Skill descriptions: Difference between revisions

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(Created page with "'''Adrenaline Rush -''' Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset. '''Brawl -''' Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base d...")
 
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'''Adrenaline Rush -''' Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset.
== '''EVERYMAN:''' ==
 
=== '''BASIC:''' ===
'''Adrenaline Rush -''' Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset. This is usable once per time purchased and cannot be stacked with itself.


'''Brawl -''' Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base damage. Characters can apply Focus and Precision damage to their attacks made with this skill; however, they cannot use any Class Features or Combat Techniques. The weapons gained from this skill do not count as claws for the purposes of prerequisites.
'''Brawl -''' Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base damage. Characters can apply Focus and Precision damage to their attacks made with this skill; however, they cannot use any Class Features or Combat Techniques. The weapons gained from this skill do not count as claws for the purposes of prerequisites.
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'''Estimate Value -''' This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value.
'''Estimate Value -''' This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value.
'''Farmer, Minor/Standard/Major :'''This skill allows a character to operate a Node and collect Herb/Food components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.
'''First Aid:'''  This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption.
'''Focus + X:'''  This is directly added to a character’s base weapon damage with any weapon in which the character is proficient.
'''Improved Instructor:'''  This skill reflects the characters’ skill at educating others. While anyone can instruct another character in a skill they have, a character with this skill can do it far quicker, taking only 5 minutes to teach a Basic skill or spell and only 15 minutes to teach an Advanced skill.
'''Healing Arts:''' This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.
'''Knowledge (Area):''' This will allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Reasonable answers will be given immediately. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have. Appendix 2 has a list of what each knowledge area can do and the point cost to generate said effects. The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. The following is a list of Common Knowledge (Area) skills; others would need to be approved by the local plot team: Astronomy, Cycle, Deep Elf, Dwarf, Ent, Felis, Geography, Gnome, Half Troll, High Elf, History, Human, Magic, Nature, Nautical, Nobility, Planes, Rok’Shen, and Warfare.
'''Miner, Minor/Standard/Major:''' This skill allows a character to operate a Node and collect Ore components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.
'''One Hand Block -''' This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon. 
'''Precision + X''':  Precision's full value is added on to any melee attack initiated from the defender's rear arc.  Half of Precision's value is added to range weapon attacks (other than guns) made from any arc.  This is not cumulative - you cannot stand behind a target and launch an arrow for ((Precision*2) + (Precision * .5)) added damage.
'''Portal Manipulation''':  Portal Manipulation is the means one can use portals to move between worlds.  The cost for a given manipulation depends on the portal in question and the desired result of manipulating it.  Portal Manipulation generally requires a marshal present to adjudicate the outcome.<blockquote>'''''Level One'':'''  This skill alerts the user to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners.  Using this in Nexus is usually a waste of time (it's like Detect Air) but it can be extremely helpful far from home.
'''''Level Two'':'''  Opens a portal for which the user has/does/knows the gate key.  Also allows for closing that portal.  This takes ten minutes, or can be rushed at a cost of one mana per minute or 1 energy per 2 minutes (rounding up if necessary).
'''''Level Three'':'''  Allows a user to use planar shortcuts to travel between places on the same plane.  This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).
'''''Level Four'':'''  Allows for minor adjustment of a portal's exit location.  This is the means by which Nexus portaleers open portals directly onto their couches after a hard adventure.  One can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards (1 energy per 20 yards) of adjustment.
'''''Level Five'':'''  Allows a user to change the exit plane of a portal long enough for his party to pass through it.  This has no mana/energy cost, but isn't guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places.  Importantly, Nexus can ''always'' be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.</blockquote>'''Read and Write:''' This skill allows you to read and write in the designated language and must be purchased once for each language. The following common languages can be purchased without a specific instructor: Common, Deep Elf, Dwarf, Felis, Gnome, High Elf, and Rok’Shen. Any other languages must have a specific instructor.
'''Resurrection:''' This skill allows the character to resurrect another character that has died and dissipated. To use this skill, the character must be at a Life Well and must perform a Contested Roll. It takes 15 minutes to resurrect a target, and the end effect varies on how skilled the person performing the resurrection is. For further information, see the chapter on Death and Dying. This skill has a max of 10 Ranks; each Rank adds +1 Bonus to the Contested Roll.
'''Scribe Sctoll:''' This skill allows the character to create magical Scrolls that store the power of their spells to be used at a later time. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section
'''Smithing:''' This skill allows the character to create armor and weapons, as well as craft advanced specialty items. Each time the skill is purchased what they can produce and the amount they can produce is increased. For more information, see Page 64 the Production section.
'''Survival:''' This skill allows the character to make the best of their surroundings. When used, this skill can have different effects chosen at the time of use. Increase the character's death count by 120 seconds (this option can be used while Dead; or to scrounge up loose objects that can be used as crude tools or make-shift weapons for a single encounter; or ignore a Minor negative effect of a Terrain they are in for a combat. This skill can be used once each reset.
'''Theurgist, Minor/Standard/Major:''' This skill allows a character to operate a Node and collect Residuum components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.
