Skill listings are organised as follows:
Cost per Rank (in Experience Points) & maximum number of Ranks
Description - Note that some skills have entries under more than one Class
Unless otherwise noted, all skills have a maximum of five Ranks. You may only buy as many Ranks in a skill as you have levels in the Class that skill falls under. You may not buy skills which are not listed for your Class (with liberal multiclassing and a good degree of crossover, I'm not anticipating a problem with this).
General skills may be bought by any Class, you may buy as many Ranks in any of those skills as the sum of your total Class levels (for example, a starting character can buy any General skill at up to Rank 2, somebody with three levels of Warrior, one level of Sorcerer and a level of Thief could buy any General skill at up to Rank 5).
Some skills may be bought by multiple Classes, in which case the Class levels do stack for the purposes of the maximum Rank to which you can buy the skill if higher levels in the skill just increase how often you can use it (e.g. Arcane Lore, Disengage, Leadership, Learned, Poisoner, Sneaking) but don't stack if higher levels in the skill increase how well you can use it (e.g. Blather, First Aid, Strong, Tactician, Wealth). For example, someone with three levels of Warrior and two levels of Ranger and two levels of Thief could buy the Disengage skill at up to Rank 4, since it's available to both Ranger and Thief Classes and only governs how many times you can leg it per encounter, but could only buy First Aid at up to Rank 3, since it's available to both Warrior and Ranger Classes but governs how serious a wound you can patch up. Someone with two levels as an Ordained Scholar could buy Learned at up to Rank 4, since it's a Class skill for both Scholars and Priests and doesn't get better the more Ranks you have of it.
A Note on Literacy:
For the sake of convenience, all PCs are assumed to be literate. The feel of the White City is intended to be more Renaissance than Dark Ages, and besides, it's embarrassing to find that a crucial written clue is useless because none of the PCs can read.
4 xp per Rank, maximum 5 Ranks. Note that only Merchants and Nobles may buy this skill at character generation, but afterwards any character may buy it with GM approval.
You're a person of influence within some area, and when you speak things tend to get done. Clout can equally represent either an official position (such as running a Faculty in the College) or unofficial sway (such as merchant who supplies the High Guard). This influence mostly has effect in Downtime but may occasionally be useful in game at GM discretion.
Each rank in this skill represents influence in a different institution.
2 xp, one Rank
You have a day job when not out killing monsters and bad guys to take their stuff. This gives you an income of 5 Hexa between adventures, and you start off with a certain amount of equipment (see the Character Generation rules). Additionally you gain a Learned skill related to your occupation.
10 xp per Rank, maximum 5 Ranks
This skill cannot be bought after character generation without LARP Organiser approval.
Whether by training or birth, you're adept at focusing your will against your enemies and inflict +1 damage per Rank of this skill in Psychic Combat.
4 xp, one Rank
You fight in a manner untrained and undisciplined but quite effective when it comes to causing other people pain with your fists, feet and other body parts. Your unarmed attacks inflict Singles as base damage rather than Halves.
If you also possess any ranks of Weapon Master: Unarmed then you now take no damage if you take a blow on the palm of your hand.
Note that unarmed attacks in White City LARPs should take the form of light taps with an open palm.
If a Weaver takes this skill then whenever they make an unarmed attack they can choose to have it do base damage of either sharp Paralysing Singles with their claws or blunt Singles with any other part of their body..
4 xp per Rank, maximum 5 Ranks
You're lucky. Very lucky. If at any time your character dies, or is about to suffer some other horrible fate that will render them unplayable, then you may burn a Rank of Luck to keep yourself alive and intact (with 1 Body Hit left on your torso if you died from wounds). Note that once a Rank of Luck is used up it's gone for good, but still counts towards the maximum number of Ranks you can buy, so a character can only escape certain doom five times at most.
6 xp per Rank, maximum 5 Ranks
You're fast on your feet. You gain one Dodge per Rank per Encounter when wearing light armour or no armour. When wearing medium armour the number of Dodges is halved, and when wearing heavy armour this skill is useless. (See the combat rules for the definition of Dodges).
4 xp per Rank, maximum 5 Ranks
You're exceptionally strong willed, for each Rank you gain +1 Psyche Hit.
4 xp, one Rank
Whether for moral or practical reasons you've learnt how to take your enemies alive. You may now call Subduing Doubles when striking the torso with a blunt weapon.
6 xp per Rank, maximum 5 Ranks You're unnaturally tough and resilient, for each Rank you gain +1 Body Hit to every location and +1 Fatigue Hit.
4 xp, maximum 5 Ranks
You have exceptional endurance, for each Rank you gain +1 Fatigue Hit. This stacks with Fatigue gained from Tough, but no combination of the two skills can provide more than +5 Fatigue.
4 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval You have visions. These arrive as a result of plot, GM whim and the consumption of Dream Potions. This skill should only be bought only during character generation or if you have a particular reason to acquire it. This skill is a plot device, please treat it as such.
4 xp and X hundred Hexa per Rank. Note that only Merchants and Nobles may buy this skill at character generation, but afterwards any character may buy it - see the Lifestyle rules.
You have an income of 30 Hexa per Rank between adventures, you are able to get your armour repaired and replaced at reduced rates and you are able to lead a comfy or luxurious lifestyle with your own residence. Characters with Ranks of Wealth also tend to be more respected in high society.
