Pantheon LARP
Skill Definitions
1 Hand Prof: Character with this skill is highly talented when using a weapon in one hand. A character with this skill deals an additional point of damage when using a specified weapon type in one hand. This skill may be purchased multiple times but it must pertain to a different weapon type each time. Acceptable weapon types for this skill includes; hafted sphere, bladed sphere, wood sphere, small weapon sphere, and improvised sphere. This is a continuous skill.
2 Hand Prof: Character with this skill is highly talented when using a weapon in two hands. A character with this skill deals an additional point of damage when using a specified weapon type in two hands. This skill may be purchased multiple times but it must pertain to a different weapon type each time. Acceptable weapon types for this skill includes; hafted sphere, bladed sphere, wood sphere, and improvised sphere. This is a continuous skill.
Adept Arcane Experiment: Character with this skill is very knowledge hungry and creative. Character with this skill may create new Source affected items. At the end of the event this character may propose their idea. Their idea must list components and the desired effects which they will write on a piece of paper that they will keep in their envelope. Staff assigns a difficulty number; the player rolls two six sided dice. If the roll meets or beats the difficulty number the item with said ability is created. All rolls are cumulative so the object may be worked on for multiple months. Results will be recorded on the back of the character card. Energy cost will be based on difficulty of the effect wished upon the item. This skill requires the use of source crystals.
Administer: Character with this skill is a talented physician. This character knows the proper methods of properly applying alchemy. Character with this skill may double the effects of alchemy they themselves have applied to a target character or creature, including themselves but not including imamate objects. In order to do this character with this skill must apply the alchemy then call Admister Alchemy Double Effects.
Adrenaline: Character with this skill is so immersed in the combat that he is able to ignore the physical effects of a break limb or a single damaging attack for ten minutes after which time the effects will take full effect. If that means the player is reduced to zero or less body points then the player falls directly into the second stage of the death count. To use this skill character targeted by one of the above listed skills may call Adrenaline and spend the appropriate amount of energy to delay they effect.
Advanced Alchemy: Character with this skill is a master of alchemy. Character with this skill is capable of combining up to eight items together to produce items of varying effects. It is possible to produce something of little to no value by certain items. Character using this skill must use one point of energy for each unit of material mixed (water does not require energy or time to mix) and three minutes of focused attention for each unit of material mixed. Each item takes one month to settle and has a shelf life of three months after the settling. Each character with this skill is assumed to be working on settling items during the month in between so no new alchemy is made in between events.
Advance Engineer: Character with this skill is adept at tinkering with mechanical objects. Character with this skill may create new mechanical objects. At the end of the event this character may propose their idea which they will write on a piece of paper that they will keep in their envelope. Staff assigns a difficulty number; the player rolls two six sided dice. If the roll meets or beats the difficulty number the item is made. All rolls are cumulative so the object may be worked on for multiple months. Results will be recorded on the back of the character card. Unit cost will be based on difficulty of item being created.
Alchemy: Character with this skill is knowledgeable in the art of combining things together in order to forge a new item. Character with this skill may spend the appropriate amount of energy to combine up to four items together to produce items of varying effects. It is possible to produce something of little to no value by certain items. Character using this skill must use one point of energy for each unit of material mixed (water does not require energy or time to mix) and three minutes of focused attention for each unit of material mixed. Each item takes one month to settle and has a shelf life of three months after the settling. Each character with this skill is assumed to be working on settling items during the month in between so no new alchemy is made in between events. Effects of alchemically produced items need to be written down folded over and stored in a physical representation of the carrying container.
Alligator: Character with this skill may temporarily assume the shape of an Alligator, and swing large (30 inch) claws swinging for 3 damage. In order to represent shifting character must wear a cowl or hood designed to represent the attributes of an alligator. Characters may not use energy skills while in Alligator form and there armor points are suspended for the duration of the shift (this does not affect natural armor). While in alligator form character does not have posse able thumbs and must act accordingly.
Ambush: Character with this skill is knowledgeable of the terrain and its various advantages and disadvantages. Character with this skill may spent one minute evaluating the land then spend the appropriate amount of energy to lay a ten foot rope circle down. Character using the ambush skill deals an additional point of damage to any creature who has stepped in the rope circle at any point within the last ten minutes. Rope circle is a ten foot long rope tied together. Circles may not be stacked. Circle lasts till the end of the period.
Amnesia: Character with this skill is capable of making a target forget the previous five minutes. Character with this skill may call Amnesia Five Minutes then spend the appropriate amount of energy and throw a skill packet. If target is hit by the packet the target forgets the previous five minutes and assumes that nothing of importance happened during that time. This is a mental attack. This skill requires the use of source crystals.
Animal Spirit: Character with this skill is very familiar with their animal form, and may choose one skill from their form to keep while they are not in shifted form.
Appraise: Character with this skill is economically minded and is able to see the true worth of non-magical items. Character with this skill may study an item closely for one minute then call Appraise and spend the appropriate amount of energy in order to learn the true value of an item. Items owner must declare the items true worth. If the items owner does not know the value of the item character appraising the item may request for a martial or staff member to divulge the true worth of the item in question.
Aquatic: Character with this skill may breathe under water while in Alligator form.
Arcane Experiment: Character with this skill is knowledge hungry and creative. Character with this skill may create new Source affected items. At the end of the event this character may propose their idea. Their idea must list components and the desired effects which they will write on a piece of paper that they will keep in their envelope. Staff assigns a difficulty number; the player rolls one six sided die. If the roll meets or beats the difficulty number the item with said ability is created. All rolls are cumulative so the object may be worked on for multiple months. Results will be recorded on the back of the character card. Energy cost will be based on difficulty of the effect wished upon the item. This skill requires the use of source crystals.
Armor Prof: Character with this skill is adept at wearing armor of all types. Character with this skill receives 150% of the usual armor coverage for the armor they wear. This is a continuous skill.
Articulate: Character with this skill is well-spoken and able to express concepts in an efficient manner. Character with this skill may take half duration teaching any skill they wish to teach.
Assassinate: Character with this skill is capable of terminating an unaware target with one fell strike from behind. Character with this skill strikes target with small weapon calls Assassinate then spends the appropriate amount of energy in order to drop the targets body points to 0. Target falls into second stage of the death count. This is a surprise physical attack.
Assail: Character with this skill can strike a devastating blow against an unaware opponent. Character with this skill may deal five additional points of damage with a single attack. When using this skill character calls Assail X Damage (X represents the amount of damage), spends the appropriate amount of energy, then strikes their target in the back torso with a small weapon. This is a surprise physical attack. This attack may not be combined with any other skill.
Assess Opponent: Character with this skill is a quick study of the talents and abilities of others. Character with this skill may watch their target for one minute then point at target call out Assess Opponent X and spend the appropriate amount of energy to gather information on an opponent. Target must declare the appropriate answer to the assessment. X may either be current body points, armor points, or energy.
Backstab +1: Character with this skill is excels at striking opponents from behind. Character with this skill deals additional point of damage when attacking a target in the back torso. This is a continuous skill.
Backstab +2: Character with this skill is excels at striking opponents from behind. Character with this skill deals two additional points of damage when attacking a target in the back torso. This is a continuous skill.
Balance: Character with this skill may not be tripped while in Rat form.
Bargain: Character with this skill is capable of collecting a more than reasonable price for things they sell. Character with this skill may increase the base value of an item. Character with this skill may add 10% to the value of the base value of the item they wish to sell if the item is appraised; the 10% is always rounded down. Character may use this skill without calling it out but they must turn in the appropriate amount of energy to a martial or staff member within an hour.
Barrage: Character with this skill is capable of throwing one thrown weapon that represents three. Character with this skill will call barrage 6 damage, expend the correct amount of energy, and then throw their weapon at the target. Target hit with the thrown weapon will take 6 points of damage. This is a physical effect.
Basic Engineer: Character with this skill is adept at tinkering with mechanical objects. Character with this skill may create new mechanical objects. At the end of the event this character may propose their idea which they will write on a piece of paper that they will keep in their envelope. Staff assigns a difficulty number; the player rolls one six sided die. If the roll meets or beats the difficulty number the item is made. All rolls are cumulative so the object may be worked on for multiple months. Results will be recorded on the back of the character card. Unit cost will be based on difficulty of item being created.
Bear: Character with this skill may temporarily assume the shape of a Bear, and swing medium (24 inch) claws swinging for two points of damage. In order to represent shifting character must wear a cowl or hood designed to represent the attributes of an alligator. Characters may not use energy skills while in Bear form and there armor points are suspended for the duration of the shift (this does not affect natural armor). While in Bear form character does not have posse able thumbs and must act accordingly.
Bear Hug: Character with this skill may restrain targets when they are touching them with both claws while in Bear form. Character with this skill may touch the target with both claws and call Subdue X in order to restrain their targets movements. X is the level of strength. Bear Hug only works on targets whose strength is lower than the hugger’s strength. This is based off the strength bonuses of the character not the actual strength of the player. This is a physical effect. This is a continuous skill while in bear form.
Bellow: Character with this skill may project their voice with such power that they are able to propel their opponents’ back ten steps. Character calls Bellow Throw spends the necessary energy then hits target with a skill packet. If skill packet hits target is thrown ten steps away from the skill user. Targets that are thrown take one point of damage upon impact. This is a physical effect.
Bind: Character with this skill is capable of restraining a target mid fight. Character with this skill touches target with a rope or cord one foot long, calls, Bind then spends the appropriate amount of energy. Target is bound and must stand with their arms at their sides till the bonds are cut or broken. Ropes and cords are broken by the break binds skill or after taking one point of damage. This is a physical effect.
Bite: Character with this skill may do 1 point of damage every 10 seconds to an immobilized target while in Alligator form. Character may count 10 seconds, then call Bite on the hugged or otherwise restrained target to inflict 1 point of damage. This is a physical effect. This is a continuous skill while in Alligator form.
Blade Sphere: Character with this skill is capable of using all sword types of at least 24” in size. Bladed weapons deal three points of damage when held in one hand and four points of damage when used in two hands. This is a continuous skill.
Bleed Out: Character with this skill is capable of embedding arrows into their target so that the target suffers damage at the time of the arrow shot and damage over time from the wound it causes. Character with this skill may fire an arrow then call Bleed Out One Body then spend the appropriate amount of energy to make his target loose one point of body every five minutes till the arrow is removed with the dissect skill. This is a physical effect.