'''Tracking:''' This skill allows the character to detect and follow the marks a target's passage leaves on the environment it passes through, or to conceal the user's trail from others. It can also be used to gain information about the target creature, or creatures being tracked. To track, you must have a Marshal to perform a Contested Roll. Unless tracking conditions change drastically, only Contested Roll pick should ever be needed to determine success or failure. Once you have failed a Contested Roll you are considered to have lost the trail and may not try again. At the time you wish to Track, you may choose to first make what is called an “Observation”, where the character spends 5 minutes studying the area. This Contested Roll, if successful, will allow you to learn information about the target being tracked, though if you fail this pick you cannot make a normal Track Contested Roll. The advantage of the Tracking  “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.
Chart Modifier Bonus/Negative Gained
Light Source +1 Bonus
Tracks made in Moist/Wet Terrain +2 Bonus
Multiple people being tracked +1 Bonus
Rank of Track +1 Bonus/Rank
Great Size +2 Bonus
Massive Size +4 Bonus
Each day since the tracks were made +2 Negative
Tracks lead though town +5 Negative
Night/Darkness +2 Negative
Rain After Tracks were made (Each Hour) +2 Negative
Hours since Tracks were made +1 Negative per/Hr.
Change in Terrain +5 Negative
Tracks left by Incorporeal Creature +10 Negative
The path makes multiple splits +2 Negative     
'''Underwater Combat:''' This skill allows the character to fight underwater as if they were on land. Only the following mechanics are affected by this skill and anything not listed remains the same: weapons deal full damage, Spells can now be thrown, ''Bombs'' can be used (dealing only half damage), ''Acid Vials'' can be used (dealing only half damage), and the character can move at a slow walk.
===  '''ADVANCED:''' ===
'''Evasion:''' This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.
'''Memorize Ritual:''' This skill allows a character to memorize a Ritual Scroll into their memory and allows them to cast the Ritual without need of a physical scroll when casting that Ritual. They must meet all the prerequisites to cast the Ritual in order to memorize it. This skill does not require an instructor, and destroys the Ritual Scroll when it is memorized.
'''Planar Scholar:''' This skill allows the character to apply their knowledge learned on the Prime to any other Prime shard by accounting for and calculating the subtle differences in the fundamental truths of the various Prime planes across the universe. Each rank of this skill allows a character to apply their relevant knowledge skills of the same rank. Applicable knowledge skills all common knowledge skills.
'''Practitioner:''' This skill improves upon the character’s ability in Healing Arts. The time to treat a target is reduced to 15 minutes and can now be applied to 3 targets at once and will additionally remove Curses afflicting them. Similar to Healing Arts the user can choose to spend only 10 minutes but will generate only one of the effects instead of all. Additionally, the character can work with a single target to identify and even temporarily suppress one of a character’s Derangements for up to 6 hours.
'''[[Professions]]:''' Professions are a set of skills that reflect a character’s study in that field. Each profession consists of 5 ranks each having a different ability, the ranks must be purchased in order. Each profession also functions under its own set of rules; this is because different abilities have different usages and limits of use. The cost for each rank is based on the number of Professions you have meaning, your 1st Profession all ranks are the same cost. Your 2nd Profession all ranks are at the cost noted on the table, and so on.
'''Ritualism:''' This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.
'''Repair Item:''' This skill allows the character to field repair damaged items with a 2 minute counted action. For 2 Common Ore this will remove the Breached status from a suit of armor, and for 1 Uncommon Ore this will remove the Broken status from an item. This skill will not restore special properties of an item that are not from Advanced Smithing/Engineering. This skill has no component cost if it is used at a Forge.
===  '''SPECIES SKILLS:''' ===
'''Resist Impairment:''' This ability allows the character to resist a single impairing attack. The following are the most common types of effects, though others may be added: Slow, Pin, Bind, Web, Repel, and Stun. This skill can be used once each reset per purchase.
'''Resist Magic:''' This ability allows the character to resist a single magical effect that is a Spell cast by Incant or with the Magic Delivery Type. This skill can be used once each reset per purchase.
'''Resist Toxin:''' This ability allows the character to resist a single Poison Delivery or Disease Family attack. This skill can be used once each reset per purchase.
'''Regeneration:''' This skill allows the character to recover from a variety of conditions. At the time the skill is used, the player chooses one of the following effects: Heal 10, Cure Metabolic, or Regenerate. This skill only affects the character using it and they must be Conscious to activate it; however, it can be used even if they are currently denied the use of Abilities. This is a 3 counted action. At 10th level the Heal 10 effect becomes Heal 20. This skill can be used once each reset per purchase.
'''Resist Enchantment:''' This ability allows the character to resist spells and effects from the Enchantment School of Magic. This skill can be used once each reset per purchase.
'''Camouflage:''' This ability functions like the Conceal skill with the following changes; first the player must be touching a tree larger than the player in width or must be surrounded by bushes and plants. Secondly, the player cannot move while under this effect, and lastly the duration of this effect is 1 minute.
'''Resist Mind:''' This ability allows the character to resist a single Mental attack. The following effects cannot be resisted with this skill: Enslavement, Feeblemind, Forget, Horrify, and Slumber. This skill can be used once each reset per purchase
'''Battle Rage:''' When this effect is activated the character activating it gains the following temporary benefits, +15 Body Points, +2 Permanent Weapon Damage for the duration, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battle rage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.
'''Burst of Strength''': A Fae troll's true strength isn't measured by his personal best bench press, but rather by what he will do in a crisis. When using Burst of Strength a Fae Troll simply rips free of any Binding effect including Prison but still takes the damage as if he had ripped out normally. Burst of Strength can also be used to run with a downed comrade, hold someone else in a binding strike type effect, and other thematically appropriate ways as approved by the Plot Marshal  in the field at the time.

