcome any effect with the Curse trait.
Runic Power
Cost: 3*
You can buy this skill up to five times. This skill gives you 1 point of Runic Power for each time it is purchased. These points are refreshed when you refresh Attributes with Void. If you carry a runestaff or wand at least 1 foot long with the rune for each spell you can cast carved into it, you can spend points of Runic Power instead of Earth, Air, Fire, or Water when you cast any spell whose rune is on your runestaff. You cannot exhaust a point of Runic Power in place of a point of Void. You can create your own runestaff or wand. If your runestaff leaves your possession, you cannot use Runic Power until you regain it or create or obtain a new one. Though your runestaff or runewand must be in your possession to use Runic Power, it cannot be in your hand while casting unless you also have the Staff of the Arcanum skill.
The Sphere of Benediction
Cost: 3
This skill allows you to learn spells from the Benediction sphere. These spells are purchased and used like skills.
The Sphere of Invocation
Cost: 3
This skill allows you to learn spells from the Invocation sphere. These spells are purchased and used like skills.
Cost: 3
A Priest of the Pantheon cannot take any other Priest header.
Legend Lore
Cost: 3
You may research the legends and stories of the land between events to look for information on a particular subject or item. You must submit that you intend to use this skill and what you intend to use it on. Using this skill costs 3 florins to pay for the stories and information you gather. The use of this skill does not guarantee any information. The more legendary the information is, the more information this skill returns. You cannot use this skill if you end an event with a condition that prevents the use of game skills.
Purge Mind
Cost: 2
You can shake off the effects of any Mind effect, so long as you are conscious. You exhaust a point of Air, call out "Purge Mind," and overcome any effect with a Mind trait.
Runic Power
Cost: 3*
You can buy this skill up to five times. This skill gives you 1 point of Runic Power for each time it is purchased. These points are refreshed when you refresh Attributes with Void. If you carry a runestaff or wand at least 1 foot long with the rune for each spell you can cast carved into it, you can spend points of Runic Power instead of Earth, Air, Fire, or Water when you cast any spell whose rune is on your runestaff. You cannot exhaust a point of Runic Power in place of a point of Void. You can create your own runestaff or wand. If your runestaff leaves your possession, you cannot use Runic Power until you regain it or create or obtain a new one. Though your runestaff or runewand must be in your possession to use Runic Power, it cannot be in your hand while casting unless you also have the Staff of the Arcanum skill.
The Sphere of Benediction
Cost: 3
This skill allows you to learn spells from the Benediction sphere. These spells are purchased and used like skills.
The Sphere of Rejuvenation
Cost: 3
This skill allows you to learn spells from the Rejuvenation sphere. These spells are purchased and used like skills.
The Will to Live
Cost: 3
This skill allows you to survive if you are struck by an attack which inflicts the Death effect. Instead of being struck dead, you may exhaust 2 points of Fire and collapse in an unstable state with no Vitality. This skill does not work against a Death Strike, nor will it protect you if you die from bleed out. You may use this skill even if you are unconscious.
Cost: 3
A Priest of the Twain cannot take any other Priest header.
Heart of the Lion
Cost: 1
You spend 1 point of Fire to resist one attack based on Fear.
Purge Poison
Cost: 2
You can shake off the effects of any poison, so long as you are conscious. You exhaust a point of Earth, call out "Purge Poison," and overcome any effect with the Poison trait.
Runic Power
Cost: 3*
You can buy this skill up to five times. This skill gives you 1 point of Runic Power for each time it is purchased. These points are refreshed when you refresh Attributes with Void. If you carry a runestaff or wand at least 1 foot long with the rune for each spell you can cast carved into it, you can spend points of Runic Power instead of Earth, Air, Fire, or Water when you cast any spell whose rune is on your runestaff. You cannot exhaust a point of Runic Power in place of a point of Void. You can create your own runestaff or wand. If your runestaff leaves your possession, you cannot use Runic Power until you regain it or create or obtain a new one. Though your runestaff or runewand must be in your possession to use Runic Power, it cannot be in your hand while casting unless you also have the Staff of the Arcanum skill.