Blended Scent: Character with this skill has blended themselves to their environment so well that they may not be tracked by the scent skill. A character with this skill smells like nothing at all.
Blind: Character with this skill may temporarily deprive their target the ability to see. Character with this skill may call Blind 10 seconds then spend the appropriate amount of energy and hit their target with a skill packet. If target is hit then the target may not see for 10 minutes. Blinded target must role-play blindness and may not use their weapon or claws while blinded. This is a physical effect. This skill requires the use of source crystals. Target is not to actually close eyes.
Blind Fight: Character with this skill is capable of fighting even when blind or otherwise unable to see. Character with this skill calls out Blind Fight if they wish to fight when blind. Player simply opens their eyes or removes the blindfold till combat is over. Character with this skill may ignore the effects of paralyzing gaze and other eye contact specific attacks. This is a continuous skill.
Blood Lust: Character with this skill overcomes mental effects by slipping into an aggressive state of mind. A character with this skill may resist a mental attack but they must attack the creature or character who engaged them mentally the attack ends when one of the characters (the skill user or their target) is brought down into the death count. Character simply calls Blood Lust and spends the appropriate amount of energy in order to negate any mental attack but they must attack the creature that affected them mentally.
Bolas: Character with this skill is capable of tripping a target with a thrown weapon. Character with this skill calls out Bolas Trip then spends the appropriate amount of energy and makes their thrown weapon attack. Target trips if hit and drops their weapon. Dropped weapon must hit the ground but may be picked up any time after that. This is a physical effect.
Bow Crafting: Character with this skill is capable of making bows and crossbows. Character with this skill may spend two energy, two minutes of role playing, and two units of wood, bone, or steel, to produce one foot of product bow or crossbow.
Bow Crit: Character with this skill may call Bow Crit X Damage then spend the appropriate amount of energy to swing for an additional point of damage with the next bow attack. (X is the amount of damage dealt) This is a physical effect.
Bow Sphere: Character with this skill is capable of using bows and crossbows. Arrows and crossbow bolts deal three points of damage. Bows can be represented be either an unstrung real or boffer bow and using packets or using boffer arrows. When using a boffer bow the character must use bright orange skill packets to represent arrows and hold them in their bow hand. They must use their other hand the take a packet, bring it to their shoulder, and then throw the packet at their target. Packets found can be reused. A player must have tags for their arrows.
Bow Prof: Character with this skill is highly talented in the art of using bows. Character with this skill deals an additional point of damage with bows of all types. This is a continuous skill.
Brace: Character with this skill is capable of twisting their bodies in such a way as to avoid the intended effect of an opponent’s attack. Character with ability uses it at a cost. Every time this skill is used the character using it takes three points of damage. Character with this skill who is hit by a physical effect may call Brace and spend the appropriate amount energy to take three points of damage instead of taking the intended effect. The three points of damage received from brace may not be reduced in any way such as using a soak or threshold.
Break Binds: Character with this skill is capable of breaking binds of any type. Character with this skill may break rope and leather binds by calling Break Binds then spending the appropriate amount of energy. If necessary a hold may be called to actually remove the binds.
Break Limb: Character with this skill is capable of breaking an opponent’s arm or leg simply by striking it. Character calls Break Limb then strikes a limb and spends the necessary energy. Target limb is broken if hit. This is a physical effect.
Break Shield: Character with this skill is capable of breaking an opponent’s shield simply by striking it. Character calls Break Shield then strikes the shield and spends the necessary energy. Target shield is broken if hit. This skill also works on tables and doors. This is a physical effect.
Break Weapon: Character with this skill is capable of breaking an opponent’s weapon simply by striking it. Character calls Break Weapon then strikes the weapon and spends the necessary energy. Target weapon is broken if hit. This attack may not be parried. This is a physical effect.
Breathless: Character with this skill is capable of halting a target in their tracks by hitting it with a thrown weapon or arrow. Character with this skill calls Breathless Stun then spends the appropriate amount of energy then throws the weapon or shoots the arrow. If the attack hits target is stunned for ten seconds. While stunned target may not move or use skills (except for skills that remove the stun effect.) Target is taken out of the stun effect when they take any point of damage or at the conclusion of the ten seconds. This is a physical effect.
Bulk: Character with this skill is made of sturdy stuff. Character with this skill gains an additional point of body. This is a continuous skill.
Calm Animal: Character with this skill is very good with animals. Character with this skill is capable of calming an aggressive animal. The animal forgets their previous hostility and remains calm for one minute unless an overtly threatening action is made toward the animal or whatever it is defending. This is a mental attack. Shifters while in animal form are subject to this skill.
Camouflage: Character with this skill is talented at blending in with their surroundings. Character with this skill may spend 5 minutes of role-playing and the appropriate amount of energy to use materials from the woods to make them a more difficult target. Character with this skill may ignore the next ranged attack.
Carry: Character with this skill may carry up to one other character on their back. Character with this skill finds another character that is either willing or unconscious. Carried character dons an out of game head band and steps out of play temporarily. Character using the carry skill gains additional armor and body equivalent to that of the carried individual. If the carrying character falls, the carried character falls as well. Head banded character removes head band and lies down next to their fallen protector. The carry skill is ended when either character chooses for it to be over. At this point both characters recover their body and armor points any damage taken is distributed evenly between the two.
Clairvoyance: Character with this skill can see through solid objects if they so choose. Character with this skill may touch the object they wish to see through and call Clairvoyance Hold then spend the appropriate amount of energy to walk around the solid object and look at the area for ten seconds before returning to the spot of contact and calling Game On. When Game On is called the game resumes and the skill user retains all knowledge collected during the hold. This skill requires the use of source crystals.
Cleave: Cleave attack adds five additional points of damage to an attack. A character with this skill is capable of delivering a large amount of damage in one swing. Character using this skill calls Cleave then the amount of damage.
Climb: Character with this skill may scale objects too steep for others while in Rat form.
Cling: Character with this skill has a strong hold on life. Character with this skill has a different death count than other characters do to their strong hold on life. Character with this skill has a five minute first stage death count and a one minute second stage death count. This is a continuous skill. This skill requires the use of source crystals.
Cloud Thoughts: Character with this skill may alter a player’s memory of the previous five minutes. Character with this skill may call Cloud Thoughts than spend the appropriate amount of energy to throw a skill packet at a target. If target is hit by the skill packet then the target must disregard any true knowledge of the previous five minute and adopt the altered rendering. Memory is altered by the skill user. This is a mental effect. This skill requires the use of source crystals.
Command Animal: Character with this skill is in tune with nature and is able to make friends with animals very quickly. Character with this skill may actually implore wild life to do their bidding. Character with this skill may make eye contact with an animal, spend the appropriate amount of energy, and call Command Animal. Target animal must obey any simple command from the skill user for the next five minutes. Command options include: stay, attack, run away, defend me, and return to me. This is a mental effect.
Comprehend: Character with this skill is comfortable with wild life and is able to comprehend the noises that they make. Character with this skill may call Comprehend then spends the appropriate amount of energy to hit target with a skill packet. Target hit speaks common for the next ten minutes. This skill has no effect on targets intelligence or attitude.
Confidence: Character with this skill is a capable of invoking the hidden courage within their allies. Character with this skill may offer another character or creature courage for ten minutes. In order to do this character with this skill must call Confidence then spend the appropriate amount of energy and point to the target, target is courageous for ten minutes. See rules for courage. This is a mental effect.
Contact: Character with this skill has a connection to the underworld. Contact will be played by a reoccurring NPC. Contact character may or may not be a character from the skill users back story. Contact character will supply contacted character with updates as to the dealings of the black market, including jobs.
Coup de Grace: Character with this skill is capable of ending a life with one swift blow. Character with this skill calls Coup de Grace then strikes target in death count. Target hit ends their death count and is assumed dead; follow the ordinary system for death, dying, and resurrection. This is a physical effect.
Courage: Character with this skill is a stout hearted individual who doesn’t scare easily. Character with this skill may negate the effect of cower, fear, interrogate, and fear like effects for ten minutes after each use. Character calls Courage and spends the appropriate amount of energy as a response to being effected by one of the previously mentioned skills. If courage is called against interrogate target may avoid answering but may not lie.
Cower: Character with this skill is capable of intimidating others through sheer personality. Character with this skill points at desired target then calls cower, target must flee skill user for two minutes as well as dropping whatever they are holding in their hands. Cowered target may not attack or use skills against the source of Cower for the duration of their terror. This is a mental effect.
Craft Shield: Character with this skill may repair and craft all manner of shields. Character with this skill spends four units of material, four minutes of role playing, and four points of energy for each square foot of shield crafted. Repairs are always assumed to be one square foot of shield.
Craft Tool: Character with this skill may create tools. Character with this skill spends one unit of material, one minute of role playing, and one point of energy for each pound of tools crafted. Tools that may be crafted include; crow bars, nails, pins, farming equipment. Tools are not weapons. If a safe tool is made as a boffer weapon it counts as an improvised weapon.
Craft Weapon: Character with this skill is able to create and repair all manner of melee and thrown weapons. Character with this skill may spend three energy, three minutes of role playing, and three units of material to produce one foot of product weapon. Repaired weapons are assumed to need only three energy, three minutes of role playing, and three units of matching material to fix the broken weapon.
Crit: Character with this skill may call Crit X Damage then spend the appropriate amount of energy to swing for an additional point of damage with the next attack. (X is the amount of damage dealt) This is a physical effect.
Cure: Character with this skill is a master healer and is able to restore a character to complete health. Character with this skill may touch a target and call Cure Total Body then spend the appropriate amount of energy to bring the target back to full body points. This skill has no effect on targets in the second stage of the death count. This skill requires the use of source crystals.
Debris: Character with this skill is capable of blinding an opponent by throwing debris in their target’s eyes. Character with this skill throws a skill packet at target then calls Debris and spends the appropriate amount of energy if packet hits target is blind for ten seconds. Blinded target must close eyes and may not use their weapon or claws while blinded. This is a physical effect.