10 xp, one Rank
You are capable of using one weapon in each hand. This can lead to some real mincing machine action if you know what you're doing, otherwise stick with the cheaper Main-Gauche skill. This skills grants an extra Parry whenever you wield two weapons and if your weapons are both of superior quality then you may benefit from both the additional Parries granted. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. Any combination of weapons that doesn't involve two short weapons must be cleared by the LARP Organiser beforehand.
8 xp, one Rank
You are capable of using a bow or crossbow. Note that a bow competency test or a crossbow competency test must be carried out under the LARP Organiser's supervision before you will be permitted to use a bow or crossbow on a LARP, please consult the LARP Organiser in advance if you are thinking of doing so in order to arrange for these tests to be taken. You will also need to provide your own LARP-safe bow/crossbow and ammunition.
Each arrow or bolt does Through Single damage, halved for a substandard quality bow or crossbow. A character can only carry up to thirty arrows or bolts at a time. At the end of each Encounter it is possible to look for undamaged ammunition to re-use; normally only half the ammunition shot will still be usable, although this may be reduced at the GM's discretion (usually due to the nature of the monsters, e.g. giant spiders having tough hides liable to break shafts).
6 xp, Five Ranks
For each rank you have, you may shoot one projectile per encounter with a +1 damage bonus. This is not used up until a projectile physically connects (OOC) with an opponent. If they Dodge or Parry it, however, it is used up. Also, at ranks 3 and 5, you get a permanent +1 damage on *all* shots.
Note that this skill does not stack for the purposes of the maximum Rank to which Warrior/Rangers may buy it.
6 xp, one Rank
You are capable of fighting in full armour. You cannot wear medium or heavy armour without this skill.
4 xp, one Rank
You know how to partially fix all armour in the field. Repairing the armour on one location takes you about 20 minutes' work with an armour repair kit - this can restore the armour to a maximum total of HALF its original maximum hits. This skill does allow you to repair medium or heavy as well as light armour. If you have access to a forge, blacksmith etc., you will be able to repair the armour back to its full value. Steelsilk armour may only be repaired by a Weaver with this skill (but the weaver counts as a 'forge', so can repair steelsilk armour to its full value).
10 xp, one Rank
you are adept at fighting when you can't see. This is partly due to a cunning use of hearing (and to a lesser extent the other five senses), and partly due to that old genre standby, the warrior's sixth sense.
You receive no penalties for fighting in reduced light; and can even carry on fighting when entirely blinded, with the following conditions. You may not call Dodges but can call Parries and damage. Ranged fighting, however, is still completely out, and you shouldn't react to things and people more than a few metres away from you (unless they're making a lot of noise). Circumstances in which the bonus from this skill apply include (but are not limited to) at night, fighting in an Ashen Cloud, and having your eyes bound. In certain circumstances, GMs may rule that excessive noise effectively 'blinds' even Blind-Fighters
2 xp, one Rank
You are adept at protecting the life of another individual. You may use your Dodges and Parries to protect another person, as long as they are standing next to you.
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like).
Your medical training also allows you to revive Coshed companions, with 15 seconds of continuous care.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.
14 xp, one rank
You know how to use double-handed weapons such as greatswords, greataxes, spears, and polearms. These weapons have a base damage of Double rather than Single and have a far bigger reach than other weapons.
4 xp per Rank, maximum 5 Ranks
You know how to inspire people to hurt others. Once per adventure per Rank of this skill you may call out “Leadership!” to give everybody on your side a +1 bonus to their damage for that Encounter. Note this ignores the normal restrictions imposed by weapon Quality. If you are knocked out or killed during the Encounter then the morale goes out of the rest of the party and they lose this bonus. If multiple characters call Leadership, the effects do not stack.
Rank 5 bonus: You are an inspiration to all who fight alongside you; Once per Adventure you may speak words of encouragement that restores half the maximum Psyche hits of those listening. This can be used either to address your entire group out of combat, or mid combat to shout 'snap out of it!' at single incapacitated companion.
Note that this skill does stack for the purposes of the maximum Rank to which Warriors, Nobles and Priests may buy it. The Rank five bonus may be used by anyone with five total ranks of leadership even if they achieved this through stacking.
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.
4 xp, one Rank
You have dubious after hours employment, but it pays well. Between adventures you have an income of 15 Hexa, and you start off with a certain amount of stuff (see the Character Generation rules). Additionally you gain a Learned skill related to your occupation.
6 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval
You are Ordained as a Priest of one of the major religions. You inflict Singles instead of Halves in Psychic Combat, and may buy Priestly Skills.
6 xp per Rank, maximum 3 Ranks
You know how to fight with a shield. Rank 1 lets you use something small, Rank 2 something medium, Rank 3 something big. What qualifies as what is a call for the LARP organiser. You will need to provide your own LARP shield. Those with shields can call Parries against missile weapons and Storms of Shards
10 xp, One Rank
You can wield a quarterstaff- these long, two-handed staves are not so deadly as a true Great Weapon and have a base damage of Singles.
6 xp per Rank, maximum 5 Ranks
You're very strong. Simple as that. Troll-Blooded characters may buy this at one rank higher than their Warrior level.