Staff of the Arcane
Cost: 3
This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to be able to use this ability.
The Sphere of Benediction
Cost: 3
This skill allows you to learn spells from the Benediction sphere. These spells are purchased and used like skills.
The Sphere of Subjugation
Cost: 3
This skill allows you to learn spells from the Subjugation sphere. These spells are purchased and used like skills.
Cost: 3
Dreamer
Cost: 3
You sometimes receive visions that can contain information or warnings, or reflections of the future or the past. Any dreams you receive will be presented to you at check-in, or, in rare cases, during the course of the game. Buying this skill does not guarantee information every event.
Legend Lore
Cost: 3
You may research the legends and stories of the land between events to look for information on a particular subject or item. You must submit that you intend to use this skill and what you intend to use it on. Using this skill costs 3 florin to pay for the stories and information you gather. The use of this skill does not guarantee any information. The more legendary the information is, the more information this skill returns. You cannot use this skill if you end an event with a condition that prevents the use of game skills.
Runic Power
Cost: 3*
You can buy this skill up to five times. This skill gives you 1 point of Runic Power for each time it is purchased. These points are refreshed when you refresh Attributes with Void. If you carry a runestaff or wand at least 1 foot long with the rune for each spell you can cast carved into it, you can spend points of Runic Power instead of Earth, Air, Fire, or Water when you cast any spell whose rune is on your runestaff. You cannot exhaust a point of Runic Power in place of a point of Void. You can create your own runestaff or wand. If your runestaff leaves your possession, you cannot use Runic Power until you regain it or create or obtain a new one. Though your runestaff or runewand must be in your possession to use Runic Power, it cannot be in your hand while casting unless you also have the Staff of the Arcanum skill.
The Sphere of Inscription
Cost: 3
This skill allows you to learn spells from the Inscription sphere. These spells are purchased and used like skills.
The Sphere of Invocation
Cost: 3
This skill allows you to learn spells from the Invocation sphere. These spells are purchased and used like skills.
Staff of the Arcane
Cost: 3
This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to be able to use this ability.
Cost: 5
Agony
Cost: 2
You may exhaust 1 point of Air to make a nerve strike with a melee weapon. You call out "Agony" and strike with the weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Critical Strike
Cost: 2
You exhaust 2 points of Earth to make a critical strike with a melee weapon. You call "5 Damage" and strike with the weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Cutting Repartee
Cost: 2*
You can buy this skill up to five times. You use combat banter to inspire you when fighting, allowing you to spend points of Cutting Repartee instead of Earth, Air, Fire, or Water on combat skills. This skill gives you 1 point of Cutting Repartee for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can use points of Cutting Repartee for any offensive melee combat skill that is not used only from behind. You cannot use them with spells or missile attacks. To use Cutting Repartee, you must make an appropriate remark of at least 8 words to introduce your strike. The remark should be relevant to the type of strike you are about to deliver, though you need not always use the same remark for each attack type. In fact, you should avoid repeating the same remark within one combat when possible; while not technically against the rules, it is considered gauche by other swordsmen. Once you have uttered your remark, you may exhaust points of Cutting Repartee in place of points of Air, Earth, Fire, or Water for one offensive melee attack. Disengage is not considered an offensive attack for purposes of Cutting Repartee.
You cannot attack or use any game skills other than basic weapon defense while uttering your Cutting Repartee. You must utter your remark to the person you will attempt to use the strike on, and must attempt to make the remark heard by your opponent. If you are not using your weapon to actively defend, you must gesture at your opponent, and you must deliver your attack while your opponent remains within line of sight. You can only have one Cutting Repartee remark active at a time.
Disengage
Cost: 2
If you are fighting with a melee weapon, you may exhaust 1 point of Water to call out "Disengage" as described in the effects section.
Halberd
Cost: 3
This skill allows you to fight with a straight polearm.