Latest revision as of 14:54, 10 November 2024

EVERYMAN:

BASIC:

Adrenaline Rush - Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset. This is usable once per time purchased and cannot be stacked with itself.

Brawl - Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base damage. Characters can apply Focus and Precision damage to their attacks made with this skill; however, they cannot use any Class Features or Combat Techniques. The weapons gained from this skill do not count as claws for the purposes of prerequisites.

Brew Potion - This skill allows the character to create potions that store the power of magical spells to be used later. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.

Chemistry - This skill allows the character to create poisons and elixirs. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.

Cook - This skill allows a character to spend time in game creating items that can be consumed for some in game benefit, such as healing, curing of ailments, granting them temporary defense, or even restoring expended resources. Each cooking recipe will have the cost, time to prepare, and effect listed on it. If taken at character creation, the character will begin with 1 Recipes per Rank.

Craftsman - This skill can be taken for any art of crafting the player chooses. Some examples are: Glassblower, Brewer, Herbalist, Baker, Etc. At Event Check In, for each purchase of this skill, the character will either receive 10 Copper per rank, or produce appropriate tagged items related to their art of crafting. This skill has a max of 20 Ranks.

Diagnose - This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.

Disable device - This skill allows the character to use and understand both simple and complex locks, traps, physical puzzles, tools, and even mechanical devices. The use of this skill requires a Contested Roll, must be roleplayed, and takes 2 minutes of concentration to attempt. This skill can also be used to arm traps which also take 2 minutes of concentration. Some traps or puzzles may have physical components that can be disarmed without a Contested Roll, and the player has the option to still make the Contested Roll or can choose to physically try and disable the trap/puzzle and once the choice is made you cannot go with the other option. A large advantage to physically disabling the trap is that there is no time restriction and you can disable as fast as you physically can. A player can spend 30 seconds to analyze the object to be disabled at the end of which the marshal will tell them the level of the item as well as how well-crafted it is. Trap/Lock level is equal to the production cost of the item. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.

Engineering - This skill allows the character to create traps, locks and other anachronisms. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section of the book.

Estimate Value - This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value.

Farmer, Minor/Standard/Major :This skill allows a character to operate a Node and collect Herb/Food components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.

First Aid: This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption.

Focus + X: This is directly added to a character’s base weapon damage with any weapon in which the character is proficient.

Improved Instructor: This skill reflects the characters’ skill at educating others. While anyone can instruct another character in a skill they have, a character with this skill can do it far quicker, taking only 5 minutes to teach a Basic skill or spell and only 15 minutes to teach an Advanced skill.

