General Abilities

/General Abilities
General Abilities2018-10-30T17:20:09+00:00

General abilities

General abilities do not require any training, and are obtainable without any restriction, apart from the cost in Character Points (CP).

General fighting abilities

  • Light armor (1 CP). Grants +1 hit point while wearing light armor.
  • Archery (2 CP). Enables the use of bows and throwing weapons. This skill doesn’t apply to throwing weapons. A crossbow is usable by anyone regardless of this skill.
  • Throwing weapons (1 CP). Enables the use of throwing weapons.
  • Siege weapons (1 CP). Enables the use of various siege weapons. For further details see Siege Rules and Main Game Mechanics.
  • Sapper (2 CP). Training in military engineering that specifically enables the damaging of enemy gates. For further details see Siege Rules and Main Game Mechanics.

Survival, Endurance, Resistances and miscellaneous

These abilities provide the player increased survivability.

  • Survival (2 CP). Allows the player to continue playing as severely wounded even with no HP left. In this condition, the player can crawl and seek a healer. This skill doesn’t apply if an enemy confirms the kill.
  • Endurance (6 CP). Provides +1 hit point.
  • Poison resistance 1 (2 CP). Immunity to level 1 poisons but not to behavior altering ones.
  • Poison resistance 2 (2 CP). Prerequisite: Poison resistance 1
    immunity to level 2 poisons but not to behavior altering ones.
  • Poison resistance 3 (2 CP). Prerequisite: Poison resistance 2
    immunity to level 3 poisons but not to behavior altering ones.
  • Behavior altering poison resistance 1 (2 CP). Immunity to level 1 behavior altering poisons but not to ‘regular’ poisons.
  • Behavior altering poison resistance 2 (2 CP). Prerequisite: BA poison resistance 1
    immunity to level 2 behavior altering poisons but not to “regular” poisons.
  • Behavior altering poison resistance 3 (2 CP). Prerequisite: BA poison resistance 2
    immunity to level 3 behavior altering poisons but not to “regular” poisons.
  • Disease resistance 1 (2 CP). Immunity to level 1 diseases.
  • Disease resistance 2 (2 CP). Prerequisite: Disease resistance 1
    immunity to level 2 diseases.
  • Control spell resistance 1 (1 CP). Resistance to one chosen level 1 control spell. May be taken more than once (for different spells). A character can gain this skill by training with a mage who will cast the desired spell on it – please refer to the Lore Master to receive instructions for this procedure. (It should take roughly half an hour of real game time if your character already has this resistance for a different spell, otherwise it will take longer)
  • Control spell resistance 2 (2 CP). Prerequisite: Control spell resistance 1
    resistance to one chosen level 2 control spell. May be taken more than once (for different spells). A character can gain this skill by training with a mage who will cast the desired spell on it – please refer to the Lore Master to receive instructions for this procedure. (It should take roughly half an hour of real game time if your character already has this resistance for a different spell, otherwise it will take longer)

Brawling

  • Brawling (1 CP or more). Allows the player to fight in a slow motion fist fight. It is possible to invest additional CP in this skill to increase its level.

Brawling is theatrical fighting in slow motion without any weapons involved. The fight should be carried out theatrically and usually ends when one side willingly loses and gets “knocked out”. If both sides wish to win, each opponent will display his brawl level with his fingers. For example, a player with brawl level 2 will display 2 fingers. A player without this skill will indicate zero with his fingers. The player with the higher brawl level will win the fight. In case of a tie, the fight ends with both opponents collapsing from exhaustion.

Craftsmanship abilities

General abilities which enable fixing broken gear or locking chests and doors. Craftsmanship abilities do not require any prerequisites, and can be chosen without restriction, apart from CP cost. In addition, several recipes for the creation of magical artifacts require these abilities.

Sword, armor and shield repair

A craftsman can repair swords, armor and shields by proper roleplay.

The repair process should be roleplayed appropriately and in the proper place. For example, repairing armor requires a smithy, while working with wood requires a carpentry workshop. Examples of appropriate roleplay are repairing a weapon using hammer and an anvil, praying to the gods to fix the weapon of the devout or beating a weapon back into shape with bare hands. The only condition is that the repair take longer than the minimal time listed in the skill.

These abilities are particularly important for characters seeking skills in magical artifacts craftsmanship. Some magical artifacts will require certain craftsmanship skills in their creation. For example, in order to create a magic sword, a blacksmith is required in addition to the points invested in magical artifacts craftsmanship.

  • Carpentry (2 CP). Enables the repair of shields and staff weapons. The repair should be roleplayed for at least 3 minutes. This skill is required for the creation of certain magical items.

