Skill paths || 2005 Rules Addendum
LEGEND
Cl = Cleric       Cr = Craftsman
Fi = Fighter       Ma = Mage
Ro = Rogue
Presence = Presence Points Required
Dexterity = Dexterity Points Required
Endurance = Endurance Points Required
Cont = Continuous Skill       Craft = Craft Points Required

Skill Name
Type of Points Required
Skill Path Required
Definition
1 Hand Blade
Cont
Cl,Cr,Fi,Ro
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules. 
1 Hand Hafted
Cont
Cl,Cr,Fi,Ro
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules
2 Hand Blade
Cont
Cr,Fi
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules. 
2 Hand Hafted
Cont
Cr,Fi
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules. 
Administer Poison
Cont
Ro
A character with this skill has extensive knowledge of poison use, and he/she has the ability to apply poisons to weapons, projectiles, or food.  When a poison is used via this skill, it becomes undetectable by common means. 
Advanced Literacy
Cont
Cl,Cr,Ma
Allows a character to glean information from technical documents such as astronomical charts and other complex writings.  Also allows a character to understand and work higher mathematics such as Algebra and Trigonometry.
Alchemical Efficiency
Cont
Cr
Allows an alchemist to brew all substances within his abilities with a 25% cost reduction.  Thus, brewing 4 level 1 substances at a time requires 8 instead of 10 production points.  Always round up when calculating.  
Alchemical Mastery
Cont
Cr
A master alchemist brews at a reduced rate of 50%.  Thus, brewing 4 level one substances at a time would require 5 production points instead of 10.  See Alchemical Efficiency for details.   
Apprentice Craft
Cont
Cr
Character is able to perform the most basic and mean skills of the chosen craft or profession.  The type of craft must be selected when the skill is purchased, and must be purchased separately for each craft desired.
Arcane Experiment
Cont
Ma
When used in conjunction with Research This skill has the possibility of altering several factors of any given spell.  Some of the possible factors to be altered are the following:  Total Knowledge Requirement, Damage, Duration, Power Rank, etc.  Use of this skill occurs between events, and can be VERY dangerous, even deadly.
Arcane Knowledges
Cont
Ma
These represent the theories required to know how to manipulate the meta-physical forces employed for making magic they are broken down into the following groups: Life Forces, Light, Elemental, Mystic, Non-Living, Darkness, and Death Magic.
Artifact
Cont
Ma
Allows a Mage to interpret prints, and then build an artifact of appropriate Rank from those prints.
Ascend: Arch-Mage
Cont
Ma
The Mage with this skill has the Power to become the stuff of Legends.  Much Research and Study extremely hard.  The directions for Ascension are shrouded in mystery and confusion.  The exact results can vary greatly depending in a Mage’s innate Talent
Assail
Dexterity
Ro
This attack allows a character to do an additional 4 points of damage on any attack dealt to the target's back torso.  Assail is a Surprise Attack.
Assassinate
Dexterity
Ro
With this devastating skill, a character may strike the target with an attack, to the back torso, that causes virtually instant death.  The target is immediately put into the third segment of his/her Death Count.  Assassinate is a Surprise Attack.  
Assess Hidden Worth
Cont
Cr
Character may determine, upon detailed evaluation, if an item has any unusual properties or hidden value.  This skill can be used to determine if an item possesss unique or historical significance.  This will not reveal any magical properties.
Assess Worth
Cont
Cr,Ro
Character may determine the approximate Old World worth of a common object.  See Item Value list or a game director to discern the estimated value and properties.
Assist Rites
Cont
Cl
Allows a cleric to utilize his/her Piety slots to aid in performing religious ceremonies.
Backstab Prof +1
Cont
Ro
A character with this skill can do an additional point of damage on all attacks dealt to the back torso of the target.  This skill must be purchased separately for each weapon type.
Backstab Prof +2
Cont
Ro
A character with this skill can do two additional points of damage on all attacks dealt to the back torso of the target.  This skill must be purchased separately for each weapon type.
Bastard Blade
Cont
Cl,Cr,Fi,Ro
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules. 
Bastard Hafted
Cont
Cl,Cr,Fi,Ro
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules. 
Bind
Dexterity
Ro
A character may quickly tie up or shakle an individual with this skill.  The target must be unarmed, and a physical rope or restraints is required to call the skill.  
Blind Shot
Endurance
Fi
Allows an archer to fire at a target for which he does not have line of sight.  This may be used if the archer is blinded or the target is in complete darkness.
Body +X
Cont
Cl,Cr,Fi,Ma,Ro
Represents the physical health or hardiness of the character.  As the character becomes wounded, body points are deducted until the character reaches zero and begins the DeathCount.  Additional Body is figured as an addition to the racial base (not a cumulative total).  Therefore, a character with a racial base of 4 body who purchases through and including Body +3 will have 7 points of Body (not 10 body).