Healing Arts: This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.

Knowledge (Area): This will allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Reasonable answers will be given immediately. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have. Appendix 2 has a list of what each knowledge area can do and the point cost to generate said effects. The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. The following is a list of Common Knowledge (Area) skills; others would need to be approved by the local plot team: Astronomy, Cycle, Deep Elf, Dwarf, Ent, Felis, Geography, Gnome, Half Troll, High Elf, History, Human, Magic, Nature, Nautical, Nobility, Planes, Rok’Shen, and Warfare.

Miner, Minor/Standard/Major: This skill allows a character to operate a Node and collect Ore components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.

One Hand Block - This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.

Precision + X: Precision's full value is added on to any melee attack initiated from the defender's rear arc. Half of Precision's value is added to range weapon attacks (other than guns) made from any arc. This is not cumulative - you cannot stand behind a target and launch an arrow for ((Precision*2) + (Precision * .5)) added damage.

Portal Manipulation: Portal Manipulation is the means one can use portals to move between worlds. The cost for a given manipulation depends on the portal in question and the desired result of manipulating it. Portal Manipulation generally requires a marshal present to adjudicate the outcome.

Level One: This skill alerts the user to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners. Using this in Nexus is usually a waste of time (it's like Detect Air) but it can be extremely helpful far from home.

Level Two: Opens a portal for which the user has/does/knows the gate key. Also allows for closing that portal. This takes ten minutes, or can be rushed at a cost of one mana per minute or 1 energy per 2 minutes (rounding up if necessary).

Level Three: Allows a user to use planar shortcuts to travel between places on the same plane. This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).

Level Four: Allows for minor adjustment of a portal's exit location. This is the means by which Nexus portaleers open portals directly onto their couches after a hard adventure. One can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards (1 energy per 20 yards) of adjustment.

Level Five: Allows a user to change the exit plane of a portal long enough for his party to pass through it. This has no mana/energy cost, but isn't guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places. Importantly, Nexus can always be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.

Read and Write: This skill allows you to read and write in the designated language and must be purchased once for each language. The following common languages can be purchased without a specific instructor: Common, Deep Elf, Dwarf, Felis, Gnome, High Elf, and Rok’Shen. Any other languages must have a specific instructor.

Resurrection: This skill allows the character to resurrect another character that has died and dissipated. To use this skill, the character must be at a Life Well and must perform a Contested Roll. It takes 15 minutes to resurrect a target, and the end effect varies on how skilled the person performing the resurrection is. For further information, see the chapter on Death and Dying. This skill has a max of 10 Ranks; each Rank adds +1 Bonus to the Contested Roll.

Scribe Sctoll: This skill allows the character to create magical Scrolls that store the power of their spells to be used at a later time. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section

Smithing: This skill allows the character to create armor and weapons, as well as craft advanced specialty items. Each time the skill is purchased what they can produce and the amount they can produce is increased. For more information, see Page 64 the Production section.

Survival: This skill allows the character to make the best of their surroundings. When used, this skill can have different effects chosen at the time of use. Increase the character's death count by 120 seconds (this option can be used while Dead; or to scrounge up loose objects that can be used as crude tools or make-shift weapons for a single encounter; or ignore a Minor negative effect of a Terrain they are in for a combat. This skill can be used once each reset.

Theurgist, Minor/Standard/Major: This skill allows a character to operate a Node and collect Residuum components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.

Tracking: This skill allows the character to detect and follow the marks a target's passage leaves on the environment it passes through, or to conceal the user's trail from others. It can also be used to gain information about the target creature, or creatures being tracked. To track, you must have a Marshal to perform a Contested Roll. Unless tracking conditions change drastically, only Contested Roll pick should ever be needed to determine success or failure. Once you have failed a Contested Roll you are considered to have lost the trail and may not try again. At the time you wish to Track, you may choose to first make what is called an “Observation”, where the character spends 5 minutes studying the area. This Contested Roll, if successful, will allow you to learn information about the target being tracked, though if you fail this pick you cannot make a normal Track Contested Roll. The advantage of the Tracking “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.

Chart Modifier Bonus/Negative Gained

Light Source +1 Bonus

Tracks made in Moist/Wet Terrain +2 Bonus

Multiple people being tracked +1 Bonus

Rank of Track +1 Bonus/Rank

Great Size +2 Bonus

Massive Size +4 Bonus

Each day since the tracks were made +2 Negative

Tracks lead though town +5 Negative

Night/Darkness +2 Negative

Rain After Tracks were made (Each Hour) +2 Negative

Hours since Tracks were made +1 Negative per/Hr.