Deafen: Character with this skill may temporarily deprive their target the ability to hear. Character with this skill may call Deafen Ten Minutes then spend the appropriate amount of energy and hit their target with a skill packet. If target is hit then the target may not hear for ten minutes. Character unable to hear may not receive the benefits of auditory skills such as Listen, Confidence, and Inspire. This is a physical effect. This skill requires the use of source crystals.
Defensive Stance: Character with this skill is capable of fighting with focus on protection. Character with this skill calls Defensive Stance then spends the appropriate amount of energy to receive a soak of two. This skill allows the character to subtract two points of damage from every attack taken but in exchange every attack dealt by is reduced by two points of damage also. Defensive stance lasts as long as the character is capable of maintaining a pivot foot. When the pivot foot is lifted the stance is broken. This skill may not be used in conjunction with offensive stance. (Example: character in a defensive stance that usually swings three points of damage only swings one. If the same character is hit by a four damage attack they only take two points of damage.)
Deflect: Character with this skill is capable of blocking one non-surprise physical effect or attack dealt by a melee weapon. In order to use this skill the character must call Deflect within three seconds of a melee weapon delivered physical attack or effect in order to negate it.
Delay: Character with this skill is capable of halting a target in their tracks by source bending. Character with this skill calls Delay Stun then spends the appropriate amount of energy and throws the skill packet. If the attack hits the target is stunned for ten seconds. While stunned the target may not move or use skills (except for skills that remove the stun effect.) Target is taken out of the stun effect when they take any point of damage or at the conclusion of the ten seconds. This is a physical effect. This skill requires the use of source crystals.
Delay Effect: Character with this skill may stall a negative effect inflicted on them for one minute. Character with this skill has such control over the dimension of time that they are able to ignore one physical or mental effect for one minute. At the conclusion of the minute the effect is felt. Damage may not be delayed. To use this skill character targeted by one of the above listed skills may call Delay Effect and spend the appropriate amount of energy to delay taking the effect for one minute. This skill requires the use of source crystals.
Detect Disguise: Character with this skill may see through falsehoods. Character with this skill may point at target and call Detect Disguise then spend the appropriate amount of energy to tell if a target is disguised or not. Target must expose their true self. This skill requires the use of source crystals.
Detect Forgery: Character with this skill is particularly adept at finding fakes. Character with this skill may call Detect Forgery then spend any amount of energy to determine the truth of a document. Character with this skill then goes with the item to logistics and hands in the desired amount of energy. If the amount of energy used equals or exceeds half the forgery number then the falsehood is detected. This skill requires one minute of role-playing for each point of energy used. There is nothing to stop the detecting character from continuing their investigation. So long as they spend the time and energy to continue the investigation the results accumulate. This skill must be used in game.
Detect Source: Character with this skill knows Source bending and is able to know if a target has been altered or in any way is currently affected by Source crystals. Character with this skill may touch an item or individual then call Detect Source then spend the appropriate amount of energy to see if it has been affected. The answer will always be a yes or a no. In the case of an individual or monster the player must answer truthfully in the case of an item the item owner or staff must answer truthfully and to the best of their ability. This skill requires the use of source crystals.
Determined: Character with this skill is a stout hearted beast who is afraid of nothing. Character with this skill is immune to the effects of cower, fear, and fear like effects while in Panther form. Character calls Determined as a response to being effected by one of the previously mentioned skills.
Determine Lie: Character with this skill knows the body signs of a lie. Character with this skill may call Determine Lie then spend the appropriate amount of energy and point at target to determine whether the last statement was true or false. Target character must answer true or false. This is a mental effect.
Devastate: Character with this skill is able to halt his opponent while hurting them. Character with this skill calls the amount of damage, then Stun, spends the energy, then swings. If the attack hits then the target takes the damage and is stunned for ten seconds. While stunned the target may not move or use skills (except for skills that remove the stun effect.) Target is taken out of the stun effect when they take damage or at the conclusion of the ten seconds. Note: the damage from this skill occurs prior to the stun, therefore it does not remove the stun. This is a physical effect.
Disarm: Character with this skill may force another character to drop what they are holding by striking the held object. Character with this skill hits held item and calls Disarm then spends the appropriate amount of energy, then the item is then dropped. Shields may not be disarmed. This attack may not be parried. Dropped weapon must hit the ground but may be picked up any time after that. This is a physical effect.
Disarm Trap: Character with this skill may disassemble any trap they encounter. Character with this skill may spend as much time as they like dismantling the trap. While tools may be used they do not have to be. (Trap must be dismantled without activating it. Player must actually effectively complete this action. Due to the fact that it is someone else property scissors may not be used to destroy the physical representation of the trap) this is a continuous skill.
Disguise Self: Character with this skill is capable of bending visual reality so that they appear as a member of a different race. Character with this skill may spend the appropriate amount of energy to adopt the racial costuming of one of the following races; Human, Khithane, Goblin, Stoneborn, Ember, Sprite, Forge, Moonkin, or Nilbog. (This skill is not needed to appear as a different member of the same race.) Disguise lasts for one hour. Any additional time requires further expenditure of energy. This skill requires the use of source crystals.
Dispatch: Character with this skill is able to take advantage of defenseless opponents. Character with this skill may strike target in their back torso call Dispatch then spend the appropriate amount of energy in order to drop the target to the second stage of the death count. Dispatch only works on stunned, sleeping, paralyzed, or otherwise immobilized targets. This skill must be administered with a small weapon. This is a surprise physical attack.
Dissect: Character with this skill is a talented surgeon. They are capable of removing items intact from any organism. Character with this skill calls Dissect then spends the appropriate amount of energy and one minute of role playing and constant contact with the effect area in order to remove any item in tact from any organism without causing further harm to target. If the item being extracted is part of the target, target must be unconscious and this will have varying effects based largely on the organism being removed. See a staff member or walkie martial if this skill is being used to remove body parts.
Divine Rune: Character with this skill understands all manner of runes and is able to determine the particular rune, and its effect, placed on the evaluated item or person. Character with this skill may touch target item and call Divine Rune then spend the appropriate amount of energy to determine the runes uses and abilities. If the item owner does not know then the skill user may ask staff. This skill requires the use of source crystals.
Double Shot: Character with this skill may call fire two arrows at once. Character with this skill may call Double Shot X Damage then fire an arrow and spend the appropriate amount of energy to deal double damage with an attack. Character using this skill only needs to fire one arrow. Damage from this attack is double that of an ordinary arrow attack. The letter X in the definition listed above is replaced by the appropriate number of damage being inflicted.
Drag: Character with this skill is capable of pulling their opponents to the ground while in panther form. Character with this skill may strike a target in the legs with both of their claws then call Drag Trip in order to knock the target to the ground. This is a physical effect.
Efficient: Character with this skill is steady handed and patient. Character with this skill may double the shelf life of any alchemical item they create. This gives items made by efficient alchemists a six month shelf life. This is a continuous skill.
Embed: Character with this skill is capable of driving a thrown weapon so deep in their target thrown weapon. Character with this skill deals aggravated damage when they use this skill. Character with this skill calls out the appropriate amount of damage then calls aggravated instead of normal damage.
Endurance: Character with this skill is resolute in their movements and can’t be pinned or slowed if they struggle against it. Character with this skill may call Endurance and spend the appropriate amount of energy to negate the effects of a slowing or pinning attack they are hit with. As an example this skill negates the effects of slow, pin, and other movement impairing effects.
Endure Elements: Character with this skill is comfortable with nature and all its fury. Character with this skill may ignore the effects of nature for 10 minutes. Character with this skill may call Endure Elements and spend the appropriate amount of energy to ignore the effects of nature related effects such as rain, burning touch, the aggravated effect of fire damage, and the added fear effect sprites take from fire.
Energy: Character with this skill has the ability tap into an expendable inner source of endurance which will allow the character to perform skills with the expenditure of the appropriate amount of energy tags. This skill may be purchased multiple times. Energy is recharged with the change of each period as well as the beginning of the event. When energy is used the tags are handed to the target of the energy user, or the closest walkie martial within range. Energy is a finite entity.
Entrance Animal: Character with this skill knows wildlife and may stop an animal with a glance. Character with this skill may make eye contact with an animal call Entrance Animal then spend the appropriate amount of energy target is paralyzed as long as eye contact is maintained. Neither the skill user nor the target animal may move till the gaze it broken. If the target animal is attacked the effects of empathy will be broken. Skill user may choose to break eye contact at any time. This is a non-continuous mental skill.
Epiphany: Character with this skill may ask staff any one lore question and it will be answered in full. This skill may be purchased multiple times.
Escape Binds: Character with this skill is skilled at escaping even the tightest restrains. Character with this skill may call Escape Binds then spend the appropriate amount of energy to remove any binds or untie any knot.
Exemption: Character with this skill is a pillar of the community and also very good with taxes. This character has worked out a system where they are exempt from taxes entirely. This is a continuous skill.
Exhaust: Character with this skill may attack their opponent’s energy directly. Character with this skill may call Exhaust Ten Energy then spend the appropriate amount of energy to throw a skill packet. Target hit by skill packet looses ten points of energy, in the case of monsters with skill allotments one skill will be taken away. This is a physical effect. This skill requires the use of source crystals.
Extended Duration: Character with this skill may augment any duration skill they possess. Character with the skill may spend additional energy to double the time of a single duration skill they possess. The adjusted duration of the attack must be announced after the name of the augmented skill. This skill requires the use of source crystals.
False Trail: Character with this skill may make false tracks. Character with this skill may spend five minutes role playing and spend the appropriate amount of energy to lay false tracks of any kind traveling in the focus direction of the role-playing. Tracks made with this skill may look like tracks from any creature or target. Character using this skill must inform staff when and where this skill was used so that the staff member may mislead any tracking or sent attempts.
Fear: Character with this skill is capable of intimidating others through sheer personality. Character with this skill points at desired target then calls Fear, target must flee skill user for two minutes. Feared target may not attack or use skills against the source of the fear for the duration of their terror. This is a mental effect.
Fearless: Character with this skill is a stout hearted individual who is afraid of nothing. Character with this skill is immune to the effects of cower, fear, interrogate, and fear like effects. Character calls Fearless as a response to being effected by one of the previously mentioned skills. If the skill fearless is used against interrogate target may avoid answering but may not lie. This is a continuous skill.
Filthy: Character with this skill is dirty while in Rat form. Character with this skill may swing aggravated damage while in Rat form.