* With the first Rank of this skill, you can snap smaller ropes, rip out of the clutches of *entangling* monsters, break down ordinary doors with some time and effort, and carry other people, as long as they aren't heavily armoured. You can also call +1 melee damage for one encounter per adventure.
4 xp per Rank, maximum 5 Ranks
You know tactics, in particular you know how not to get killed. Once per adventure per Rank of this skill, when you have warning of what you're up against, you may discuss tactics with your colleagues and formulate a plan granting each member of your party one Dodge per Rank you have of this skill for the next Encounter.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors and Scholars may buy it.
6 xp per Rank, maximum 5 Ranks
This skill must be bought separately for each weapon, and specify (where appropriate) whether it applies to the one-handed or two-handed version of that weapon; for example Weapon Master: One-Handed Sword, Weapon Master: Two-Handed Sword, Weapon Master: Mace and Weapon Master: Dagger are all different skills. You can buy this skill for a number of different weapons equal to your level of Warrior, if you've got enough xp. This skill only provides benefits when fighting in melee, not with ranged weapons.
Each Rank of this skill gives you one Parry per Encounter when wielding your chosen weapon. Every alternate Rank (2nd and 4th) allows you to inflict an additional +1 damage with your chosen weapon.
Obtaining Weapon Master Rank 5 grants a Disarm per Encounter for each mastered weapon you wield.
Also note that the Parries gained from this skill stack with those gained from the Duellist skill.
If you have the Ambidextrous or Main-gauche skill and are fighting with two weapons, note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding.
Note that it is possible to take the skill Weapon Master: Unarmed Combat. In addition to the usual effects, this will qualify your unarmed attacks as superior quality weapons (thus providing one extra Parry per Encounter and the ability to take an unlimited damage bonus).
4 xp per Rank, maximum 9 Ranks
Each Rank of Arcane Lore gives you the lowdown on one Form of Magic and the Powers behind it. It's by no means comprehensive, but you know a lot more than most. Arcane Lore: Name may only be learnt from one who already knows the secrets of the Namers and their power.
Note that this skill does stack for the purposes of the maximum Rank to which Sorcerers, Scholars and Priests may buy it.
6 xp, one Rank
You can see and sense incorporeal beings, even those which are invisible or disguised as something else. You can also sense when somebody is possessed. Furthermore, you can enter or initiate Psychic Combat with any incorporeal being at will, even one which is already fighting someone else or which is already possessing somebody.
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like).
Your medical training also allows you to revive Coshed companions, with 15 seconds of continuous care.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.
10 xp per Rank, maximum 5 Ranks
You can cast spells in your chosen Form of Magic up to a level equal to your Rank in this skill.
Note that learning a second Form of Magic requires GM approval and an exceptional combination of circumstances, not to mention the risk of invoking the wrath of one or more sets of Powers! Such characters must buy levels in the Sorcerer class separately for each Form of Magic they know - for example, a character could be a level one Ash Sorcerer and a level two Blood Sorcerer, but not a level three Sorcerer with two levels in one Form and one level in another.
6 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval
You are Ordained as a Priest of one of the major religions, and may buy Priestly Skills. Note that this skill is especially important for Sorcerers, as many spells will have different effects depending on whether or not the caster is Ordained.
6 xp, one Rank
You are extremely adept at adapting to different terrains. You can climb like a cat, swim like a fish and make your way easily through swamps and up cliff faces. You only suffer penalties for unusual terrain in the most extreme of circumstances - you can fight absolutely fine in treetops or underwater, but storms of liquid fire will still throw you.
10 xp, one Rank
You are capable of using one weapon in each hand. This can lead to some real mincing machine action if you know what you're doing, otherwise stick with the cheaper Main-Gauche skill. This skills grants an extra Parry whenever you wield two weapons and if your weapons are both of superior quality then you may benefit from both the additional Parries granted. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. Any combination of weapons that doesn't involve two short weapons must be cleared by the LARP Organiser beforehand.
8 xp, one Rank
You are capable of using a bow or crossbow. Note that a bow competency test or a crossbow competency test must be carried out under the LARP Organiser's supervision before you will be permitted to use a bow or crossbow on a LARP, please consult the LARP Organiser in advance if you are thinking of doing so in order to arrange for these tests to be taken. You will also need to provide your own LARP-safe bow/crossbow and ammunition.
Each arrow or bolt does Through Single damage, halved for a substandard quality bow or crossbow. A character can only carry up to thirty arrows or bolts at a time. At the end of each Encounter it is possible to look for undamaged ammunition to re-use; normally only half the ammunition shot will still be usable, although this may be reduced at the GM's discretion (usually due to the nature of the monsters, e.g. giant spiders having tough hides liable to break shafts).
6 xp, Five Ranks
For each rank you have, you may shoot one projectile per encounter with a +1 damage bonus. This is not used up until a projectile physically connects (OOC) with an opponent. If they Dodge or Parry it, however, it is used up. Also, at ranks 3 and 5, you get a permanent +1 damage on *all* shots.
Note that this skill does not stack for the purposes of the maximum Rank to which Warrior/Rangers may buy it.