Change in Terrain +5 Negative

Tracks left by Incorporeal Creature +10 Negative

The path makes multiple splits +2 Negative

Underwater Combat: This skill allows the character to fight underwater as if they were on land. Only the following mechanics are affected by this skill and anything not listed remains the same: weapons deal full damage, Spells can now be thrown, Bombs can be used (dealing only half damage), Acid Vials can be used (dealing only half damage), and the character can move at a slow walk.

ADVANCED:

Evasion: This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.

Memorize Ritual: This skill allows a character to memorize a Ritual Scroll into their memory and allows them to cast the Ritual without need of a physical scroll when casting that Ritual. They must meet all the prerequisites to cast the Ritual in order to memorize it. This skill does not require an instructor, and destroys the Ritual Scroll when it is memorized.

Planar Scholar: This skill allows the character to apply their knowledge learned on the Prime to any other Prime shard by accounting for and calculating the subtle differences in the fundamental truths of the various Prime planes across the universe. Each rank of this skill allows a character to apply their relevant knowledge skills of the same rank. Applicable knowledge skills all common knowledge skills.

Practitioner: This skill improves upon the character’s ability in Healing Arts. The time to treat a target is reduced to 15 minutes and can now be applied to 3 targets at once and will additionally remove Curses afflicting them. Similar to Healing Arts the user can choose to spend only 10 minutes but will generate only one of the effects instead of all. Additionally, the character can work with a single target to identify and even temporarily suppress one of a character’s Derangements for up to 6 hours.

Professions: Professions are a set of skills that reflect a character’s study in that field. Each profession consists of 5 ranks each having a different ability, the ranks must be purchased in order. Each profession also functions under its own set of rules; this is because different abilities have different usages and limits of use. The cost for each rank is based on the number of Professions you have meaning, your 1st Profession all ranks are the same cost. Your 2nd Profession all ranks are at the cost noted on the table, and so on.

Ritualism: This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.

Repair Item: This skill allows the character to field repair damaged items with a 2 minute counted action. For 2 Common Ore this will remove the Breached status from a suit of armor, and for 1 Uncommon Ore this will remove the Broken status from an item. This skill will not restore special properties of an item that are not from Advanced Smithing/Engineering. This skill has no component cost if it is used at a Forge.

SPECIES SKILLS:

Resist Impairment: This ability allows the character to resist a single impairing attack. The following are the most common types of effects, though others may be added: Slow, Pin, Bind, Web, Repel, and Stun. This skill can be used once each reset per purchase.

Resist Magic: This ability allows the character to resist a single magical effect that is a Spell cast by Incant or with the Magic Delivery Type. This skill can be used once each reset per purchase.

Resist Toxin: This ability allows the character to resist a single Poison Delivery or Disease Family attack. This skill can be used once each reset per purchase.

Regeneration: This skill allows the character to recover from a variety of conditions. At the time the skill is used, the player chooses one of the following effects: Heal 10, Cure Metabolic, or Regenerate. This skill only affects the character using it and they must be Conscious to activate it; however, it can be used even if they are currently denied the use of Abilities. This is a 3 counted action. At 10th level the Heal 10 effect becomes Heal 20. This skill can be used once each reset per purchase.

Resist Enchantment: This ability allows the character to resist spells and effects from the Enchantment School of Magic. This skill can be used once each reset per purchase.

Camouflage: This ability functions like the Conceal skill with the following changes; first the player must be touching a tree larger than the player in width or must be surrounded by bushes and plants. Secondly, the player cannot move while under this effect, and lastly the duration of this effect is 1 minute.

Resist Mind: This ability allows the character to resist a single Mental attack. The following effects cannot be resisted with this skill: Enslavement, Feeblemind, Forget, Horrify, and Slumber. This skill can be used once each reset per purchase

Battle Rage: When this effect is activated the character activating it gains the following temporary benefits, +15 Body Points, +2 Permanent Weapon Damage for the duration, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battle rage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.

Burst of Strength: A Fae troll's true strength isn't measured by his personal best bench press, but rather by what he will do in a crisis. When using Burst of Strength a Fae Troll simply rips free of any Binding effect including Prison but still takes the damage as if he had ripped out normally. Burst of Strength can also be used to run with a downed comrade, hold someone else in a binding strike type effect, and other thematically appropriate ways as approved by the Plot Marshal in the field at the time.