Bow
Cont
Fi,Ro
Allows a character to use a bow or crossbow.  Weapon must be constructed according to the specifications described in Boffer Weapon Construction section of rules.
Bow Prof +1
Cont
Fi,Ro
Character becomes very skilled with the bow.  Character may cause an additional point of damage with the weapon.  
Bow Prof +2
Cont
Fi
Character becomes highly skilled with the bow. Character may cause an additional two points of damage with the weapon.
Bow Prof +3
Cont
Fi
Character becomes exceptionally skilled with the bow. Character may cause an additional three points of damage with the weapon.
Bowcrafting
Craft
Cr
Character may construct bows and crossbows according to the smithing rules.
Break Binds
Endurance
Fi
Character may break free of  rope or leather restraints.
Break Limb
Endurance
Fi,Ro
Target limb is broken and rendered useless.  This attack must strike an arm or leg to have effect.
Break Restraints
Endurance
Fi
Character may break free of metal shackles or restraints.
Break Shield
Endurance
Fi
This attack must impact an opponent's shield.  The shield is destroyed and must be dropped immediately.  This skill must be used with a Bastard sized weapon or larger.
Break Weapon
Endurance
Fi
This attack must impact an opponent's weapon.  The weapon is destroyed and must be dropped immediately.  This skill must be used with a weapon which is of the same size, or larger, than the target weapon.  Break Weapon is a Special Attack.
Breakfall
Dexterity
Ro
The character uses his/her agility to land in such way as to decrease the effect of an impact from a fall or throw.  Damage from the fall is halved.
Calm Animal
Presence
Ro
Character has knowledge that allows him/her to move and speak in a non-threatening manner.  Aggressive creatures of animal intelligence will not attack the individual unless provoked.
Channel Faith
Presence
Cl
Character concentrates and directs the magnitude of his/her faith through a weapon.  Character may strike for +2 divine damage for 10 minutes versus Unholy targets only.
Classify Ambient Power
Cont
Ma
Will allow a Mage to garner what the “flavor” of a spell is.  He will usually be able to tell what the Arcane Knowledge used is, if he has points in that Knowledge.  Mages are trained what “Darkness” feels like from early in their training, and will almost always be able to classify it immediately.  Occasionally, he will also be able to make a guess at the Control as well.
Cleave
Endurance
Fi
Allows a character to cause five additional points of damage with a single weapon strike.  This skill cannot be used simultaniously with a critical attack.
Club
Cont
Cr,Fi,Ro
Character may use a weapon of this type.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules. 
Combat Sense
Endurance
Cl,Fi,Ro
Character may continue to fight normally even when blinded or in total darkness.  This skill does not prevent a character from becoming blind or being sightless in darkness.  It represents the characters exceptional skill and intuition in combat situations.
Consecrate
Presence
Cl
Character may purify an object or person for use in religious rituals.  Character must role-play 10 minutes at a suitable alter to the appropriate Deity.
Contacts
Cont
Ro
With the purchase of this skill, a "friend" with underworld benefits is obtained.  This skill must be purchased once for every kind of contact established.  This "friend"  will be an NPC who can be quickly located for the character's dealings.   
Contortion
Dexterity
Ro
A character with this skill is capable of twisting and squeezing his/her body out of any kind of personal restraints, including straight jackets and metal shackles.  The character may also work into or out of tight spaces.  Contortion requires time to execute, varying with the difficulty of the intended maneuver.  A game director must be consulted for the time and DEX cost.
Controls
Ma
Represents the Mathematical aspects, and Pathways through which magic flows.  They are separated in to the following groups:  Divination, Apportation, Alteration, and Conjuration.
Courage
Presence
Cl,Fi
Character has strong self-discipline and may ignore the effects of Fear, as well as spells and prayers which mimic Fear, for the duration of the encounter.  
Create Scroll
Ma
A very specialized type of skill similar in ways to both “Imbue Rune” and “Impress Spell”.  Using special ink, the Mage can then write the spell pathways, etc. onto a scroll, which can then be used at any time by anyone who can Read Magic.  Be warned, however, mistakes made while casting from scrolls can be deadly.  A scroll is destroyed after its magic is released.  See Spell Casting for additional information.
Create Wood Weapon
Craft
Cr
Allows player to construct clubs and staves as well as wooden shields.
Create/Repair Chain
Craft
Cr
Allows the character to construct and repair chainmail armour according to the smithing rules.
Create/Repair Leather
Craft
Cr
Allows the character to construct and repair leather and reinforced armour types according to the smithing rules.
Create/Repair Plate
Craft
Cr
Allows the character to construct and repair segmented and plate armour types according to the smithing rules.
Crit +1
Endurance
Cl,Cr,Fi,Ro
A Critical Attack +1 allows a character to cause one additional point of damage with any single weapon strike.
Crit +2
Endurance
Cr,Fi
A Critical Attack +2 allows a character to cause two additional points of damage with any single weapon strike.