First Aid: Character with this skill has a basic concept of mundane healing. Character with this skill may heal a target from the first stage of the death count by spending one minute of role playing binding targets wounds. Target regains consciousness and recovers one body point after three minutes of recovery time. In order to use this skill character is required to have a first aid kit consisting of bandages, a vial of water to fill a Stoneborn’s wounds with mud, and a flint and tinder to light an Embers bandages on fire. While first aid is being administered the death count of the target is put on hold. This is a continuous skill.
Flame Arrow: Character with this skill is a talented archer. Character with this skill may call Flame Arrow X Fire then spend the appropriate amount of energy to light an arrow on fire. X is the amount of damage. Arrow fired deals fire damage instead of normal damage. Fire damage requires double healing to recover from. This is a physical effect.
Fletcher: Character with this skill may craft arrows or crossbow bolts. Character with this skill may convert one unit of wood and one unit of feathers into two arrows or bolts. It takes one minute of role-playing and one energy per arrow or bolt constructed.
Florentine: Character with this skill may fight with one weapon in each hand. Character may not fight with weapons that they do not have the skill for. This is a continuous skill.
Focus Source: Character with this skill no longer has a need for Source crystals. Character with this skill may use energy source skills without the channeling method of the Source crystals. This is a continuous skill.
Focus Strength: Character with this skill is capable of temporarily increasing their physical strength through sheer focus and training. Character with this skill gains a plus one strength bonus for one minute. This skill is combinable with other strength skills but it is not combinable with itself. See Strength +1 for more details.
Focused Attention: Character with this skill is capable of healing even when they are completely exhausted. Character with this skill may touch a target for five minutes then call Focused Attention in order to heal the target one point of body. This skill may be used multiple times on the same target. This skill requires the use of source crystals.
Force of Will: Character with this skill is so tough that they are able to crawl even when they are inches away from death. Character with this skill may call Force of Will and spend the appropriate amount of energy to whisper and crawl during the first stage of their death count. Any damage taken while using this skill will send the character into the second stage of their death count making them closer to death and unable to crawl any further.
Foresight: Character with this skill has looked into their future and taken steps to avoiding one problem. Character with this skill may choose one effect to prepare against. Character with this skill may call Foresight X Effect then spend the appropriate amount of energy to ignore the next attack of a certain type. Character with this skill may prepare foresight against one of the following effects; trip, slow, waylay, throw, break limb, fear, interrogate, cower, backstab, deafen, or blind. (X refers to one of the above listed effects.) Chosen effect must be written on the energy tags expended. This effect lasts till the end of the period or till used. This skill requires the focus of source crystals.
Forge Rune: Character with this skill is so skilled in the art of Source bending that they are able to store energy in material so that the energies maybe recovered later. Character with this skill must have an item made of unique material such as bone, silver, or meteorite. Each material is capable of holding one type of energy effect. For example it is well known that bone crafted items are capable of holding healing effects. Each rune created takes double the energy cost of the skill that is imbued and two units of material matching that of the item of focus. One minute of focused role-playing is needed for each point of energy expended in the rune making process. This skill may not be used in between events. This skill requires the use of source crystals.
Forgery: Character with this skill is able to make copies of other items and documents. Character with this skill may spend any amount of energy to create a fake document, signature, or crafted item. Character using this skill must have the skill to create a false item. In other words no making fake rings without the jeweler skill. All the required steps to making the item must be followed including spending the appropriate amount of energy, time, and material. One minute of role playing is needed for each point of energy used on the forgery in addition to the creation time. The more time and energy used on an item the more believable the replica becomes. The item forged appears to be authentic to anyone who does not make a successful detect forgery check against it. Once the forgery is complete the player turns in an envelope in to staff. The contents of the envelope include a description of the item or document forged as well as the amount of energy used. The energy used becomes the forgery number. This skill must be used in game.
Freeze Time: Character with this skill may bend time and reality. This character may call Freeze Time Hold then spend the appropriate amount of energy to move about for ten seconds during the hold. Character using this skill may pick things up, walk, run, and may make up to one attack but may not use energy during the ten seconds. The movements made during this time are to rapid to follow. Those held by the hold have no knowledge of what occurred during it. Damaged person notices they hurt as would a robbed person. This skill requires the use of source crystals.
Gardener: Character with this skill knows the proper way to grow and maintain every type of plant and herb. Character with this skill may convert one unit of seeds into the appropriate plants or herbs after one month. Plants and herbs that are not instantly used may be maintained indefinitely unless some harm comes to them in game. Characters with this skill must keep physical representations of each of their plants and herbs.
Ghost Sounds: Character with this skill excels at shifting the focus of others by creating noises behind them. Character with this skill may call Ghost Sounds then spends the appropriate amount of energy and points at the target to force the target to briefly glace over their shoulder. This is a mental effect. This skill requires the use of source crystals.
Hafted Sphere: Character with this skill is capable of using all hafted type weapons of at least 24” in size. Hafted weapons deal four points of damage when held in one hand and five points of damage when used in two hands. Hafted weapons include axes, maces, pole arms, and hammers. This is a continuous skill.
Halt Degeneration: Character with this skill is able to stall the effects of poison, disease, chaos mutation, and even death. Character with this skill may call Halt Degeneration then spend the appropriate amount of energy and maintain physical contact to halt the progress of one of the aforementioned conditions for one minute. This skill requires the focus of source crystals.
Hardened: Character with this skill is incredibly resilient. Desperately weak attacks have no effect on this character when they are determined. Character with this skill may call Hardened Ten Minutes and then spend the appropriate amount of energy to gain a soak of two for ten minutes. Therefore this character takes no damage points from attacks that deal two or less points of damage. This character is hardened and no longer takes note of such minor scratches. Attacks of a stronger nature are experienced in full.
Haste: Character with this skill may temporarily augment time. Character with this skill may call Haste then spend the appropriate amount of energy to negate the last effect or amount of damage called on them. Haste must be called within 3 seconds of the effect or impact. This skill only works on packet or weapon delivered damage or effects. This skill requires the use of source crystals.
Haze: Character with this skill capable of making a target forget everything that happens in the next hour. Character with this skill may call Haze then spend the appropriate amount of energy to throw a skill packet that makes the target forget everything that happens during the next hour at the end of that hour. This skill requires the use of source crystals.
Head butt: Character with this skill is able to use his head as a weapon in certain situations. This skill allows the skill user to escape restraining skills such as tackle, incapacitate, and pressure point. Character being grappled simply calls out Head butt this delivers a 10 second stun to the grappler and releases the grapple. This is a physical effect.
Healing Herbs: Character with this skill knows the medicinal value of certain plants. Character with this skill may spent two minutes of role playing finding the appropriate plants then spend the appropriate amount of energy to heal their target one point of body. Herbs and plants only maintain their healing properties for ten minutes and so they must be applied within that time frame.
Healing Sphere: Character with this skill may outstretch their arms for thirty seconds and call Healer’s Sphere then spend the appropriate amount of energy to heal those within their reach two points of body. Any and all target’s up to a maximum of 5, including the skill user; within arm’s reach recover two body. This skill has no effect in the death count. This skill requires the use of source crystals.
Healer’s Touch: Character with this skill is so imbedded with healing that others may heal themselves by simply touching the healer. Character with this skill may allow others to touch their hand for ten seconds and spend the appropriate amount of energy to recover one point of body. This skill only works if the character with healer’s touch allows it. This skill requires no energy expenditure from the healer. This skill has no effect in the death count. This is a continuous skill. This skill requires the use of source crystals.
Heavy: Character with this skill is attuned to the massive bulk and the difficulty of moving a bear. Character with this skill reduces the effect of the following skills by ten feet; throw (even by traps), toss, reversal (they can’t be tossed with a reversed toss), bellow, or push (skills that move the bear more than ten feet are simple reduced by ten feet. This doesn’t allow you to fly.) Character with this skill may add one additional strength score when measuring strength for non-combat reasons such as holding doors (this does not augment what the character is able to carry or throw). There is a trade off as this makes this character twice as heavy to carry while in bear form (a bear with this skill requires a strength score of two to be carried. That is two strength one characters or one character with strength +1 or higher.) This is a continuous skill while in bear form.
High Ground: Character with this skill is tactically minded. Character with this skill swings an additional point of damage when facing opponents on lower ground. This skill has nothing to do with which combatant is taller. (i.e. fighting downhill or fighting from a stair to the ground below.) This is a continuous skill.
High Quality: Character with this skill makes weapons of exceptional craftsmanship. Character with this skill may produce a high quality weapon for the additional cost for three minutes of role-playing, three units of material, and three points of energy per foot of weapon crafted. High quality weapons swing an additional point of damage.
Hunter: Character with this skill knows the best way to preserve wild game. Character with this skill may remove hides, extract bones, and salvage any meat from any recently deceased creature that they encounter. Recently deceased creatures are creatures that met their demise in the last twenty four hours. This skill requires five minutes of role playing for each unit of material salvaged and the appropriate amount of energy.
Identify Component: Character with this skill has a vast knowledge of herbs, plants, grains, spices, and minerals. Character with this skill knows the names of all of the above mentioned things. This knowledge extends beyond player knowledge; player with this skill may ask another character out of game for the name of one of the above listed items.
Identify Compound: Character with this skill has a vast knowledge of alchemical potions, poisons, salves, brews, and powders. Character with this skill may call Identity Compound then spend the appropriate amount of energy to discover the name and effects of one of the above listed items. Character is then able to look at the out of game label attached to the item in question. If no label is attached skill user may ask a martial the item’s name and effect. If the martial does not know then the character may call a brief hold and may ask the general player base at this point anyone who knows in or out of game must explain and name the item.
Impale: Character with this skill is able to halt his opponent while hurting them. Character with this skill calls the amount of damage, then Stun, spends the energy, then shoots an arrow. If the attack hits then the target takes the damage and is stunned for ten seconds. While stunned the target may not move or use skills (except for skills that remove the stun effect.) Target is taken out of the stun effect when they take damage or at the conclusion of the ten seconds. Note: the damage from this skill occurs prior to the stun, therefore it does not remove the stun. This is a physical effect.