4 xp, one Rank
You know how to partially fix all armour in the field. Repairing the armour on one location takes you about 20 minutes' work with an armour repair kit - this can restore the armour to a maximum total of HALF its original maximum hits. This skill does allow you to repair medium or heavy as well as light armour. If you have access to a forge, blacksmith etc., you will be able to repair the armour back to its full value. Steelsilk armour may only be repaired by a Weaver with this skill (but the weaver counts as a 'forge', so can repair steelsilk armour to its full value).
10 xp, one Rank
you are adept at fighting when you can't see. This is partly due to a cunning use of hearing (and to a lesser extent the other five senses), and partly due to that old genre standby, the warrior's sixth sense.
You receive no penalties for fighting in reduced light; and can even carry on fighting when entirely blinded, with the following conditions. You may not call Dodges but can call Parries and damage. Ranged fighting, however, is still completely out, and you shouldn't react to things and people more than a few metres away from you (unless they're making a lot of noise). Circumstances in which the bonus from this skill apply include (but are not limited to) at night, fighting in an Ashen Cloud, and having your eyes bound. In certain circumstances, GMs may rule that excessive noise effectively 'blinds' even Blind-Fighters
Disengage
This is the ability to get the hell out of dodge with speed and skill. Once per Rank per Encounter you can call Disengage and flee. Everybody else must give you about five seconds head start before pursuing.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.
10 xp, one Rank
You can read omens and portents. This tends to take the form of seeing signs on the winds, reading the flights of birds and the shapes of clouds or taking auguries from the entrails of the animals you hunt. This is mostly a plot device.
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like).
Your medical training also allows you to revive Coshed companions, with 15 seconds of continuous care.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.
6 xp, one Rank
You know about herbs, and can put together a variety of things with them. Herbal concoctions are nowhere near as useful or as powerful as Alchemical potions, but tend to be somewhat more versatile and can be exceedingly dangerous or beneficial in the right hands. Herbal remedies allow you to heal others as if your First Aid skill was one Rank higher than it is, and can also cure some ailments and poisons. Herbal poisons can be anything from annoying to deadly. More information on herbalism can be found here.
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.
4 xp per Rank, maximum 5 Ranks
You are adept at not being seen. Rural Stealth covers sneaking about in all natural surroundings, such as plains, woodland, hills, mountains, deserts, marshes and natural cave systems. Your Stealth counts as being one Rank lower in any type of terrain with which you are unfamiliar, and may be subject to additional GM penalties in certain conditions (such as being on board a ship or in the Burned Realm, for example).
People can call 'spot' on someone within a couple of metres *IF* the spotter has Survival for the relevant environment, OR if they have reason to suspect someone will be sneaking up on them at about that time. (Note that 'my PC always expects the unexpected' is not good enough; there must be specific reasons to think someone is about, e.g. you've been warned, or another member of the party has just collapsed from a Blood Curse with no obvious source). Anyone can call a spot from any distance if they see the Stealther make an attack with an obvious source (eg a backstab, a thrown weapon, a storm of shards, an open assault with a 6' nagatana, whatever)
4 xp, one Rank
You can track things, people, animals, whatever, through natural environments such as plains, farmland, woodland, hills, mountains, deserts, marshes and natural cave systems.
4 xp per Rank, maximum 5 Ranks
This skill cannot be bought at character creation
For each Rank of this skill, you may use your Rural Stealth and Urban Stealth skills in one additional type of terrain at no penalty. You may only buy this skill for terrain types which you have actually adventured in. Terrain types include Rural, Urban, Marine, Dreams, Burned Realm, Shattered Plain and anything else the LARP Organiser deems appropriate. Rural terrain covers all natural surroundings, such as plains, woodland, hills, mountains, deserts, marshes and natural cave systems. Urban terrain covers all artificial surroundings, such as cities, towns, villages, buildings, mines and dungeons.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.
10 xp, One Rank
You can wield a quarterstaff- these long, two-handed staves are not so deadly as a true Great Weapon and have a base damage of Singles.
6 xp per Rank, maximum 5 Ranks
You're very strong. Simple as that. Troll-Blooded characters may buy this at one rank higher than their Ranger level.
6 xp per Rank, maximum 5 Ranks
You are skilled at surviving in a particular natural terrain no matter how wild and untamed. This skill gives you one Dodge per Rank per Encounter when fighting in that terrain. At each rank of this skill it may be applied to a new terrain that the ranger has previously adventured in for at least three encounters.
Note that Rangers can only choose this skill for any non-urban terrain such as plains, woodland, hills, mountains, deserts, marshes, natural cave systems, Dream, the Burned Realm or even the Shattered Plain.
In addition each rank grants the following benefits:
4 xp , One Rank
You are adept at throwing daggers and other weapons. You can make Thrown Weapon attacks with coreless throwing weapons. For each one you wish to throw you must buy a suitable weapon (generally a dagger) IC and have an actual phys-rep. This is a ranged attack striking for a base damage of Singles which can be Dodged, dodged or parried but not Parried (except by shield users).
4 xp , maximum 5 Rank
This makes you more of a ninja with throwing weapons. For each rank you have, you may throw one weapon per encounter with a +1 damage bonus. This is not used up until a weapon physically connects (OOC) with an opponent. If they Dodge it, however, it is used up. Also, at ranks 3 and 5, you get +1 damage on *all* thrown weapons. Note that this skill does not stack for the purposes of the maximum Rank to which Thief/Rangers may buy it.