Critical Backstab +1
Dexterity
Cr,Ro
This skill allows a character to cause one additional point of damage on any attack dealt to the target's back torso.    
Critical Backstab +2
Dexterity
Ro
This skill allows a character to cause two additional points of damage on any attack dealt to the target's back torso.    
Cure Major Disease
Cont
Cr
A physician may diagnose and administer treatment to a victim of a serious disease.  Requires a surgical chamber. 
Cure Major Poison
Cont
Cr
A physician may diagnose administer treatment to a victim of a strong poison.  Requires a surgical chamber.
Cure Minor Disease
Cont
Cr
Allows a physician to diagnose and administer treatment to a victim who is afflicted by a lesser disease.  A standard physician's kit is required to treat disease victims.  
Cure Minor Poison
Cont
Cr
Allows a physician to diagnose and administer treatment to a victim who is afflicted by a lesser poison.  A standard physician's kit is required to treat poison victims.
Deflect
Endurance
Cl,Fi
Character may use a weapon or shield to block any normal or Surprise physical attack directed at him/herself.  Prayers, Spells, and Special Attacks may not be deflected.  
Defy Injury
Presence
Cl
Character’s body has become particularly resistant to damage.  Character may negate the effect of any single physical injury to his/her person.
Detect Forgery
Dexterity
Ro
Allows a character to determine if a particular item is genuine or fake.  DEX equal to or greater than that which created the forgery is required to uncover the imitation.
Detect Poison
Craft
Cr
With this skill, a character can detect the presence of any alchemical compounds on an object or in a food.  The nature of the substance is not learned through this skill.   
Detect Traps
Dexterity
Ro
Character has the ability to discern the presence of a trap that is invisible to the naked eye. It may be used on a single object up to the size of a normal door.  A game director is required for use of this skill.
Detect Unholy
Presence
Cl
Allows a Cleric to determine the presence of Unholy in a 10' radius; or, by physical touch, whether a specific creature is an Unholy.  This only allows a yes or no response and does not give knowledge of any other abilities.
DEX
Cont
Cl,Cr,Fi,Ma,Ro
Dexterity represents physical coordination and fine manipulation.  DEX is required for most surgery skills and thieving skills.  This is one of a few skills for which multiple purchases are beneficial.
Disarm
Endurance
Fi,Ro
This attack must strike a target weapon instead of an opponent.  Opponent must drop the Disarmed weapon, and may not retrieve it for 5 seconds.  In the case of using a Bow to Disarm, the attack may strike the target's weapon or body to succeed, and the target must then drop the largest weapon currently being held. 
Disarm Traps
Dexterity
Ro
The character has the knowledge to safely bypass the trigger mechanism of a trap.  The success of the attempt is dependent upon the amount of DEX expended.
Discipline
Cont
Cl
This represents the nature and strength of the character’s religious beliefs.  Discipline, in conjunction with Faith, determines the nature of the prayers available to the character.
Dispatch
Dexterity
Ro
Allows a character to eliminate a sleeping, unconcious or completely immobilized victim.  Dispatch puts the target into the critical stage of his Deathcount.
Dissect
Dexterity
Cr
Allows a player to extract organs or other biological material from the recently deceased. A first aid kit or alchemy lab is required.
Dodge
Dexterity
Fi,Ro
Character may avoid any non-surprise attack directed at him/her.  This includes prayers and spells.  Area-effect attacks may not be dodged.
Donate Energy
Cont
Ma
Allows a Mage to use her Spell Slots in assisting with a “Ritual Casting”.  See the section on “Rituals” for further details.
Double Shot
Endurance
Fi
Allows an archer to fire two arrows or bolts simultaneously at a single target, thereby causing double damage.  (The archer does not actually load two arrows, but fires only one.)  Double Shot must be called just before firing.  The skill is expended regardless of whether the shot hits the target.
END
Cont
Cl,Cr,Fi,Ma,Ro
Endurance represents strength and prowess in physical tasks.  Most combat skills require END.  This is one of a few skills for which multiple purchases are beneficial.
Escape Binds
Dexterity
Ro
With the use of this skill, a character can make his/her way out of binds of rope.  The time required to escape the binds is dependent upon the nature of the restraints. 
Evade
Dexterity
Fi,Ro
Character may avoid any attack directed at him/her, inclulding prayers, spells, surprise, and area-effect attacks.
Evaluate Traps
Dexterity
Ro
This allows a character to determine either the approximate intricacy (DEX level), or the general effect of a specific trap.  The player must designate which bit of information he/she is evaluating for.  Evaluate Traps may be used a second time to determine the other information.  A director is required for the use of this skill.
Experiment
Cont
Cr,Ro
With this skill a knowledgeable alchemist can attempt to create a new alchemical recipe or alter an existing recipe.  When using this skill you must have a game director present.  Explain what your creation is intended to do.  The marshal will then assign a level to your project (ex. Explosive Intermediate) so that you can give him the proper production points.  You will then role play creating your substance, following the recipe you have created.  Your chances of success will be based on the following: Your role playing ability, the logic in the recipe, and what the substance is intended to do.  The marshal should notify you by the next day of the outcome of your experiment.