Enables the repair of gates and other wooden structures (for example towers) that have been damaged. A carpenter can regain 1 of the structure’s HP every 5 to 10 minutes, depending on the quality of his roleplay.

  • Blacksmithing (1 CP). Enables the repair of metallic armor, shields and weapons. The repair should be roleplayed for at least 3 minutes. This skill is required for the creation of certain magical items.
  • Locksmith 1 (2 CP). Enables the locking of up to 3 chests or doors with level 1 locks. The player will receive 3 locking stickers – which indicate a lock.
  • Locksmith 2 (2 CP). Prerequisite: Locksmith 1
    enables the locking of up to 3 chests or doors with level 2 locks. The player will receive 3 additional locking stickers. For additional details please see the section on “Lock Picking“.

Learning and enhancing skills during the game

It is possible to improve and expand one’s skills during the game. In order to do so a player needs to invest points in a training ability and then approach an NPC or player who can teach and improve the player’s knowledge in the desired field. If you aren’t sure who to ask, turn to theLore Master.

Example: cruel William invested most of his points on fighting abilities and endurance, and also invested 2 points in “Sorcerer training”. If, during the game, he finds a player who agrees to train him (with an approved training program) then, should he pass the training program, he will be able to learn the skill “Creation of magical artifacts 1”. Without investing CP in “Sorcerer training” William would not possess the basic knowledge and vocabulary to learn magical abilities during the short time of the game.

It is worth mentioning that learning new skills requires some experimentation and fiddling, and necessitates the accomplishment of several quests related to the training program. It is unlikely that the training can be completed before the 2nd day’s night, except for simplest skills (the kind that cost 1 CP). Training will be divided to several lessons or sessions, and the total training time will consist of one hour for every CP invested in the skill.

Progressive skills such as “Magic items creation”, “Sorcery” and “Mystics and Alchemy” won’t allow advancement of more than one level during a game. For instance, it isn’t possible to learn Alchemy 1 and Alchemy 2 during the same game. Every skill obtained by a character will carry over with it to the next game.

Following the completion of the training program, a final confirmation is required from the Lore Master (where registration of the skill with the character takes place).

Learning new potion recipes, magical items, magic spells and ceremonies

The process of learning a new recipe/magic/ceremony depends on the level of the subject and level of the trainee. If the new recipe/magic/ceremony’s level is lower than the level of the student’s knowledge in the appropriate field, the learning process will be short, about a quarter of an hour and will include:

  • A theoretical explanation from the master
  • A practical demonstration and practice, meaning there is no need to expend ingredients (in the case of potions or magical items), but rather to present techniques of preparation. In the case of a magic spell or ceremony a demonstration of the appropriate gestures and incantations, where the master must verify that the trainee is performing these correctly.
  • Copying the new recipe/magic/ceremony to magic book/parchment/scroll

The process of learning a new recipe/magic/ceremony of a level equal to the trainee’s level of knowledge in the field will be harder and will take 1 hour. Recipes will require more effort and practice with the expenditure of ingredients (1 failed attempt under the supervision of the master). Magic spells and ceremonies will require the completion of a quest related to the nature of the spell/ceremony (the Lore Master will help you to find the appropriate quest).

If there is a recipe that is written on a scroll but there is not available teacher, the Lore Master will provide guidance for learning the recipe.

It is possible to learn up to one magic spell a day. You can learn up to one recipe or ceremony a day, of the appropriate level.

Example: Karl has “Magic casting level 2”, “Brewing potions and poisons 2” and “Mystics 1”. In a single day he learned a level 1 magic spell (restricted to 1 magic spell a day, it took a quarter of an hour), one level 2 alchemical recipe (restricted to 1 a day because it is level 2. This took 1 hour including 1 failed attempt), 3 level 1 alchemical recipes (quantity is not restricted, all of them took 45 minutes altogether), and a level 1 mystical ceremony (restricted to 1 a day because the player’s level is “Mystics 1”. This took an hour including a quest).

Teaching ability (0 CP)

  • In order to teach other characters a training program must be approved by the Lore Master prior to the game. Some cases will require establishing an IT station such as a facility at the thieves’ guild, an alchemy lab, an infirmary or craftsman’s workshop. This skill is the only one that doesn’t require CP, only a contribution to the game.
  • The above mentioned condition is not the only one, “Teaching” will be granted to serious players that have proven their judgement can be trusted.
  • The training program needs to include at least 3 quests that require more than a day to complete.

Lore Master

The Lore Master is an NPC that can teach skills without the restrictions and conditions mentioned above. For the purpose of teaching methods he is considered a GM for all intents and purposes.