10 xp, one Rank
You are capable of using one weapon in each hand. This can lead to some real mincing machine action if you know what you're doing, otherwise stick with the cheaper Main-Gauche skill. This skills grants an extra Parry whenever you wield two weapons and if your weapons are both of superior quality then you may benefit from both the additional Parries granted. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. Any combination of weapons that doesn't involve two short weapons must be cleared by the LARP Organiser beforehand.
2 xp, one Rank
You can tell how much something is worth, both by the value of the materials and by the degree of craftsmanship that has gone into it.
4 xp per Rank, maximum 5 Ranks
You can talk people into and out of things.
Additional information on Blather usage is available on the Errata page
Note that this skill does not stack for the purposes of the maximum Rank to which Thieves, Merchants and Nobles may buy it.
10 xp, one Rank
you are adept at fighting when you can't see. This is partly due to a cunning use of hearing (and to a lesser extent the other five senses), and partly due to that old genre standby, the warrior's sixth sense.
You receive no penalties for fighting in reduced light; and can even carry on fighting when entirely blinded, with the following conditions. You may not call Dodges but can call Parries and damage. Ranged fighting, however, is still completely out, and you shouldn't react to things and people more than a few metres away from you (unless they're making a lot of noise). Circumstances in which the bonus from this skill apply include (but are not limited to) at night, fighting in an Ashen Cloud, and having your eyes bound. In certain circumstances, GMs may rule that excessive noise effectively 'blinds' even Blind-Fighters
4 xp per Rank, maximum 5 Ranks
The ability to knock someone out with a sneak attack.
Does (5+Ranks) Fatigue Damage on a successful surprise attack.
At Rank 5, the Thief may instead call 'KO' to knock out a mortal target irrespective of their fatigue hits.
4 xp per Rank, maximum 5 Ranks
This is the ability to get the hell out of dodge with speed and skill. Once per Rank per Encounter you can call Disengage and flee. Everybody else must give you about five seconds head start before pursuing.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.
6 xp, one Rank
You can climb up buildings, run along rooftops and so on. You take no penalties for fighting on precarious footing.
4 xp per Rank, maximum 5 Ranks
Your all-purpose pickpocketing, without getting caught.
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.
4 xp, one Rank
You have dubious after hours employment, but it pays well. Between adventures you have an income of 15 Hexa, and you start off with a certain amount of stuff (see the Character Generation rules). Additionally you gain a Learned skill related to your occupation
4 xp per Rank, maximum 5 Ranks
You inflict +1 damage per Rank of this skill when using a sharp one handed weapon to strike a target who is not expecting the attack. Note that you can very rarely claim the Backstab bonus for more than one blow, since once you've stabbed somebody they tend to notice you and consider you a threat. This skill also cannot be used as a 'fly-by' attack, you must move up behind the target unseen and hit them, not throw out a hand with a dagger in it as you shoot past at full speed.
Each Rank also allows the user to call Through damage with their Backstabs once per encounter. At Rank 5 all Backstabs deal Through damage.
Please remember that, despite the name of this skill, actually stabbing with LARP weaponry is against safety regulations.
6 xp per Rank, maximum 2 Ranks
This skill covers preparing and administering poisons. One Rank gives the one, and one t'other - which you choose first is up to you.
Poisoner: Preparation:
This lets you brew your own poisons, with the advantage that you need trust no-one, and get your poisons cut-price. You may prepare poisons and antitoxins for the costs listed. Your poisons can be applied to weapons (assuming someone has the Application skill), giving access to the calls 'paralysing' and 'poison'. You can also create slow-acting poisons with a variety of effects (note that mind control is explicity EXCLUDED from these effects). Rare and hard-to-obtain ingredients may let you create more exotic poisons (check with larpo/head GM).
Poisoner: Application.
You need this to anything vaguely competent with poison. In particular, you need this to apply poison successfully to a weapon (anyone can slap the death juice on to their sword, but without this skill it just tends to drip off). Poison applied to a weapon tends to deteriorate, so you'll need to apply the poison not long before any encounters you intend to use it. Any poison added to food without this skill will be in some way obvious (the food stinks of ear wax or goes magenta or something), although depending on the food and the intended victim you may get away with it anyway.
Note that this skill does stack for the purposes of the maximum Rank to which Thieves, Scholars and Nobles may buy it.
6 xp, one Rank
You know how to get word spread amongst the commonfolk of the White City. Whether you need to undermine a rival's business, or get the word out that so-and-so has a bounty on his head, you always know exactly who to speak to get a rumour started.
Primarily a Downtime Skill. This may help with gaining Clout in less lofty institutions.
4 xp per Rank, maximum 5 Ranks
This skill cannot be bought at character creation
For each Rank of this skill, you may use your Rural Stealth and Urban Stealth skills in one additional type of terrain at no penalty. You may only buy this skill for terrain types which you have actually adventured in. Terrain types include Rural, Urban, Marine, Dreams, Burned Realm, Shattered Plain and anything else the LARP Organiser deems appropriate. Rural terrain covers all natural surroundings, such as plains, woodland, hills, mountains, deserts, marshes and natural cave systems. Urban terrain covers all artificial surroundings, such as cities, towns, villages, buildings, mines and dungeons.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.