Expert Efficiency
Cont
Cr
The smith is excepionally skillful in construction techniques and can produce items at a significantly accelerated rate.  Expert Efficiency allows the smith access to the reduced production costs as found in the smithing rules.
Explosive Basic
Cont
Cr
Allows an alchemist to brew simple explosive compounds.
Explosive Complex
Cont
Cr
Allows an alchemist to create advanced compounds of a volitile nature.
Explosive Intermediate
Cont
Cr
Allows an alchemist to brew more complicated combustible compounds.
Faith
Cont
Cl
This represents the character’s chosen Deity and level of commitment to that particular Deity.  Faith, in conjunction with Discipline, determines the nature of the prayers available to the character.
Faith Blade
Presence
Cl
Character may inflict +1 divine damage for 2 minutes.  Character must call Divine damage when using this skill.
Faith Shield
Presence
Cl
Character may use his/her shield to defend against a single Spell or Prayer attack or to negate the effect of a Break Shield skill.  Character must call “Faith Shield” when using this skill.  PRE cost is per use.
Fear
Presence
Fi
Target is overcome with dread and must flee from attacker for two minutes.
Field Surgery
Dexterity
Cr
With this skill a physician may treat a patient who is in the first four minutes (first or second phase) of his/her death count.  Field Surgery requires 1 minute of treatment with a physician's kit.  During administration of field surgery, the patient's Deathcount is suspended.  The patient revives and is at one body three minutes after treatment.
First Aid
Cont
Cl,Cr
Character may administer assistance to a dying victim who is at 0 or less body.  Character must role-play binding wounds for 1 minute, and must use a First Aid kit.  Victim must remian immobile for three minutes, after which he/she will regain 1 body point.  First aid is effective only for the first two minutes (first phase) of the death count.  The death count is paused during the administration of First Aid.
Flame Shot
Endurance
Fi
Allows an archer to fire arrows or bolts that have been set alight with fire.  The arrow does not cause additional damage, but could set fire to the target or affect targets that are susceptible to fire.
Fletchery
Craft
Cr
Character may construct arrows and bolts.
Florentine
Cont
Cl,Cr,Fi,Ro
Character may use a weapon of Bastard size or smaller simultaneously in conjunction with a small weapon.  Character must possess both weapon skill individually to use this skill.  
Florentine Master
Cont
Fi
Character may wield two weapons of 1-hand size simultaneously.
Focus Power
Ma
A Mage with this Skill has Mastered the Art of Focus, and no longer needs A Rune of Focus to cast her spells.
Forensics
Dexterity
Cr
Allows a physician to examine a corpse to determine, in general terms, the cause and time of death.  The body must be brought to a surgical chamber for study.
Forge/Repair Long Weapon
Cont
Cr
Allows smith to construct or repair weapons of bastard size and larger.
Forge/Repair Metal Weapon
Cont
Cr
Allows smith to construct or repair weapons of up to and including 1-hand length.  Also allows the construction of metal shields.
Forgery
Dexterity
Ro
Allows a character to create copies or imitations of original documents or objects.  The character may need additional skills to adequately copy more complicated items.  The amount of DEX invested determines the quality of the forgery.
Fortitude
Cont
Ro
Gain +1 Body point.  This represents the hardiness and stalwartness of one who has made his/her home in the rugged wilderness.  One purchase only.
Gather Component
Cont
Cr
Allows a craftsman to spend Craft points to acquire quantities of alchemical component materials between events.  The player must submit a list of desired materials and quantities with his/her character card at the end of the event.
Gather Power 
Ma
This skill is essentially a “Spell Slot” which will allow a Mage to memorize a spell of the appropriate Rank.  Mages must have at least one more Spell Slot of the previous level, than the newly purchased Spell Slot will give the current level.  That is to say, two 1st Rank Slots must exist before a 2nd Rank Slot can be added.  This will give the Mage’s Power Structure a “pyramid” effect.
Generate Profit 1
Cont
Cr
Allows the merchant to pay 10% less than the agreed upon price for the Materials Contract.
Generate Profit 2
Cont
Cr
Allows the merchant to pay 20% less than the agreed upon price for the Materials Contract.
Generate Profit 3
Cont
Cr
Allows the merchant to pay 30% less than the agreed upon price for the Materials Contract.
Herbal Basic
Cont
Cr,Ro
Allows an alchemist to brew simple compounds from plant and other natural components.
Herbal Complex
Cont
Cr
Allows an alchemist to create advanced compounds from plant and other natural components.
Herbal Intermediate
Cont
Cr,Ro
Allows an alchemist to brew more complicated compounds from plant and other natural components.
Herbal Remedy
Dexterity
Ro
Character can quickly locate and apply a medicinal herb in a forest environment.  The herb may be applied to a wound to heal one body point.  Herbal Remedy will have no further effect on the individual until a new wound is received.  Character must role play locating and applying the treatment.
