Open Skills

Light and Shadow

Cost:Required

Light is treated as an Elemental trait. Shadow is treated as a Metabolic trait. All characters gain this skill.

Light Armor

Cost: Free

All characters can wear an appropriate armor prop for up to 2 points of armor.

Small Weapon

Cost: Free

All characters can use any type of small weapon.

Archery

Cost: 3

You are skilled in the use of bows and crossbows. You can fire 12 arrows for uncalled damage. After 12 arrows you must spend one minute of focus to refresh your quiver by role playing cleaning and fletching another set of arrows. Arrow attacks that have a verbal due to a skill or enhancement do not count against this total.

Backup Blade

Cost: 2

You can fight with a weapon in each hand so long as one is a short or medium length weapon. Your off hand weapon can be a dagger, short sword, short axe, or similar weapon that is no more than medium length. You can attack with this weapon, block melee attacks, and block missile attacks.

Buckler

Cost: 2

This skill allows you to use a buckler to block melee and missile attacks. You cannot throw packet attacks while using a buckler.

Craftsman*

Cost: 2

You have some craft that allows you to make a living. Crafts provide money at the beginning of each event. They also allow you sell props for in game money. Without this skill you must arrange to obtain goods through a Merchant before you can sell them for in game money. You can always try to sell tagged items if you obtain them. You may purchase this skill more than once, but you must specify a different craft for each skill.

Diagnose

Cost: 1

You touch a recipient with a packet and use Diagnose on any Elemental, Mental, Metabolic, or Physical trait. You may also diagnose the Dead, Stable, or Unstable conditions. Finally, you can Diagnose the Paralyze, Silence, and Stun effects since the recipient can’t tell you what is wrong. You can use this skill as often as you like.

Disarm Traps

Cost: 2

This skill allows you to attempt to arm or disarm traps. Without this skill you can avoid traps, but you cannot attempt to manipulate them without setting them off. In order to disarm a trap you must actually use tools to prevent the mechanical trigger from setting off the part that makes noise and causes damage to you. You cannot destroy or cut any part of the trap including wires and strings.

First Aid

Cost:2

This skill takes one minute of Focus to perform. You role play and administer medicines and bandage wounds to prevent someone from dying of blood loss. This skill may also be used to repair a Maim effect. You must have both arms free to use this skill. When you begin to use this skill, you must call "First Aid" and role play the use of the skill.

If used to repair a Maimed limb, you must use the "Cure Maim [Limb]" verbal when the one minute of Focus is complete. Alternately you can touch a packet to the limb and call “Cure Maim.” If used to make an unstable character stable you must say "Stabilize" when you have finished. This skill can be used for either effect, but you cannot perform both effects at the same time.

Although the skill requires the use of both arms, you may use this skill on your own arm if the other arm can be used and you could otherwise use this skill.

Healthy I

Cost: 3

You gain +1 to your Vitality attribute.

Lockpicking

Cost: 2

This skill allows you to attempt to pick game locks. You can attempt to pick locks that are opened by keys and to open combination locks. For locks with keys, you must use tools and actually open the lock. Only locks approved by the staff will be allowed in the game.

Melee Weapon*

Cost: 1

You are skilled in the use of one class of weapon that must be chosen when the skill is purchased. Some exotic weapon types are not included in these groups. You may purchase this skill once for each type of weapon you wish to learn. The weapon types are Blades, Axes, Hammers, Staves, Spears, Polearms, and Clubs. The ability to use Polearms does not include Glaives.

Repair Armor

Cost: 1

You role play at a forge for one minute to repair physical armor. This skill requires at the very minimum an anvil with various tool props. No prop may be sharp or deemed dangerous by the staff. The recipient need not remove the armor while you work on it. At the conclusion of the work call out “Repair Armor” to restore all the armor points of the recipient.

Repair Weapon

Cost: 1

You role play at a forge for one minute to repair a weapon or shield. This skill works on weapons made of metal, wood or bone. This skill requires at the very minimum an anvil with various tool props. No prop may be sharp or deemed dangerous by the staff. At the conclusion of the work call out “Repair Weapon” or “Repair Shield” to restore the item to working order.

This skill may also be used to remove shackles from a character if you take 1 minute with your props to role play the removal. Removal in this fashion destroys the shackles.

Summon Light

Cost: 1

You have the magical ability to create light. You can create and carry magical light on your person. This is represented by a cylume stick, which is your prop for this light. You can also summon light to decorate your cabin. This allows you to decorate your cabin with battery operated Christmas lights.

You might be able to use this skill to create other effects such as glowing runes on a weapon or magical light in a lantern so long as those effects are plot approved and not bright enough to blind other players at night.

This skill does not allow you to summon blue light as it destroys night vision.

Rule of Etiquette

If the light you summon is hurting the atmosphere of an encounter or blinding another character it might be extinguished. If a character calls out “I extinguish your light,” then you must put the light away so it can no longer be seen. It will remain extinguished until the encounter is over, the character is gone, or you need it for safety.

Summon Music

Cost: 1

You have the magical ability to create music in your hearth. You can summon soft music to add ambience to your hearth so long as the music is plot approved. This allows you to use a musical device to play period music. The music must be soft enough so it cannot easily be heard outside you cabin or tent. The music must use real instruments, and cannot have lyrics that break game. You cannot bring this music outside your hearth.

Rule of Etiquette

If the music you summon is hurting the atmosphere of an area it might be suppressed. If a character calls out “I suppress your music,” (or a similar phrase) then you must turn off the music so it can no longer be heard. It will remain suppressed until the encounter is over, or the character is gone.

Thrown Weapon*

Cost: 2

You are skilled in the use of thrown weapons. You may carry up to 3 thrown weapons on your person for each time this skill is purchased. When you pick up a thrown weapon after it has been used you must spend 10 seconds cleaning the dirt and blood off the weapon, sharpening it, and checking the balance before you use it again. You may, however, clean all your thrown weapons in one 10 second session.