4 xp , One Rank
You are adept at throwing daggers and other weapons. You can make Thrown Weapon attacks with coreless throwing weapons. For each one you wish to throw you must buy a suitable weapon (generally a dagger) IC and have an actual phys-rep. This is a ranged attack striking for a base damage of Singles which can be Dodged, dodged or parried but not Parried (except by shield users).
4 xp , maximum 5 Rank
This makes you more of a ninja with throwing weapons. For each rank you have, you may throw one weapon per encounter with a +1 damage bonus. This is not used up until a weapon physically connects (OOC) with an opponent. If they Dodge it, however, it is used up. Also, at ranks 3 and 5, you get +1 damage on *all* thrown weapons.
Note that this skill does not stack for the purposes of the maximum Rank to which Thief/Rangers may buy it.
4 xp per Rank, maximum 5 Ranks
A combined skill, this gets you into places people don't want you to be and gets you out of places people want to keep you. Note that neither particularly keeps you quiet (that's Stealth) or lets you climb (Edificeer).
4 xp per Rank, maximum 5 Ranks
You are adept at not being seen. Urban Stealth covers sneaking about in all artificial surroundings, such as cities, towns, villages, buildings, mines and dungeons. Your Stealth counts as being one Rank lower in any type of terrain with which you are unfamiliar, and may be subject to additional GM penalties in certain conditions (such as being on board a ship or in the Burned Realm, for example).
People can call 'spot' on someone within a couple of metres *IF* the spotter has Survival for the relevant environment, OR if they have reason to suspect someone will be sneaking up on them at about that time. (Note that 'my PC always expects the unexpected' is not good enough; there must be specific reasons to think someone is about, e.g. you've been warned, or another member of the party has just collapsed from a Blood Curse with no obvious source). Anyone can call a spot from any distance if they see the Stealther make an attack with an obvious source (eg a backstab, a thrown weapon, a storm of shards, an open assault with a 6' nagatana, whatever)
4 xp per Rank, maximum 5 Ranks
You can survive almost indefinitely in an urban environment.
This skill gives you one Dodge per Rank per Encounter when fighting in any artificially constructed environment (such as a city, town, village, building, mine or dungeon) In addition each rank grants the following benefits:
NB: Master Guide supplants Guide and the bonuses do not stack.
4 xp, one Rank
You can track and shadow things, people, animals, whatever, through city streets and other artificially constructed environments such as towns, villages, buildings, mines and dungeons.
2 xp, one Rank
You can tell how much something is worth from a historical or artistic point of view. Whereas a thief or merchant can tell how much something would fetch on the open market, you can tell how much it would fetch to a discerning collector who was interested in such things, or whether something Belongs In A Museum.
6 xp per Rank, maximum 5 Ranks
You know how to brew one type of alchemical potion for each Rank you have in this skill. This usually gives you a bonus when drinking that type of potion, and means that you can never become addicted to it. Between adventures, you may brew a number of the potions whose recipe you know equal to double your Rank in this skill (four times your Rank if you have purchased the equipment for a suitable laboratory). See the Alchemy section for further details.
4 xp per Rank, maximum 9 Ranks
Each Rank of Arcane Lore gives you the lowdown on one Form of Magic and the Powers behind it. It's by no means comprehensive, but you know a lot more than most. Arcane Lore: Name may only be learnt from one who already knows the secrets of the Namers and their power.
Note that this skill does stack for the purposes of the maximum Rank to which Sorcerers, Scholars and Priests may buy it.
10 xp, one Rank
You can read omens and portents using a technique involving occult knowledge such as astrology, oneiromancy or the like. This is mostly a plot device.
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like).
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.
6 xp, one Rank
You know about herbs, and can put together a variety of things with them. Herbal concoctions are nowhere near as useful or as powerful as Alchemical potions, but tend to be somewhat more versatile and can be exceedingly dangerous or beneficial in the right hands. Herbal remedies allow you to heal others as if your First Aid skill was one Rank higher than it is, and can also cure some ailments and poisons. Herbal poisons can be anything from annoying to deadly. More information on herbalism can be found here.
2 xp per Rank, maximum 5 Ranks
Every Rank of Learned you take gives you access to one type of non-arcane lore. Examples could include History, Legends, Language & Customs of [Place or Race], Heraldry, Genealogy and so on.
Note that this skill does stack for the purposes of the maximum Rank to which Scholars and Priests may buy it.
6 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval
You are Ordained as a Priest of one of the major religions. You inflict Singles instead of Halves in Psychic Combat, and may buy Priestly Skills.
6 xp per Rank, maximum 2 Ranks
This skill covers preparing and administering poisons. One Rank gives the one, and one t'other - which you choose first is up to you.
Poisoner: Preparation:
This lets you brew your own poisons, with the advantage that you need trust no-one, and get your poisons cut-price. You may prepare poisons and antitoxins for the costs listed. Your poisons can be applied to weapons (assuming someone has the Application skill), giving access to the calls 'paralysing' and 'poison'. You can also create slow-acting poisons with a variety of effects (note that mind control is explicity EXCLUDED from these effects). Rare and hard-to-obtain ingredients may let you create more exotic poisons (check with larpo/head GM).
Poisoner: Application.