High Quality Smithing
Cont
Cr
Allows a smith to forge items of unusually fine quality.  It is rumoured that High Quality items are often seen with magical inscriptions.
Holy Mantle
Presence
Cl
Gives protection from attacks by Unholy creatures.  All physical attacks from Unholy are at -2 damage for 5 minutes.  Cleric is also immune to Darkness magic for this duration.
Identify Component
Cont
Cr,Ro
With this essential skill a character can identify most any alchemical ingredient and is therefore able to collect them from the wilds.  This does NOT allow an alchemist to identify potions or already made compounds.
Identify Compound
Craft
Cr
With this skill an alchemist can identify any potion or alchemical compound, even in small amounts.  This skill requires the use of an alchemical lab, and one crafting point is spent to use this skill.    
Identify Wildlife
Cont
Ro
Character is able to recognize most common plants and animals.
Imbue Rune
Ma
Allows a Mage to “charge” a Mystical Rune.  The nature of a Rune, and the spell it accepts must be known.  The spell is then cast upon the rune, and the Spell tag is kept with the item with the Rune inscribed upon it.  It is possible to teach someone how to activate a given Rune, but they do not then know how to activate all Runes of that type.  If Kellindell the mage tells Grendel the Barbarian how to activate a Rune of  Keen Blade he has inscribed on Grendel’s sword, Grendel cannot activate every Rune of Keen Blade he comes across.  Besides which, Grendel would tear Kellindell in two if he put a Magical Rune upon his sword.
Immunity to Disease
Cont
Cl
Character’s body is so pure and resilient that he/she is completely immune to all common diseases.  
Impress Spell
Ma
Sometimes, items as well as certain types of naturally occurring Components can accept certain types of spells.  Diamonds, for example can store spells from the “Light” Arcane Knowledge, if they are cut in a certain manner.  Releasing the spell usually destroys the item the spell was impressed upon.
Incapacitate
Endurance
Fi
Restrain an armed target.  Attacker must keep both hands in contact with target to maintain restraint.  The target may not escape unless his/her Strength exceeds that of the attacker.  Incapacitate is a Special attack.
Increased Efficiency
Cont
Cr
The smith is well-trained in his/her trade and is able to produce items at a faster rate.  Increased Efficiency allows the smith access to the reduced production costs as found in the smithing rules.
Incredible Strength
Cont
Cr,Fi
A character with this skill has strength that surpasses human norms.  The character may deal +1 damage with all melee attacks.  Additionally, the character may push or throw items of human size up to 10', or carry up to two people.  Other uses require a directors approval.
Instill Confidence
Presence
Cl,Fi
Character is able to lend support to allow another person to ignore the effects of Fear or Interrogate.  Character must point to the target person upon calling this skill.  
Intercept
Endurance
Cl,Fi
Character may use his own physical being to prevent any non-surprise attack from affecting its intended target. Character calling "Intercept" is the new target of the attack. Character must touch the intended target of the attack with his/her hand within three seconds for the skill to be successful. 
Interrogate
Presence
Fi,Ro
Target of this skill must be restrained.  Target must answer the next yes/no question truthfully.
Journeyman Craft
Cont
Cr
Character is able to perform intermediate skills of the selected craft or profession.  The type of craft must be specifed when the skill is purchased.
Large Shield
Cont
Fi
Character may use any shield greater than 4.5 square feet.
Literacy
Cont
Cl,Cr,Ma,Ro
Allows character to read and write the common language.  
Mage Shield
Ma
A Mage with this skill is capable of  focusing his gathered power and generating a small disc of magical energy.  This disc may be up to 14” in diameter (we recommend a Frisbee), and will dissipate focused magical energy, rendering it harmless.  This allows a Mage to block a spell packet thrown by another Mage.  See Spell Casting for additional information.
Mask Compound
Cont
Cr
Allows an Alchemist to mask a poison or other potion.  Once masked, the compound will be undetectable by normal means.  Masking a substance requires 4 times it’s level in production points.  Using this skill requires 5 minutes of role playing time per level of the substance being masked.  Thus, masking a level 3 compound would require 12 production points and 15 minutes of role playing. The process of masking a compound does not have to occur in a single period.  An alchemist can mask only those substances which he has the ability to make: In order to mask a Herbal Complex you must be able to make Herbal Complex substances.  A masked compound will degrade into a useless fluid in 4 months time.
Master Bargaining
Presence
Cr
A merchant uses this skill immediately after an agreement is reached on a monetary transaction.  The merchant may call the skill and alter the agreed upon price by 10% in the merchant's favour.  For example, Merchant Mike agrees to pay Seller Sam 10 silver pieces for a lovely necklace.  Merchant Mike uses his skill Master Bargaining to pay Seller Sam only 9 silver for the item.  This skill represents the merchants bargaining abilities and is a valid legal contract.  The contract may not be cancelled after the skill is used.