Heart of the Lion
Cost: 1
You spend 1 point of Fire to resist one attack based on Fear.
Maim
Cost: 1
You may attempt to make a crippling attack with a melee weapon against a foe's limb. You call out "Maim" and strike a limb. If the blow lands, you spend 1 point of Earth, and the opponent suffers the effect of a Maim on that limb. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Resilience
Cost: 3
You are tough. So long as you are conscious, you may spend 3 seconds of roleplaying-wiping blood from your face, shaking your head clear, or similar actions-to shrug off your wounds. You spend 1 point of Earth to Heal 2 of your Vitality. This ability does not heal effects other than damage.
Two Handed Blade
Cost: 3
This skill allows you to fight with a two-handed sword.
Cost: 3
Necromancy
Cost: 3
You can use special necromantic runestaves to enter the Faded Realms. You cannot create or carve the necromantic runes that allow you to enter the Faded Realms safely, but you can use runestaves that allow you to do so. You may be able to use other necromantic Runes with additional powers also, if you should come across any and learn their use.
Runic Power
Cost: 3*
You can buy this skill up to five times. This skill gives you 1 point of Runic Power for each time it is purchased. These points are refreshed when you refresh Attributes with Void. If you carry a runestaff or wand at least 1 foot long with the rune for each spell you can cast carved into it, you can spend points of Runic Power instead of Earth, Air, Fire, or Water when you cast any spell whose rune is on your runestaff. You cannot exhaust a point of Runic Power in place of a point of Void. You can create your own runestaff or wand. If your runestaff leaves your possession, you cannot use Runic Power until you regain it or create or obtain a new one. Though your runestaff or runewand must be in your possession to use Runic Power, it cannot be in your hand while casting unless you also have the Staff of the Arcanum skill.
The Sphere of Evocation
Cost: 3
This skill allows you to learn spells from the Evocation sphere. These spells are purchased and used like skills.
The Sphere of Invocation
Cost: 3
This skill allows you to learn spells from the Invocation sphere. These spells are purchased and used like skills.
The Sphere of Subjugation
Cost: 3
This skill allows you to learn spells from the Subjugation sphere. These spells are purchased and used like skills.
Cost: 2
A Cloak of Shadow
Cost: 4
You may protect yourself from harm by drawing a dark, hooded cloak about you and melding with the shadows. The skill cannot be used during the day or at any time that you can see daylight or something illuminated directly or indirectly by daylight. You exhaust 2 points of Air, gather your cloak around you, and become motionless. So long as you do not move, you gain the Spirit trait and you cannot be affected by attacks from weapons or packets. No one may search you or physically cause you to move, nor can items that you carry be removed from your person. Nothing can be thrown over you. If you are attacked, you must state "Spirit." Only game effects which specifically include "To Spirit" in the verbal will work on you.
Gossip
Cost: 2
You have connections and friends who provide you with gossip about happenings at court and among prominent figures. Using this skill costs 3 Florins to help pay for the expenses you incur maintaining your position in the social scene that allows you access to such juicy gossip. If you have this skill and use it as part of your post event letter, you may receive information about politics and the social scene. However, this information may not be entirely reliable, though there will usually be at least seeds of truth in it. This skill does not guarantee information. You cannot use this skill if you end an event with a condition that prevents the use of game skills.
Lockpicking
Cost: 1
This skill allows you to attempt to pick game locks. You can attempt to pick locks that are opened by keys. You must use tools and actually open the lock. Only locks approved by the staff will be allowed in game.
Poison Use
Cost: 2
This skill allows you to apply and use blade poisons on any bladed weapon. The skill can be used on melee weapons, thrown weapons, or even projectile weapons which are bladed. You call out the effect of the poison when you make an attack. The poison is used up only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
Resist Expose
Cost: 3
You are so steeped in deception that even mystical effects cannot reveal you. You can spend 1 Fire to resist any effect with the Expose trait. You must call out "Resist," but you can call it in a normal speaking voice rather than as loudly as the Expose effect was called. Anyone who can hear you say "Resist" will know that you would have been affected by the Expose.