You need this to anything vaguely competent with poison. In particular, you need this to apply poison successfully to a weapon (anyone can slap the death juice on to their sword, but without this skill it just tends to drip off). Poison applied to a weapon tends to deteriorate, so you'll need to apply the poison not long before any encounters you intend to use it. Any poison added to food without this skill will be in some way obvious (the food stinks of ear wax or goes magenta or something), although depending on the food and the intended victim you may get away with it anyway.
Note that this skill does stack for the purposes of the maximum Rank to which Thieves, Scholars and Nobles may buy it.
4 xp, one Rank Your in depth knowledge of a subject allows you to speak about it with authority to others, even when what you're telling them is a complete fabrication.
Any time the Scholar speak of a subject for which they possess Learned or Arcane Lore to those who lack the same knowledge, they are as convincing as if they had Blather at 1 rank higher than they actually possess.
10 xp, one Rank
Given time you can heal even the most grievous of wounds. It does, however, take a long time. A surgeon needs a full day and suitable tools and accommodation to perform their art, but given these conditions can heal all lost hits to any one location on any one person. This is far less efficient than magic, but far less costly to the user. In addition, whenever a party member should be dead, either due to passing their 60 seconds death count or being reduced to negative normal torso hits, then the GM or LARPO flips a coin and the player of the dead PC calls heads or tails. If it comes up favourably then the surgeon's skills are sufficient to resuscitate the fallen; they still have to be healed by other means such as healing potions, magic or first aid, but so long as they have the surgeon's ministrations then they won't die. This should not be used on those who have been down for several hours.
Under similar circumstances to those described above a Surgeon may flip a coin to attempt to restore a limb that has been destroyed through reduction to negative normal hits.
Surgeons can also heal others as if their First Aid skill was one Rank higher than it is.
This skill also grants the Scholar an income of 15 Hexa between adventures, and allows them to start off with a certain amount of stuff (see the Character Generation rules).
4 xp per Rank, maximum 5 Ranks
You know tactics, in particular you know how not to get killed. Once per adventure per Rank, when you have warning of what you're up against, you may discuss tactics with your colleagues and formulate a plan granting each member of your party one Dodge per Rank you have of this skill for the next Encounter.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors and Scholars may buy it.
2 xp, one Rank
You can tell how much something is worth, both by the value of the materials and by the degree of craftsmanship that has gone into it.
4 xp, one Rank
You know how to partially fix all armour in the field. Repairing the armour on one location takes you about 20 minutes' work with an armour repair kit - this can restore the armour to a maximum total of HALF its original maximum hits. This skill does allow you to repair medium or heavy as well as light armour. If you have access to a forge, blacksmith etc., you will be able to repair the armour back to its full value. Steelsilk armour may only be repaired by a Weaver with this skill (but the weaver counts as a 'forge', so can repair steelsilk armour to its full value).
4 xp per Rank, maximum 5 Ranks
You can talk people into and out of things.
Additional information on Blather usage is available on the Errata page
Note that this skill does not stack for the purposes of the maximum Rank to which Thieves, Merchants and Nobles may buy it.
6 xp per rank, maximum 5 Ranks
For each rank pick a weapon (i.e. longsword, axe, bow etc.), type of armour (light, medium, heavy) or shield (small, medium, large) You are able to create 1 craftitem (of any quality) between adventures for each rank you have in this skill. The materials for this cost half the normal purchase price of the item.
At Ranks 3 and 5 you may choose to become a Mastercraftsman of one of your craftitems. Mastercrafted Items cost the full price of a superior quality item to produce, and count as Superior in addition to having the following qualities. If you decide to create a Mastercrafted item then you cannot create any other items until your next adventure.
Mastercrafted Weapons and Shields grant an additional parry and cannot be Shattered.
Mastercrafted Armour grant an additional dodge and can be repaired 1 point more than normal armour of its type.
Mastercrafted Bows hit for an additional point of damage.
4 xp per rank, maximum 5 Ranks
You're adept at beating people down to their best price, and receive a discount on anything you buy. This discount is 10% at Rank 1, 20% at Rank 2, etc. As with Trader, note that any attempts to set up an infinite money factory by abusing this skill will be stamped on hard.
6 xp, one Rank
You know how to get word spread amongst the commonfolk of the White City. Whether you need to undermine a rival's business, or get the word out that so-and-so has a bounty on his head, you always know exactly who to speak to get a rumour started.
Primarily a Downtime Skill. This may help with gaining Clout in less lofty institutions.
6 xp, one Rank
You are adept at attacking people's reputations. This is a pure downtime thing, and is unlikely to have any practical value on an adventure, but it could make getting more levels of Merchant easier and is useful if you get angry with a fellow trader since you can strike at them without chopping their head off.
4 xp per Rank, maximum 5 Ranks
When you sell stuff after an adventure you make half as much of the base price again for each Rank you have in this skill. Note that this only applies to trade goods, be they fabulous jewels or shipments of silks, not to mundane items such as secondhand weapons and armour. For example a merchant with 3 ranks of trader selling a 100hx bolt of Steelsilk would receive 250. Note that the Appraisal skill is advised for establishing the correct base value of an item. Note that any attempts to set up an infinite money factory by buying stuff and immediately selling it back for twice as much will be stamped on hard.
4 xp per Rank, maximum 5 Ranks
You can talk people into and out of things.
Additional information on Blather usage is available on the Errata page Note that this skill does not stack for the purposes of the maximum Rank to which Thieves, Merchants and Nobles may buy it.