Master Craft
Cont
Cr
Character is able to perform the most advanced and challenging skills of the selected craft or profession.  The type of craft must be specified when the skill is purchased.
Master Florentine
Cont
Fi
A warrior with this skill may wield two weapons of 1 Hand size or smaller simultaneously.
Master Quality Smithing
Cont
Cr
Allows a smith to forge items of exceptionally high quality.  It is said the properties of Master Quality items allow them to receive magical energies.
Materials Contract
Cont
Cr
This is a deal agreed upon between a merchant and a feudal lord.  It grants the merchant the rights to a percentage of a specified commodity that is produced in that lords land or imported to the principality.  This gives the merchant access to a supply of raw materials which he may sell for a profit.
Medium Shield
Cont
Cl,Cr,Fi
Character may use a shield up to 4.5 square feet.  (Approx 2’x2.25’.)
Mortal Wound
Endurance
Fi
This attack deals 1 direct body damage immediately and 1 direct body damage every 5 minutes until target is dead or receives Resuscitate.
Mystic Basic
Cont
Cr
Allows an alchemist to brew simple compound of arcane nature.
Mystic Complex
Cont
Cr
Allows an alchemist to create advanced compounds of arcane nature.
Mystic Intermediate
Cont
Cr
Allows an alchemist to create more complex compounds of arcane nature.
Parry
Endurance
Cl,Fi
Character may use a weapon or shield to block any normal physical attack directed against him/herself from 180o to the front.  Prayers, Spells, Special Attacks and Surprise Attacks may not be parried. 
Perfect Aim
Endurance
Fi
The archer may use this skill to ensure a hit to a designated target that is in range.  The archer must call "Perfect Aim, target" just before firing.  The shot is considered a hit and the skill expended whether the arrow actually strikes it's target or not.
Pick Locks (rank X)
Dexterity
Ro
This skill allows a character to open locks without a key or combination.  The character's Pick Locks rank must be equal to or greater than that of the lock to be picked.  The DEX required is dependent upon the rank of the lock.  DEX must be expended, even if the attempt fails.  Refer to Thieving Rules for a complete explanation of procedure. 
Pick Pocket
Dexterity
Ro
This skill allows a character to remove objects from the pocket or purse of another without being detected.  See Thieving Rules for further details.
Pierce Armour
Endurance
Fi
Attack ignores armour and does direct body damage.
Piercing Strike
Dexterity
Ro
This skill allows a character to deal an attack that pierces the target's armor.  This strike must be dealt with a Small Weapon. The target takes body damage from the attack, and this skill cannot be combined with any other.  
Piety
Cont
Cl
This represents the level of the character’s religious conviction.  Piety 1-5 indicates the level of prayer available to the character.  This skill is essentially a “Prayer Slot” which will allow a Cleric to memorize a prayer of the appropriate rank.
Pole arm
Cont
Fi
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules. 
PRE
Cont
Cl,Cr,Fi,Ma,Ro
Presence represents the capacity for self-awareness and charisma.  PRE is required for many non-physical skills like Fear and Courage.  This is one of a few skills for which multiple purchases are beneficial.
Prof +1
Cont
Cl,Cr,Fi,Ro
Character becomes particularly skilled with the specified weapon type.  Character may cause an additional point of damage with the weapon.  This skill must be purchased separately for each weapon type.  
Prof +2
Cont
Fi
Character becomes particularly skilled with the specified weapon type.  Character may cause an additional two points of damage with the weapon.  This skill must be purchased separately for each weapon type.  
Purge Poison
Presence
Cl
The character has such complete discipline over his/her own body that he/she may force foreign toxins from the bloodstream by sheer will.  Character must role-play meditation for 1 minute to nullify the effects of any common poison.  The effects of the poison are suspended during the 1 minute meditation.  Any damage caused by the poison prior to beginning the purge will still apply.  If the character is interrupted during the 1 minute period, the poison works it’s course as normal but the PRE points are still expended.  The character may begin again if desired with the expenditure of additional PRE points.
Read Magic
Cont
Ma
A character with this skill can decipher the glyphs and notations used by Mages.  This includes Calculus, and other “secret jargon” used by Mages.  A Mage without this skill is usually scoffed at by his peers.
Read Prayer
Cont
Cl
Character may read the distinctive script of religious prayers and hymns.  
Reconstruct Limb
Dexterity
Cr
Physician may administer repairs to a severed or crushed limb.  The limb must be allowed to heal before it can be used.  Natural healing will require one month.  Requires a surgical chamber and ten minutes of role-play.
Refine Object
Cont
Ma
The Most basic skilled employed by Artificers, a Mage with this skill takes an object and prepares it to be used in an artifact.  Refining some objects will allow them, to accept Impressed Spells.
Refit Armour
Cont
Cr
The smith may modify and adjust a suit of armour to fit all individuals of a single race.  For example, a Human can not wear armour designed for a Dwarf until it has been refit to accommodate the Human's larger size.