Improvised Sphere: Character with this skill is capable of fighting with all manner of bizarre items such as chairs, fish, bottles, and guitars. Weapons used must pass inspection and have a weapon tag. Improvised weapons deal one point of damage when held in one hand and one point of damage when held in two hands. This is a continuous skill.
Incapacitate: A character with this skill calls out the word Incapacitate and then touches their targets shoulders using their boffer weapon, or claws. If attacking character has equal or greater strength than the target then the skill is a success. Incapacitated target may not use physical attacks or abilities until the Incapacitating character decides to release them. This is a physical effect.
Informant: Character with this skill is capable of learning things about others. Character with this skill knows a guy who knows a guy who knows something that may be of interest. Character with this skill may mark one person for information each month. Each month the character with this skill may either read target characters back history, or see a copy of target character’s current character card. This skill is used in between events target character is chosen at the end of the event when cards are collected. Target character must be named or described properly and the skill user must determine whether or not they wish to view the character history or the character card.
Inspire: Character with this skill is a capable of invoking the mental strength within their allies. Character with this skill may offer another character or creature willpower for ten minutes. In order to do this character with this skill must call Inspire then spend the appropriate amount of energy and point to the target, target is strong willed for ten minutes. See rules for willpower.
Intercept: Character with this skill watches out for others and essentially pushes them out of harm’s way; they in turn are harmed themselves. Character with this skill may take damage or negative effect (example break limb) in place of a recently wounded. Character must first call Intercept and spend the appropriate amount of energy then touch target within three seconds of damage or effect.
Interrogate: Character with this skill is capable of drawing the truth from others. Character with this skill asks a yes or no question then points at target and calls Interrogate, then spends the appropriate amount of energy. Target must answer the question truthfully. This skill does not allow the target knowledge they would not have, nor does it allow unintelligent creatures the ability to communicate. This is a mental effect.
Jeweler: Character with this skill is capable of crafting, setting, and repairing jewelry. Character with this skill may combine any number of things into a single piece of jewelry. Each piece of jewelry totals one unit of material but it may contain fractions as small as a quarter of a unit. Each piece of jewelry must total one whole unit of singular or blended materials. For example a ring would take one month to make it, it may be made of a whole unit of silver or it may be made of half a unit of silver and half a unit of iron. Jewelry may be sold at any price but if appraised it will show that it is the one and half the value of the materials used to create it.
Lesser Heal: Character with this skill is knowledgeable of Sources last efforts to combat the mortality problem. Character with this skill is capable of resorting body points. Character with this skill may touch an injured target then call Lesser Heal One Body then spend the appropriate amount of energy. Target then recovers one point of body. This skill may be used multiple times on the same target. This skill has no effect in the death count. This skill requires the use of source crystals.
Listen: Character with this skill knows the location of others by sound alone. Character with this skill may call Listen then spend the appropriate amount of energy in order to hear the surrounding “life”. Any player who hears must respond with an equally audible “here”. This is a mental effect. This skill requires the use of source crystals.
Literacy: Character with this skill has the ability to read and write common. This is a continuous skill.
Lock: Character with this skill may magically seal a door, chest, book, or box closed. Character with this skill may magically lock a door, chest, book, or box by attaching the appropriate amount of spent energy tags over the locked item. The energy tags must have the word Lock written on the front of the tags while the time of the lock is written on the back. If the password is spoken while in contact with the lock the lock will be opened. The hidden word may be divined as with any other rune in which case the character using divine rune may look at the word on the back. Lock lasts twenty-four hours or till the password is spoken.
Long Stride: Character with this skill is used to moving through difficult terrain. Character with this skill may call Long Stride and spend the appropriate amount of energy to negate the effects of a slow or tangle effect or trap.
Lore: Character with this skill is knowledgeable in many things but excels in certain areas. This skill may be purchased multiple times but the item of lore must differ each time. Character with this skill is assumed to be the master of their topic. This character adds an additional two research points to studies done on their lore topic. In addition character with this skill may study a target for two minutes before calling Lore Focus X (X being the lore focus) target must answer one basic question that pertains to that type of lore. Types of lore focus include but are not limited to; civilizations, mythological creatures, the gods, and animal life. This is a continuous skill.
Low Center: Character with this skill may not be tripped while in Alligator form.
Marketing: Character with this skill knows how to sell their product. Character with this skill may sell one item in their possession at one and half times its true value in between events. If the item being sold is reasonable then the appropriate amount of payment will be added to the character card and the item tag will be removed from the player’s envelope.
Marksman: Character with this skill is incredibly accurate with a bow when given amble time. Character with this skill may call Marksmen X spend a minute aiming and the appropriate amount of energy then fire an arrow at the desired target. X is the desired effect against an inanimate object (such as cut rope, hit the bull’s eye, or spring trap) then ranger fires arrow at desired target and attains desired effect. (Effect must be approved by a staff member or rules marshal before the shot is taken.)This is a physical non-combat effect.
Mask Tracks: Character with this skill is able to hide the tracks of up to five others. Character with this skill may call Mask Tracks then spend the appropriate amount of energy to cover the tracks of five others for ten minutes. When using this skill the character masking the tracks must travel behind the others whose tracks he wishes to mask.
Master Engineer: Character with this skill is adept at tinkering with mechanical objects. Character with this skill may create new mechanical objects. At the end of the event this character may propose their idea which they will write on a piece of paper that they will keep in their envelope. Staff assigns a difficulty number; the player rolls three six sided dice. If the roll meets or beats the difficulty number the item is made. All rolls are cumulative so the object may be worked on for multiple months. Results will be recorded on the back of the character card. Unit cost will be based on difficulty of item being created.
Master Smith: Character with this skill is a smith of great talent. Character with this skill may spend an additional four minutes of role-playing four units of material and four points of energy in order to create a non armor item that is unbreakable. In the case of a weapon the additional costs are for each foot. In the case of a shield the additional costs are for square foot.
Master Trap: Character with this skill chooses one trap effect to add to all his traps for free. This may be in addition to the two effects they are permitted in each trap allowing for a triple effect trap. The effect chosen is locked and cannot be changed. Character with this skill is a master of traps of a particular type and while they do not have to use it they can in any trap. Master trap should be written on the paper that describes the trap as well as its effect. This is a continuous skill.
Mechanist: Character with this skill is able to repair and create known mechanical items such as clocks, locks, and crossbows. Character with this skill spends three units of material, three minutes of role playing, and three points of energy for each item crafted. Items that may be crafted include but are not limited to; clocks, locks, and crossbows. (All locks must be key locked and a spare key must be taped to the back of the lock.) (This skill does not make new inventions, this skill simply allows a player to recreate mechanical items with the aid of a blue print or instructions.
Mend: Character with this skill is skilled in the art of medicine. Character with this skill may call Mend and spend the appropriate amount of energy, and ten seconds of role playing to heal one point of body up to half of targets total health rounded up. This skill is not effective in the death count.
Message: Character with this skill may relay information over distance. Character with this skill may hand a ten word note to staff, then spend the appropriate amount of energy in order to relay the message to a named and described target. Message travels at the speed of a slow walk. Message lingers for one hour, if target is not found message will dissipate. This skill requires the use of source crystals.
Mind over Body: Character with this skill has incredible control over his body and is capable of withstanding great amounts of pain. Character with this skill may spend the appropriate amount of energy to avoid the stun, paralyze, and pain effects.
Moderate Heal: Character with this skill is very knowledgeable of Sources last efforts to combat the mortality problem. Character with this skill is capable of resorting body points. Character with this skill may touch an injured target then call Moderate Heal Three Body then spend the appropriate amount of energy. Target then recovers three points of body. This skill may be used multiple times on the same target. This skill has no effect in the death count. This skill requires the use of source crystals.
Monster Strength: Character with this skill is exceptionally strong and is capable of performing great feats of strength while in Alligator form. Character with this skill is capable of carrying up two bodies at one time. They are capable of running while carrying a body or item of weight equal to a body. Character with this skill may also use the throw skill in non-combat situations items thrown may be thrown an additional ten feet. This is a continuous skill while in alligator form.
Motivate: Character with this skill is an inspirational individual capable of bringing others to their fullest ability. Character with this skill may call Motivation and spend the appropriate amount of energy to make up to five people swing an extra point of damage for the next ten minutes. This skill may not be used on a target that is currently already benefiting from the additional damage. This skill does not work on the skill user.
Natural Armor: Character with this skill is granted temporary protection through a thick hide. Character with this skill receives 10 temporary points of armor while in Alligator form. Armor lasts until destroyed or until Alligator form is lost. Armor regenerates if a new shift (spend ten energy to recharge the shift) is made.
Naturally Tough: Character with this skill is granted temporary protection through sheer grit. Character with this skill receives 10 temporary points of armor while in Bear form. Armor lasts until destroyed or until Bear form is lost. Armor regenerates if a new shift (spend ten energy to recharge the shift) is made.
Nervous: Character with this skill is immune to surprise attacks while in Rat form.
Nimble: Character with this skill is light on their feet and is very skilled at avoiding trips as well as landing soundly after being thrown, tossed, or falling someplace. Character with this skill may call Nimble then spend the appropriate amount of energy to land on their feet and negate the damage of any fall. Character with this skill may also call Nimble then spend the appropriate amount of energy to negate a trip attack.
Offhand Fighting: Character with this skill may fight with one weapon of any size and one weapon from the small weapon sphere. Offhand weapon must be a small weapon. Character may not fight with weapons that they do not have the skill for. This is a continuous skill.
Offensive Stance: Character with this skill doubles the damage they swing but takes all their damage received as if it was body damage for one minute. If the character with this skill has no body then they simply take double damage from their opponent’s attacks. This skill may not be used in conjunction with Defensive Stance.
Panther: Character with this skill may temporarily assume the shape of a panther, and swing medium (24 inch) claws swinging for two damage. In order to represent shifting character must wear a cowl or hood designed to represent the attributes of a panther. Characters may not use energy skills while in Panther form and there armor points are suspended for the duration of the shift (this does not affect natural armor). While in panther form character does not have posse able thumbs and must act accordingly.
Paralyzing Gaze: Character with this skill is capable of entrancing a creature or individual through eye contact. Character with this skill may make eye contact with a target then call Paralyzing Gaze then spend the appropriate amount of energy to halt all movements and actions of the target. Neither the character using this skill nor the target of this skill may move or use abilities. Gaze is broken if eye contact is broken, if the skill user chooses to look away, or if one of the two parties is dropped into their death count. This is a mental effect. This skill requires the use of source crystals.