The Walls Have Ears
Cost: 3
You have learned how to use the darker side of society to dig up rumors and information that people may have learned in the course of "normal" business. You may submit a topic to plot with a sum of in game money. Plot will return to you the information, if any, that you were able to find based on the information available and the money you have spent. The use of this skill does not guarantee information, so the character who purchases it must beware.
Cost: 4
All Swashbuckler combat melee skills only work when wielding a one-handed blade with no weapon larger than a dagger or pistol in your off hand. You cannot use melee skills obtained through the Swashbuckler header with two-handed swords or polearms, or while wielding a sword or buckler in your off hand.
Cutting Repartee
Cost: 2*
You can buy this skill up to five times. You use combat banter to inspire you when fighting, allowing you to spend points of Cutting Repartee instead of Earth, Air, Fire, or Water on combat skills. This skill gives you 1 point of Cutting Repartee for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can use points of Cutting Repartee for any offensive melee combat skill that is not used only from behind. You cannot use them with spells or missile attacks. To use Cutting Repartee, you must make an appropriate remark of at least 8 words to introduce your strike. The remark should be relevant to the type of strike you are about to deliver, though you need not always use the same remark for each attack type. In fact, you should avoid repeating the same remark within one combat when possible; while not technically against the rules, it is considered gauche by other swordsmen. Once you have uttered your remark, you may exhaust points of Cutting Repartee in place of points of Air, Earth, Fire, or Water for one offensive melee attack. Disengage is not considered an offensive attack for purposes of Cutting Repartee.
You cannot attack or use any game skills other than basic weapon defense while uttering your Cutting Repartee. You must utter your remark to the person you will attempt to use the strike on, and must attempt to make the remark heard by your opponent. If you are not using your weapon to actively defend, you must gesture at your opponent, and you must deliver your attack while your opponent remains within line of sight. You can only have one Cutting Repartee remark active at a time.
Disarm
Cost: 3
You may exhaust 2 points of Water to strike an opponent's weapon with a sword and rip it free from an opponent's hand. You must call out "Disarm" when you hit the weapon. This attack is treated as a limb hit in that it may be negated with a Parry.
Heart of the Lion
Cost: 1
You spend 1 point of Fire to resist one attack based on Fear.
Marksmanship
Cost: 1*
You can buy this skill up to five times. This skill gives you 1 point of Marksmanship for each time it is purchased. These points are refreshed when you refresh Attributes with Void. You can spend points of Marksmanship instead of Fire to fire a pistol. You can also spend points of Marksmanship instead of points of Earth, Air, Fire, or Water to use any pistol skill.
Pistol
Cost: 2
You can use a flintlock pistol (ActionSoft spring gun). Every time you fire a pistol, you must exhaust 1 point of Fire.
Resilience
Cost: 3
You are tough. So long as you are conscious, you may spend 3 seconds of roleplaying-wiping blood from your face, shaking your head clear, or similar actions-to shrug off your wounds. You spend 1 point of Earth to Heal 2 of your Vitality. This ability does not heal effects other than damage.
Sword and Dagger
Cost: 2
This skill allows you to fight with a sword in one hand and a dagger in the other.
Sword and Pistol
Cost: 2
This skill allows you to fight with a sword in one hand and a pistol in the other. You cannot parry with a pistol. You cannot shoot at a character you are actively engaged in melee combat with.
Taunt
Cost: 3
You utter a scathing taunt at a specific foe, driving them to frenzy. You must call out a taunt to your target of at least 10 words, exhaust 2 Fire, then call out, "By your name, <name of target>, Frenzy by Inspiration." You must know your target well to taunt them so effectively, so you cannot use this ability on a target whose name or pseudonym you do not know.
Telling Hit
Cost: 2
You exhaust 1 point of Earth to make a telling hit with a melee weapon. You call "3 Damage" and strike with the weapon. The attribute cost is exhausted only if the strike lands and the opponent acknowledges it through roleplaying or negates it with a defense.
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