Rescusitate
Dexterity
Cr
A physician can administer treatment and revive a vicitim who is near death (in the third phase of Death).  Rescusitate requires a surgical chamber and 10 minutes of role-playing.  The death count is temporarily suspended while Resuscitate is being administered.  Three minutes after completion of this skill, the patient will revive with one Body.
Research
Cont
Cl,Ma
A character with this skill is able to efficiently use all resources available to gain knowledge of a specific topic.  The success of the research attempt is influenced by the quality of available resources.  Research is most often conducted between events.
Retain
Endurance
Cl,Fi
Allows character to ignore the effect of a Disarm and maintain control of a weapon or shield.  
Reversal
Endurance
Fi
Reverse the effects of a throw, subdue, or trip back upon the attacker.
Riposte
Endurance
Fi
Character Parries a melee attack and causes base weapon damage to attacker.  Riposte is a Special attack.
Ritual
Cont
Ma
Allows a Mage to be the Overseer of a Ritual of the given Rank.  Just because a Mage can preside over a Ritual, does not mean that she has the Power Factor to cast that Ritual.
Sacrificial Healing
Presence
Cl
Cleric transfers all injuries from a wounded person to him/herself and his health to that person.  This includes body damage, broken limbs, diseases and poisons.  If the target is in his/her deathcount, the cleric immediately falls to the same point regardless of how much body he may have had left.
Sanctuary
Presence
Cl
The Cleric stands with arms outstretched.  Anyone within the radius of his/her reach is temporarily sheltered from all attacks.  No physical, magical, alchemical, or divine attack may pass into or out of the Sanctuary.  The Cleric must stand motionless throughout.  PRE cost is per one minute duration.
Scribe Prayer
Cont
Cl
The character has the skill to transfer a clerical prayer to parchment so that it may be read by anyone with the proper skill, releasing the energies without the expenditure of a Piety slot.
Set Limb
Dexterity
Cr
The physician can set a bone in a broken limb. The physician must role-play for five minutes and must use a physician's kit during administration of Set Limb. The limb is useless until given time to heal.  Natural healing requires one month.
Set Trap
Dexterity
Ro
With this skill, a character has the ability to rig a device on such objects as chests and doors.  Upon activation, the device will cause a pre-determined effect. A director must approve the trap and assign it's effect.  The trap requires an in-game representation that is actually set off when the trap is sprung.   
Slay
Endurance
Fi
This attack causes immediate death.  No death count occurs, target dies. Slay is a Special attack.
Sever/Cripple Limb
Endurance
Fi
Target limb is removed from the body or otherwise crushed and rendered completely useless.
Sleight of Hand
Dexterity
Ro
With this skill, a character can pick up small objects without being noticed.  The object must be small enough to be enclosed within the hand.  The skill may be called as a saving device when one is caught in such an act.
Small Shield
Cont
Cl,Cr,Fi,Ro
Character may use a shield up to 12” in diameter or 114 square inches.  (Approx 9"x12")
Small Weapon
Cont
Cl,Cr,Fi,Ma,Ro
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of the rules.  
Stabilize
Dexterity
Cr
A physician is able to temporarily suspend the deathcount of a dying individual for 10 minutes.  The physician must role-play for the first minute using a first aid kit.  When the 10 minutes have expired, the victim continues his/her death count from the point at which Stabilize was started.  Stabilize can only be administered during the first four minutes (first and second phases) of the Deathcount.
Staff
Cont
Cl,Cr,Fi,Ma,Ro
Character may use a weapon of this size.  Weapon must be constructed according to specifications described in Boffer Weapon Construction section of rules.
Stamina
Cont
Ro
Gain +1 Body point.  This represents the resilience and endurance of one who spends most of his/her life in the wilds.  One purchase only.
Steel Fist
Cont
Fi
Character is extremely skilled in unarmed combat and may cause an additional two points of damage.
Stone Fist
Cont
Fi
Character is highly skilled in unarmed combat and may cause an additional one point of damage.
Strength Rush
Endurance
Cr,Fi
A player may summon temporarily enhanced strength and perform feats beyond his/her normal abilities.  The character may deal +1 damage with all melee attacks.  Additionally, the character may push or throw items of human size up to 10', or carry up to two people.  Other uses require a directors approval.
Stun
Endurance
Cr,Fi,Ro
Target is shocked and immobilized for 5 seconds. Any damage inflicted will unstun the target.  Deathblow may not be used on a stunned person.
Subdue
Endurance
Fi,Ro
Used to restrain an unarmed target.  Attacker must keep both hands in contact with target to maintain restraint.  The target may not escape unless his/her Strength exceeds that of the attacker.
Sure Hit
Endurance
Fi
This attack may not be avoided by any means including Evade.  It may be combined with other skills.