Paralyze: Character with this skill hits their opponent in such a way that the target is unable to move or use abilities for 30 seconds. Character with this skill may call Paralyze then spend the appropriate amount of energy to throw a skill packet. Target is paralyzed for thirty seconds if hit. This is a physical effect. This skill requires the use of source crystals.
Paralyzing Strike: Character with this skill hits their opponent in such a way that the target of the attack is unable to move or use abilities for 30 seconds. Character with this skill may call Paralyzing Strike and spend the necessary energy before making the attack. Attack must hit targets torso. This is a physical effect.
Particle: Character with this skill is talented with thrown weapons and is capable of using even the smallest items to a deadly level such as needles and darts. To symbolize this ability character with this skill may use skill packets in place of thrown weapons. This is a continuous skill.
Pathfinder: Character with this skill finds the quickest way to their desired location. Character with this skill may cut travel time in half.
Phase: Character with this skill may walk through solid objects. Character with this skill may make contact with a solid object and call Phase Hold then spend the appropriate amount of energy to walk around to the other side of the object. Once on the other side of the object character must call 3, 2, 1 Game On at this point the game will resume. This skill requires the use of source crystals.
Pick Locks: Character with this skill knows their way around locks of all types and is able to force them to open with some time and some tampering. Character with this skill may use tools in an attempt to pick any lock. If the lock opens the skill works if the lock doesn’t open keep trying or give up. (All locks must be key locked and a spare key must be taped to the back of the lock. This skill requires actual lock picking ability.) This is a continuous skill.
Pick Pocket: Character with this skill is talented in the thieving arts. Character with this skill may place thieving token into a bag, pocket, or pouch in order to collect one handful of what is in it. Character who has dropped a thieving token informs a staff member (within an hour) or martial who will in their own time approach the target check for the token and retrieve a hand full of whatever was contained in the pocket, bag, or pouch. This is a continuous skill.
Pierce Armor: Character with this skill may bypass a targets armor striking the body points directly. Character with this skill calls Pierce Armor X Body (X being the amount of damage swung) then delivers the attack. The damage from this attack is subtracted from the targets body points. This is a physical effect.
Pin: Character with this skill is talented at restraining the movements of others. Character with this skill may nail a target to the ground or any solid surface. Character with this skill calls Pin and the specified limb then spends the appropriate amount of energy before throwing their thrown weapon. (Example Pin left Arm) If target is hit target then target must hold specified limb to the closest solid object (within a foot away). Target may not move till they spend one minute of role-playing to remove the pin.
Point Blank: Character with this skill is adept at firing arrows in close quarters. Character with this skill may instead use packets instead of boffer arrows while firing an arrow indoors or within 5 feet of their target outdoors.
Pounce: Character with this skill is capable of jumping great distances without injuring themselves while in Panther form. When the leap skill is used a hold is called and their claw is tossed underhanded. Character lands where the claw or weapon falls. When the character relocates the game is called on again. Character may use this skill once per hour.
Power: Character with this skill is exceptionally strong and is capable of performing great feats of strength while in Bear form. Character with this skill is capable of carrying up one additional body while they are in bear form. They are capable of running while carrying a body or item of weight equal to a body. Character with this skill may also use the throw skill in non-combat situations items thrown may be thrown an additional ten feet. This is a continuous skill while in bear form.
Practiced Liar: Character with this skill is difficult to read. Character with this skill is able to respond any way they please to the skills determine lie, interrogate, and other truth discerning skills by spending the appropriate amount of energy. This skill does not need to be called out but the energy spent does need to be handed into a staff member or martial within an hour of skill use.
Precision: Character with this skill is able to concentrate energy to attack their opponent’s body directly for thirty seconds. Character with this skill calls Precision X Body (X being the amount of damage swung) then delivers the attack. The damage from this attack is subtracted from the targets body points. This is a physical effect.
Pressure Point: Character with this skill calls out the word Pressure Point and then touches their targets back with a small weapon. Target must be unarmed. Pressure pointed target may not use physical attacks or abilities until the pressuring character decides to release them. This is a surprise physical effect. Character must concentrate on pressure point and cannot attack.
Prominence: Character with this skill is a highly valued member of society and as such has earned themselves a small relief from certain taxes. Character with this skill only needs to pay half their taxes. This is a continuous skill.
Proud Creature: Character with this skill is aware that bears are proud creatures that are capable of withstanding incredible amounts of mental strain by slipping into an aggressive state of mind. A character with this skill may resist a mental attack but they must attack the creature or character who engaged them mentally. The attack ends when one of the characters (the skill user or their target) is brought down into the death count. Character simply calls Proud Creature to negate any mental attack but they must attack the creature that affected them mentally. This is a continuous skill while in bear form.
Purge Poison: Character with this skill is able to stop the effects of poison. Character with this skill calls Purge Poison then spends the appropriate amount of energy on the targeted character to stop the effects of a particular poison. This skill takes one minute of role playing and constant physical contact to take effect.
Push: Character with this skill is capable of advancing on their opponents. Character with this skill may call Push and spend the appropriate amount of energy to force an opponent who hits his shield into stepping five feet backward. This is a physical effect.
Quick Disable: Character with this skill may disassemble any trap they encounter in a short stretch of time. Character with this skill may call Quick Disable then spend the appropriate amount of energy to disable the trap that they are touching. Character then opens the envelope, removes the paper with the effect, and puts their energy spent in its place. While tools may be used they do not have to be.
Quick Pick: Character with this skill knows their way around locks of all types and is able to force them to open with rapid pace. Character with this skill may call Quick Pick then spend the appropriate amount of energy to open the lock that they are touching. (All locks must be key locked and a spare key must be taped to the back of the lock.)
Rapid Recovery: Character with this skill may speed up the recovery process and reduces duration of negatives effects. Character with this skill may touch a target and call Rapid Recovery then spend the appropriate amount of energy in order to half the recovery time. This skill has no effect on targets in the death count. This may be used to shorten the time of a negative effect such as blind or stun. This may also be used to shorten healing time. This skill requires the focus of source crystals.
Rat: Character with this skill may temporarily assume the shape of a rat, and swing small (18 inch) claws for one damage. In order to represent shifting character must wear a cowl or hood designed to represent the attributes of a rat. Characters may not use energy skills while in Rat form and there armor points are suspended for the duration of the shift (this does not affect natural armor).
Reactivate Rune: Character with this skill may reactivate a previously created rune. Character with this skill may touch a rune that has lost its charge then call Reactivate Rune and spend the appropriate amount of energy and time in order to recharge the rune. Reactivating a rune costs one and a half the energy cost of the source skill being focused into the item as well as one unit of the appropriate material. For each point of energy being used Character must spend one minute role playing focusing the power into the item. This skill requires the use of source crystals.
Regeneration: Character with this skill heals naturally and without focus or energy for it is so infused with healing energies. Character with this skill recovers one point of body every ten minutes. This has no effect in the death count. This is a continuous skill. This skill requires the use of source crystals.
Remove Disease: Character with this skill is able to stop the effects of diseases and mutations. Character with this skill calls Remove Disease then spends the appropriate amount of energy to stop the effects of a particular disease or mutation. This skill takes ten minutes of role playing and constant physical contact to take effect.
Repair/Create armor: Character with this skill is able to fix, or create armor completely. Character with this ability is capable of fixing armor up to its total value. Two points of energy, two units of matching material, and two minutes of role-playing are required for each point of armor repaired.
Retain: Character with this skill is capable of maintaining their grip. If the character with this skill is forced to drop what they are carrying they may call Retain and maintain their hold.
Research: Character with this skill is able to rediscover known information through study and investigative methods. This is a skill that may only be used between events. Each time a character with this skill wishes to research a particular thing they roll one six sided dice at the end of the event when they claim what it is they are researching. The item desired is given a difficulty number. Knowledge is imparted to the researching character when the difficulty number is met or topped. Multiple researches on the same topic will accumulate research points toward that particular topic or item. Research does require an instructor, library, or other suitable research facility. Items that may be researched include but are not limited to; rare items, leaders, world lore, mythology, skills, and other techniques.
Resilient: Character with this skill is made of sturdy stuff. Character with this skill gains an additional point of body. This is a continuous skill.
Restore Senses: Character with this skill is may restore a targets hearing or vision. Character with this skill may call Restore Senses then touch their target with their source focus and spend the appropriate amount of energy in order return hearing or vision to the target for one hour. Target must have had some hearing or visual capability to begin with in order to have them restored. In other words hearing may not be given to a desk or an individual with no ears. Similarly sight may not be given to a desk or a individual with eyes. This skill requires the use of source crystals.
Reversal: Character with this skill may reverse the effects of the following skills; trip, throw, tackle, toss (however a heavy bear can’t be thrown), and pressure point. Tackle may only be reversed if strength is equal otherwise the stronger tackler (this has nothing to do with the players actual strength but rather the strength enhancements of the characters or creatures involved) is able to break free ending the tackle but not reversing it. When the character is affected by any of the above they may call Reversal and spend the necessary energy to reverse it if possible. This is a physical effect.
Reverse Effect: Character with this skill may alter the effects of one previously made potion, powder, drink, salve, or other alchemical item. Character with this skill may reverse the effects of the following drunkenness and sobriety, healing and harming, sleeping and waking, blindness and vision. This ability takes time, energy, and material. Character with this skill may spend ten minutes of role playing tampering with the item and one unit of the correct material and the appropriate amount of energy to reverse the effect of a poison or potion. This may only be done to the item. After an item is consumed it may no longer be altered. Items take one day to adjust to the alteration. The altered effect is written over the previous effect and is placed back in the carrying container.
Roar: Character with this skill exudes dominance over other animal types while in Panther form. Character with this skill may target another animal with a skill packet and call Roar Fear target hit by skill packet must flee skill user for two minutes. This is a mental effect.
Rouse: Character with this skill is familiar with the methods of countering paralyzing effects and unconsciousness. Character with this skill may touch a paralyzed target, call Rouse Remove Paralyzing Effect, and then spend the appropriate amount of energy to remove the effects of a paralyzing effects or unconsciousness.