6 xp per Rank, maximum 5 Ranks
When fighting with a one handed sword and no shield, or with a one handed sword and main-gauche, you gain one Disarm per Rank per adventure. If your weapons are of superior quality then you also gain one Parry per Rank per Encounter from this skill.
At Rank 5 you additionally gain the ability to call Swift blows for one Encounter an Adventure.
If you have the Ambidextrous or Main-gauche skill and are fighting with two weapons, note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding.
4 xp per Rank, maximum 5 Ranks
You know how to inspire people to hurt others. Once per adventure per Rank of this skill you may call out “Leadership!” to give everybody on your side a +1 bonus to their damage for that Encounter. Note this ignores the normal restrictions imposed by weapon Quality. If you are knocked out or killed during the Encounter then the morale goes out of the rest of the party and they lose this bonus. If multiple characters call Leadership, the effects do not stack.
Rank 5 bonus: You are an inspiration to all who fight alongside you; Once per Adventure you may speak words of encouragement that restores half the maximum Psyche hits of those listening. This can be used either to address your entire group out of combat, or mid combat to shout 'snap out of it!' at single incapacitated companion.
Note that this skill does stack for the purposes of the maximum Rank to which Warriors, Nobles and Priests may buy it. The Rank five bonus may be used by anyone with five total ranks of leadership even if they achieved this through stacking.
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.
6 xp per Rank, maximum 2 Ranks
This skill covers preparing and administering poisons. One Rank gives the one, and one t'other - which you choose first is up to you.
Poisoner: Preparation:
This lets you brew your own poisons, with the advantage that you need trust no-one, and get your poisons cut-price. You may prepare poisons and antitoxins for the costs listed. Your poisons can be applied to weapons (assuming someone has the Application skill), giving access to the calls 'paralysing' and 'poison'. You can also create slow-acting poisons with a variety of effects (note that mind control is explicity EXCLUDED from these effects). Rare and hard-to-obtain ingredients may let you create more exotic poisons (check with larpo/head GM).
Poisoner: Application.
You need this to anything vaguely competent with poison. In particular, you need this to apply poison successfully to a weapon (anyone can slap the death juice on to their sword, but without this skill it just tends to drip off). Poison applied to a weapon tends to deteriorate, so you'll need to apply the poison not long before any encounters you intend to use it. Any poison added to food without this skill will be in some way obvious (the food stinks of ear wax or goes magenta or something), although depending on the food and the intended victim you may get away with it anyway.
Note that this skill does stack for the purposes of the maximum Rank to which Thieves, Scholars and Nobles may buy it.
6 xp, one Rank
You are adept at attacking people's reputations. This is a pure downtime thing, and is unlikely to have any practical value on an adventure, but it could make getting more levels of Noble easier and is useful if you get angry with another member of the nobility since you can strike at them without chopping their head off.
These skills are available to anybody who has the Ordained skill. For the purposes of the maximum Rank you may have in a priestly skill, your level of Priest is considered equal to the level of the Class in which you bought the Ordained skill.
4 xp per Rank, maximum 9 Ranks
Each Rank of Arcane Lore gives you the lowdown on one Form of Magic and the Powers behind it. It's by no means comprehensive, but you know a lot more than most. Arcane Lore: Name may only be learnt from one who already knows the secrets of the Namers and their power.
Note that this skill does stack for the purposes of the maximum Rank to which Sorcerers, Scholars and Priests may buy it.
6 xp, one Rank
You can see and sense incorporeal beings, even those which are invisible or disguised as something else. You can also sense when somebody is possessed. Furthermore, you can enter or initiate Psychic Combat with any incorporeal being at will, even one which is already fighting someone else or which is already possessing somebody.
4 xp per Rank, maximum 5 Ranks
You know how to inspire people to hurt others. Once per adventure per Rank of this skill you may call out “Leadership!” to give everybody on your side a +1 bonus to their damage for that Encounter. Note this ignores the normal restrictions imposed by weapon Quality. If you are knocked out or killed during the Encounter then the morale goes out of the rest of the party and they lose this bonus. If multiple characters call Leadership, the effects do not stack.
Rank 5 bonus: You are an inspiration to all who fight alongside you; Once per Adventure you may speak words of encouragement that restores half the maximum Psyche hits of those listening. This can be used either to address your entire group out of combat, or mid combat to shout 'snap out of it!' at single incapacitated companion.
Note that this skill does stack for the purposes of the maximum Rank to which Warriors, Nobles and Priests may buy it. The Rank five bonus may be used by anyone with five total ranks of leadership even if they achieved this through stacking.
2 xp per Rank, maximum 5 Ranks
Every Rank of Learned you take gives you access to one type of non-arcane lore. Examples could include History, Legends, Language & Customs of [Place or Race], Heraldry, Genealogy and so on.
Note that this skill does stack for the purposes of the maximum Rank to which Scholars and Priests may buy it.
4 xp per Rank, maximum 5 Ranks
You may perform the Rites of your religion. The precise nature of those Rites varies from faith to faith - Priests of more than one faith must buy the Rites skill separately for each set of Powers whose rites they wish to perform. Your level of this skill also represents your standing in the eyes of the Power you worship and your fellow faithful. At Rank 4 you learn the Rite to Ordain others as Priests of your religion.