Suture Wound
Dexterity
Cr
This skill can be used to restore one point of body to an injured victim.  The physician must role-play for one minute using a physician's kit.  Suture Wound can only be used to restore a patient up to 75% of his/her total Body points (round down).  For example, a person with a max of 7 Body points may only be healed in this manner up to 5 Body.  A physician's kit is required to suture wounds.  Suture Wounds can not be used on a character in the Deathcount.
Tainted Arrow
Endurance
Fi
Allows an archer to fire arrows or bolts that have been treated with an alchemical compound such as a poison.  The archer must have the compound in his/her possession and must role-play dipping the arrow before firing.
Teach
Cont
Cl,Cr,Fi,Ma,Ro
Character may instruct others in skills that character possesses.  Characters must role-play 5 minutes per build point of skill (based on students purchase cost.) 
Throw
Endurance
Fi,Ro
Target is pushed back 10 feet.  Throw is a Special attack.
Thrown Weapon
Cont
Fi,Ma,Ro
Character may use darts, knives, shurikens, etc. as weapons.  These are represented by phys-reps that immitate the appearance of the weapon.  Thrown weapons may NOT contain PVC, and must be approved by a game director.
Tracking 
Cont
Ro
Through the use of this skill, a character can follow the trail of another creature.  With appropriate role playing, the trail can be followed until it's end, or until the trail becomes too old to follow.
Tracking Evasion
Dexterity
Ro
Allows the character to loose his followers via his knowledge of tracking.  Any attempts to track and hound a character using tracking evasion will fail.   
Trade Route
Cont
Cr
A Trade Route represents a merchants network of ship captains and port agents who assist him/her in exporting large quantities of goods.  The merchant may opt for a risk-free, low profit transaction in which the captain of the transporting vessel pays him/her directly for the goods.  Or the merchant may choose a risky deal that could turn a very large profit in which he/she assumes the risks of losing the merchandise to the sea or pirates in return for the total profit of the sale of the goods in the destination port.  It could be a few months before the merchant even knows if the shipment was successful and receives his/her profit.
Trailblaze
Cont
Ro
Character has enough wilderness skill to find the quickest path between two known points.  Thus, a passage across rough terrain can be esablished for more efficient travel.  This skill has predominately out of game use.      
Trip
Endurance
Fi,Ro
Target falls to the ground and drops any weapon/item being carried.
Unarmed Block
Cont
Fi
The character is skilled in the technique of deflecting weapon strikes with the bare hand.  With this skill, a character may use brawling fists to block weapon strikes without taking damage.
Unarmed Strike
Cont
Cl,Fi,Ro
Character may inflict damage with bare hands.  Character must use tan or white boffer weapons of Small Weapon size constructed according to the Boffer Weapon Construction section of the rules.  Unarmed Strike causes 1 point of damage.  
Unconditional Devotion
Presence
Cl
After years of intense prayer and meditation the character has committed him/herself completely to the chosen deity.  Both the rewards and responsibilities of such an act are virtually boundless.
Unravel Spell
Ma
This very useful skill allows a Mage to counter another spell as it is being cast.  Must be called within three seconds of the spell to be Unraveled, and is called as Unravel (spell name and effect)” and must point at the caster of the spell being targeted.  That is: “Unravel Fireball 10 Damage / 5 foot radius”.  Careful use of this skill is advised, however, because a backlash can occur and turn the Unraveling Mage to ashes.
Vaporous Basic
Cont
Cr
Allows an alchemist to brew simple gaseous compounds.
Vaporous Complex
Cont
Cr
Allows an alchemist to create advanced compounds of a gaseous nature.
Vaporous Intermediate
Cont
Cr
Allows an alchemist to brew more complicated compounds of a gaseous nature.
Vestment
Presence
Cl
Creates a non-physical armour from pure faith.  For every 3 PRE expended, a cleric gains one armour point.  Vestment must be created prior to a combat in which they are used.  That is to say the PRE points must already have Vestment written on them and can therefore be used for nothing else.  Vestment expires at the end of the period.
Waylay
Dexterity
Cr,Ro
This is a surprise attack from the back to render a target unconcious.  With the pommel of a weapon, tap the target on the back between the shoulder blades while calling the skill.  The target immediately falls unconcious for 10 minutes.  Waylay is a Surprise Attack.
Wilderness Survival
Cont
Ro
A character with this skill is able to feed and protect himself from the elements in a wilderness setting.  The character is self sufficient and does not need to purchase rations.
Willpower
Presence
Cl,Fi
Character has an exceptionally strong spirit and may ignore effects of any mind-altering skill, spell, or prayer.
Woodland Trapping
Dexterity
Ro
A character with this ability can rig a device in a natural setting.  Upon activation, the device will have a predetermined effect.  A director must approve the trap and assign its effect.  The trap requires an in-game representation that is actually set off when the trap is sprung.   
Work Exotic Materials
Cont
Cr
Allows a smith to forge items from exceptionally rare materials such as magnatite or cavern horn.
Work Rare Materials
Cont
Cr
Allows a smith to forge items from uncommon materials such as silver, or ironwood.