Rust: Character with this skill is capable of focusing the time around metal objects. Character with this skill may touch a metal object then call Rust then spend the appropriate amount of energy to corrode the object beyond use. Character that uses this skill must place a rust tag (brown duck tape over the weapon or item tag) on the target. Targeted metal item is destroyed. This skill requires the use of source crystals.
Scab: Character with this skill is highly knowable in the art of healing; they are even able to repair natural armor. Character with this skill may touch a target then call Scab Three Armor then spend the appropriate amount of energy to repair three points of natural armor.
Scaly Hide: Character with this skill has mastered the alligator’s naturally hard skin while in alligator form. The course skin is capable of absorbing some of the impact of a damaging attack. Character with this skill may subtract all one point of damage from all damage dealt to them. This reduces attacks with strength of one to zero damage. This skill is not combinable with any other damage absorbing skills such as stone skin.
Scent: Character with this skill may track by smell while in Rat or Panther form. Character with this skill may match smells attached to an item to the items previous user. Character may take an item that holds the scent of desired target to staff, and declare their intention of following the scent trail. Character may or may not be rewarded for this skill.
Scholar: Character with this skill is highly educated. Character with this skill may add two points to any lore or research role.
Scurry: Character with this skill is adept at avoiding dangerous situations while in Rat form. Character with this skill may call Scurry Hold and take 5 leaping steps away from combat situation. After using Scurry character may not return to combat for 5 minutes.
Secondary Aid: Character with this skill has an advanced concept of Source based healing. Character with this skill may heal a target from the second stage of the death count by spending one minute of role playing binding targets wounds and call Secondary Aid then spend the appropriate amount of energy. Target regains consciousness and recovers one body point after three minutes of recovery time. While secondary aid is being administered the death count of the target is put on hold. This skill requires the use of source crystals.
Secondary Attention: Character with this skill has an advanced concept of mundane healing. Character with this skill may heal a target from the second stage of the death count by spending one minute of role playing binding targets wounds and call Secondary Attention then spend the appropriate amount of energy. Target regains consciousness and recovers one body point after three minutes of recovery time.
Sense Traps: Character with this skill is familiar with traps. Character with this skill may call Sense Traps then spend the appropriate amount of energy to negate the effects of a trap they just triggered. Character must choose whether or not to use this skill before the trap effects are read.
Set Armor: Character with this skill is talented with armor and its uses. Character with this skill is capable of resetting armor after it is damaged so that it can be worn to a fraction of its efficiency. Damaged armor takes two minutes of role playing, two points of energy, and one unit of material to recover one point of armor up to half of the amount of armor the character had.
Set Limb: Character with this skill is able to reset broken limbs as well as reattach severed limbs. Character with this skill calls Set Limb then spends the appropriate amount of energy in order to reset or reattach a broken or severed limb. Target limb is reattached after ten minutes of role-playing. Limb regains usefulness after one month of healing time.
Set Traps: Character with this skill may set traps. Traps must actually “go off” in a safe but noticeable way. (We suggest using poppers from party city, or bells.) Each trap is accompanied by an envelope that contains a piece of paper that explains the effect of the trap. If the trap is triggered target suffers trap effect. For each two points of energy used on a trap a character may add one of the following effects: one foot radius, trip, two points of damage, deafen, pin offending limb (or closest limb to trap), throw, or stun. Traps may have no more than two types of effects and the trap must be described in the piece of paper that accompanies it. At least one minute of trap set up must be spent for each point of energy used on each trap. Energy spent must be left in the trap envelope. Multiple uses of trip, deafen, and stun have no additional effect. Damage accumulates, multiple limbs may be pinned, radius increases, and multiple throws increases distance thrown up to a maximum of forty feet.
Shriek: Character with this skill has turned their voice into a weapon. Character with this skill may call Shriek Three Damage then spend the appropriate amount of energy and point at their target in order to deal three points of damage to them. This is a physical effect. This skill requires the use of source crystals.
Sharpen Weapon: Character with this skill is familiar with weapons and knows just how to bring them to their fullest potential. Character with this skill may spend one point of energy and one minute of role-playing to make any bladed or small weapon swing and additional point of damage for duration of the next combat encounter.
Shield: Character with this skill is familiar with the use of all shields. Players can only use shields no wider than the players arm span fingertip to shoulder, and the shield cannot come above the players elbow when stood on the ground alongside the wielder. This is a continuous skill.
Silence: Character with this skill may temporarily mute another creature or character. Character with this skill may call Silence One Minute then spend the appropriate amount of energy in order and hit their target with a skill packet in order to silence them. If target is hit they are silenced. Silenced targets may not use energy based mental affecting skills or speak. This is a mental effect. This skill requires the use of source crystals.
Siren Song: Character with this skill is capable of commanding a target’s full attention. Character with this skill may call Siren Song Five Minutes then spend the appropriate amount of energy and hit the target with a skill packet. Target must focus their efforts and attentions on the skill user for five minutes. This skill does not alter the attitude of the target it merely raises the priority of the skill user. If the target was trying to kill people and they are targeted by a siren song they will simply try to kill the siren song user first ignoring all others. This is a mental effect. This skill requires the use of source crystals.
Sleep: Character with this skill is capable of inducing natural sleep upon others by accelerating the rate of physical exhaustion within the target. Character with this skill may call Sleep then spend the appropriate amount of energy to throw a skill packet that induces a natural sleep. If target is hit by skill packet it will fall into a natural sleep. This sleep may be disturbed by physical contact of any kind. (Falling to the ground does not wake up a sleeping target.) A sleeping target will wake (If still alive) after they are harmed, in anyway. This is a mental effect. This skill requires the use of source crystals.
Sleight of Hand: Character with this skill is adept at hiding a palm sized object or smaller in hidden places on their persons. Character may call Sleight of Hand, spend the appropriate Energy, and put the item in a pocket that is considered out of game for the next 10 minutes. After the duration, the item must be brought back in game and the pocket is no longer considered out of game.
Slippery: Character with this skill is skilled at escaping even the tightest grapples. Character with this skill may call Slippery then spend the appropriate amount of energy to escape a tackle, incapacitate, or pressure point.
Slow: Character with this skill is may slow the time and space around their target. This makes the target feel as though they are walking through water for one minute. Character with this skill may hit their target with a skill packet and call Slow One Minute then spend the appropriate amount of energy to slow their target. If target is hit they may move and attack at no faster than a zombie like pace for one minute. This skill requires the use of source crystals.
Small Target: Character with this skill is difficult to hit with ranged attacks while in Rat form. Character with this skill is so tiny that damaging ranged attacks only serve to graze the Rat form character. Therefore any character with this skill subtracts two from damage received via ranged attacks while in Rat form.
Small Size: Character with this skill is tiny when in Rat form. Character with this skill is capable of squeezing through small spaces. Character with this skill may fit through any opening that they can fit their head in. Character with this skill may find an area in a wall or other barrier, call Small Size Hold and walk to the other side of the barrier where they will emerge and call Game On.
Small Weapon Sphere: Character with this skill is capable of using all small weapon types no larger than 24” in size. Small weapons deal two points of damage when held in one hand two points of damage when used in two hands. This is a continuous skill.
Smelter: Character with this skill is able to refine materials. Character with this skill may refine up to five units of material each month. It takes two units of raw material to make one unit of refined material. Items that may be refined include; ore to metal, sand to glass, wax to a dozen candles, and natural oils to lamp oil.
Snatch Arrow: Character with this skill is able to grab , bolts, and thrown weapons out of midair. If character with this skill is hit with an arrow or thrown weapon they may call Snatch Arrow in order to negate the effect or damage from the attack. This skill may also be used to negate an arrow, bolt, or thrown weapon that attacks another creature or character as long as the character with snatch arrow is touching the other character when the missile weapon hits.
Sneak Attack: Character with this skill is skilled at striking vital spots in their target’s backs. Character with this skill calls Sneak Attack X Damage, (X is double the damage of the small weapon) spends the appropriate amount of energy, and then attacks targets back torso with a small weapon. If attack is successful target takes the damage. This skill may only be used with a small weapon. This is a physical attack.
Solid Footing: Character with this skill is sure footed. Character with this skill may call Solid Footing and spend the appropriate amount of energy to maintain their footing. This may be called in response to any skill that would otherwise knock the target over.
Splinter: Character with this skill is capable of enveloping their targets in pain. Character with this skill may fire an arrow and call Splinter Pain then spend the appropriate amount of energy in order to envelope their target with the effects of pain. Target in pain may not use any energy. Pain is removed with the Splintered arrow is removed with the dissect skill. This is a physical effect.
Squeeze: Character with this skill may do 1 point of damage every 10 seconds to an immobilized target while in Bear form. Character may count 10 seconds, then call Squeeze on the hugged or otherwise restrained target to inflict 1 point of damage. This is a physical effect. This is a continuous skill while in bear form.
Stamina: Character with this skill is so skilled that every physical attack takes less energy for them than it does for the average individual. Character with this spends one less energy when making attacks to a minimum of one. This is a continuous skill.
Strength +1: Character with this skill is exceptionally strong and is capable of performing great feats of strength. Character with this skill is capable of carrying up two bodies at one time. They are capable of running while carrying a body or item of weight equal to a body. Character with this skill swings one additional point of damage with all melee weapons. (This skill does not allow the character to use every weapon but weapons that they are able to use deal one extra point of damage.) Character with this skill may also use the throw skill in non-combat situations items thrown may be thrown an additional ten feet. This is a continuous skill.
Strength +2: Character with this skill is exceptionally strong and is capable of performing great feats of strength. Character with this skill is capable of carrying up three bodies at one time. They are capable of running while carrying up to two bodies or item of weight equal to two bodies. Character with this skill swings two additional points of damage with all melee weapons. (This skill does not allow the character to use every weapon but weapons that they are able to use deal two extra points of damage.) Character with this skill may also use the throw skill in non-combat situations items thrown may be thrown an additional twenty feet. This is a continuous skill.
Strengthen Spirit: Character with this skill has nearly conquered the problem of mortality. Character with this skill may add one white bead to their death bag. This skill may be purchased multiple times. This skill requires the use of source crystals.
Stun: Character with this skill is able to halt his opponents temporarily without harming them. Character with this skill calls Stun spends the energy then swings. If the attack hits then target is stunned for ten seconds. While stunned target may not move or use skills (except for skills that remove the stun effect.) Target is taken out of the stun effect when they take any point of damage or at the conclusion of the ten seconds. This is a physical effect.
Subdue: Character with this skill may restrain targets when they are touching them with both claws while in Alligator form. Character with this skill may touch the target with both claws and call Subdue X in order to restrain their targets movements. X is the level of strength. Subdue only works on targets whose strength is lower than the subduer’s strength. This is based off the strength bonuses of the character not the actual strength of the player. This is a physical effect. This is a continuous skill while in alligator form.
Sunder: Character with this skill is familiar with armor and knows the best way to destroy it. Character with this skill calls Sunder Ten Armor Damage then spends the appropriate amount of energy and attacks target. Target suffers ten points of armor damage.
Swim: Character with this skill may swim without penalty while in alligator form. Character with this skill may move at full speed and use energy based skills while submerged in water.
Tackle: Character with this skill calls out the word Tackle and then touches their targets shoulders. Target must be unarmed. If tackling character has equal or greater strength than the target then the skill is a success. Tackled target may not use physical attacks or abilities until the tackling character decides to release them. This is a physical effect.
Tanner: Character with this skill is capable of turning animal skins into leather. Character with this skill may convert one unit of animal hide to one unit of leather. Leather takes one minute and 1 energy to set a hide and one month of curing for it to become leather.
Terrifying Appearance: Character with this skill may manipulate their physical appearance in the eyes of one opponent so that the opponent is encompassed with dread of them. Character with this skill may throw a skill packet at target then call Terrifying Appearance, then spend the appropriate amount of energy in order to cause target to flee from the skill user for 2 minutes. Target may not attack or use skills against the source of the fear for the duration of their terror. This is a mental effect. This skill requires the use of source crystals.
Thick: Character with this skill is made of sturdy stuff. Character with this skill gains an additional point of body. This is a continuous skill.
Thick Headed: A character with this skill is mentally tough. A character with this skill takes half duration from any mental effect with set time duration. This is a continuous skill.
Thick Skin: Character with this skill is so accustomed to damage that their skin has become tough and armor like. Character with skill gains three points of natural armor. Natural armor takes one month to repair in full. Armor points are the first hit points destroyed in combat.
Thorns: Character with this skill is familiar with using nature’s natural protection against their enemies. Character with this skill may spend the appropriate amount of energy and 5 minutes of role-playing finding and wrapping their weapon or fist with thorns to make any wooden weapon or unarmed attack swing and additional point of damage for the next three swings.
Thrash: Character with this skill while in panther form may use their razor sharp claws to pierce through armor. Character with this skill may call Thrash 1 Body. The damage dealt when using thrash may not be modified by any means in any way. The amount of damage done by thrash will never exceed one body.
Throw: Character with this skill is able to throw their opponent ten steps. Character calls Throw spends the necessary energy then hits target (This skill may not be blocked with a shield. In other words if the targets shield is hit they are still thrown.) If hit is successful target is thrown ten steps in the skill user’s choice of direction. Targets that are thrown take one point of damage upon impact for every ten feet thrown. This is a physical effect.
Thrown Prof: Character with this skill is highly talented in the art of using thrown weapons. Character with this skill deals an additional point of damage with thrown weapons off all types. This is a continuous skill.
Thrown Weapon: Character with this skill is capable of using all manner of thrown weapons. Thrown weapons deal two points of damage. This is a continuous skill.
Time Jump: Character with this skill may focus and accelerate time on an individual. Character with this skill may hit target with a skill packet then call Time Jump Three Minutes then spend the appropriate amount of energy to add three minutes to an effect. Character with this skill may accelerate the minutes of poisons, diseases, death count, and recovery time. This skill requires the focus of source crystals.
Tireless: Character with this skill has exceptional levels of endurance. Character with this skill may call Tireless then spend the appropriate amount of energy to negate a sleep effect they were targeted by.
Toss: Character with this skill is able to throw their opponent ten steps while in bear form. Character may hit their target with both claws (both claws must be touching the target when toss is called. In order to toss the bear must touch the target not just the targets shield.) then call Toss Throw Ten Feet spends. If hit is successful target is thrown ten steps in the skill user’s choice of direction. Targets that are thrown take one point of damage upon impact. For every ten feet thrown. This is a continuous skill while in bear form. This is a physical effect.
Tough: Character with this skill is made of sturdy stuff. Character with this skill gains an additional point of body. This is a continuous skill.
Track: Character with this skill understands the trails left by others. Character with this skill may stand beside desired area of tracking and call Track X then spend the appropriate amount of energy to track a creature. (X is the creature or individual being tracked) This skill requires the player to contact a staff member. Staff member will marshal the tracking by leading the tracker. Tracks are affected by exterior conditions such as weather and ground type. Tracking does not always prove positive effects.
Trackless Step: Character with this skill is skilled at hiding any sign of their passing. Character with this skill leaves no tracks to follow unless they so choose too.
Tradesman: Character with this skill is able to purchase one common item between events at base item price. Character with this skill knows how to find things in a society. This skill may only be used between events. The item that the skill user wishes to obtain needs to be written down on a piece of paper and handed in with the character card at the end of the event. If the item is reasonable the appropriate amount of payment will be subtracted from the character card and an item tag for the item will replace it.
Translate: Character with this skill may alter the sounds of another character or creature so that they may understand them. Character with this skill may call Translate Five Minutes then spends the appropriate amount of energy and touches the target in order to translate what the target is saying. Target making animal noises or speaking in another language must speak in common for five minutes. This does not increase the intelligence of the target it merely makes them understandable. So a jackal targeted by this ability continues to be of jackal intelligence but speaks common (English). This skill requires the use of source crystals.
Trip: Character with this skill is capable of knocking his opponent to the ground by hitting their leg. Character with this skill calls Trip and spends the energy before making the attack. If the attack hits the targets leg then the target falls to the ground and drops their weapon. Dropped weapon must hit the ground but may be picked up any time after that. This is a physical effect.
True Strike: Character with this skill calls True Strike and spends energy before making an attack. If the weapon’s strike lands, the hit may not be deflected, dodged, braced, intercepted, or in any way avoided with skills. This is a physical effect.
True Vision: Character with this skill is talented with their bow. If the arrow hits, the hit may not be deflected, dodged, braced, intercepted, or in any way avoided with skills. This is a physical effect.
Unarm: Character with this skill is talented at shield fighting and may force another character to drop their weapon after it hits their shield. Character with this skill may call Unarm and spends the appropriate amount of energy when their shield is hitby a weapon, weapon is then dropped. This attack may not be parried. Dropped weapon must hit the ground but may be picked up any time after that. This is a physical effect.
Unarmed Attack: Character with this skill is capable of fighting with their body as a weapon. Unarmed attack is symbolized by two small boffer claws. Small boffer claws are white in color and have a maximum length of 18”. Unarmed strikes deal one point of damage. Boffer claws represent the fighters highly disciplined hands and so no damage is taken when boffer claws are hit. This is a continuous skill.
Unorthodox: Character with this skill is talented with all manner of blades. Character with this skill is capable of using a bladed sphere weapon to execute a skill that requires a small weapon. This is a continuous skill.
Vigilant: Character with this skill is capable of negating the damage or effect of a surprise attack such as waylay, pressure point, or assassinate. Character may call Vigilant in response to being targeted by any surprise attack then spend the appropriate amount of endurance to negate the attack.
Vigor: Character with this skill may add 4 points of body to a target above the targets maximum body. Character with this skill may touch target for one minute and call Vigor Four Body then spend the appropriate amount of energy to add 4 additional points of body to the target. Body points earned from the vigor skill are the first body points to be removed when damage is taken. The additional points of body last till the end of the period or till the additional points of body are destroyed. This ability does not stack multiple times. This skill requires the use of source crystals.
Visions: Character with this skill is privy to dreams and visions of future, past, and potential events. Character with this skill will be contacted by staff to attend shadow box visions and dream plays. This skill may also involve some in between event explanations of dreams or videos of visions.
Vital Strike: Character with this skill may bypass a targets armor striking the body points directly with a small weapon. Character with this skill calls Vital Strike r X Body (X being the amount of damage swung) then delivers the attack. The damage from this attack is subtracted from the targets body points. This is a physical effect.
Waylay: Character with this skill is capable of knocking a character unconscious for ten minutes. This is a surprise attack (target must be unaware of the attacker). Character using this skill hits the target in the back torso and calls Waylay then spends the necessary Energy to do so. Target may not move or use skills of any kind once waylaid. This skill may only be used with a small weapon. Any amount of damage will remove the unconscious effect. This is a surprise physical effect.
Wild Lore: Character with this skill is knows nature and its creatures. Character with this skill may point at a natural creature then call Wild Lore then spend the appropriate amount of energy to make target state the creature name and dietary habits, aka carnivore, herbivore, omnivore. This skill does not include plant life.
Willpower: Character with this skill is capable of withstanding incredible amounts of mental strain. Character with this skill may negate the effect of any one mental effect used on or against them for ten minutes. This can be used against multiple effects separately. Character calls Willpower and spends the appropriate amount of energy as a response to being targeted by any mental effect.
Weaken: Character with this skill may inflict disease upon others while in rat form. Character with this skill may strike an opponent from behind with both claws and call Weaken Minus One Damage. Target hit with this skill must swing for one less damage till the disease is cured. Targets may only be affected by weaken once until cured. This skill may only be used once every fifteen minutes.
Wood Armor: Character with this skill is adept at using the forest to protect them. Character with this skill may spend 10 minutes in the woods searching for bark and other protective foliage for themselves or someone else. Character will gain 6 armor points until end of period.
Wood Sphere: Character with this skill is capable of using all wood weapon types of at least 24” in size. Wood weapons deal one point of damage when held in one hand and two points of damage when used in two hands. Wood weapons consist of stakes, clubs, bats, and staves. This is a continuous skill.
Wood Worker: Character with this skill is adept at finding materials in the woods that may be used as weapons. Character with this skill may spend 5 minutes of role-playing to find a branch suitable to be used as a wooden weapon.
Work Rare Material: Character with this skill is able to work with exotic materials; rare materials are anything other than wood, steel, or leather. This is a continuous skill.
