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The Adventuring Guilds of Outpost play a pivotal role in deciding its future, as they control the training of new adventurers. Although any citizens may be called upon to defend Outpost in times of great need, the Guild members naturally form the first line of defence.
Given below are the rules for character creation and a description of the skills in which characters may be trained.
You may also open up a table of skills and their costs for members of each Guild in a separate window here, and you can visit Outpost's markets to buy essential equipment for your character here.

All characters in Nocturne begin as equals, and all have the same learning opportunities. What sets each character apart are the player's choices in how that character develops, both in personality (through roleplaying), and in ability (through purchase of skills).
Skills are the abilities which define the individual character. There are four classes of skills (excluding the 'general' skills, which do not fall into any one category):
Any character may learn almost any skill, provided that they can find a teacher for it. This may be more difficult for some skills than for others - most skills can be learnt by anybody, whether they are a member of any of the Adventuring Guilds or not, with sufficient dedication and practice. A select handful of skills, however, (such as Battle Cry, Silent Kill, Enchantment, Magick Resistance and Consecration,) are the closely guarded secrets of certain Guilds, and characters will find it very hard to learn these skills without training from the appropriate Guild.
Furthermore, many Lorewarden skills require that a character dedicates themselves to a particular Alignment of spirits before gaining the spiritual insight necessary to learn those abilities, and there are certain restrictions on which combinations of the Spell Learning and Miracle Learning skills may be learnt.
In practice, most characters will tend to focus in one area or another rather than drawing from all groups, as they find their own niche for their talents.
Each of the skill categories, apart from the one which contains the general skills, is represented by a Guild in Outpost. The Guilds exist to support people of a chosen profession, and will train characters in their specific field, but not normally outside it. Overlaps between the expertise of each Guild do occur, such as the teaching of the First Aid skill within both the Lorewarden's Guild and the Scout's Guild. On the other hand, a skill such as Read Inscription would not be taught within the Guardian's Guild.
Besides giving a character a certain amount of social status, respect, support, lodging and useful connections within Outpost and Nocturne, joining a Guild has a couple of additional benefits when it comes to learning skills: firstly, it allows the character to be trained more efficiently in their chosen skill category, and learning skills as a Guild member is easier than looking for a trainer elsewhere (since a certain amount of training effort is expended in finding a suitable teacher in the first place - this isn't a problem for a Guild member). Secondly, there are some skills which just aren't taught outside the Guild, and so in order to learn them you must be a member.
All starting characters are assumed to be a member of one of the four Adventuring Guilds of Outpost, unless they specifically decide not to be. After they have been on at least one adventure, they may choose to join a second Adventuring Guild with minimal trouble, although if they have done anything that might annoy that Guild's members then they should probably discuss it with the FLRP Organiser beforehand.
Joining a third Guild, however, is extremely rare. This will definitely require discussion with the FLRP Organiser to see if the character will be able to obtain permission to do so. Joining a third Guild usually requires a character to renounce one of their other Guilds, (which is likely to have severe repercussions for them within the game world,) perform an exceptional service or favour for the Head of the Guild they wish to join, or manage some similar feat of bribery or string-pulling.
It may also be possible for a few rare characters to obtain training at Guild rates from some other source outside Outpost. If you have an idea as to how your character might be able to manage this, then you should discuss it with the FLRP Organiser.
If you have looked at the Skills Table, then you will have noticed that each skill is assigned a certain code to indicate how often it can be used and how much it can vary in power:
Also, some skills are marked with an asterisk (*) after the skill name. These skills require that a character has chosen a spiritual Alignment (aligning themselves with either the Fellowship of the Heavenly Road, the Court of the Eternal Wheel or the Natural Spirits) before they purchase the skill. Note that it is not compulsory to choose a specific religion or philosophy to follow in order to have a spiritual Alignment, but it often helps to give a better idea as to the character's motivations and background.
Each time you go on a FLRP, whether you are playing your own character, monstering or running the adventure, you will be awarded a certain number of experience points. These are a measure of how much "power" your character gains, since experience points enable you to purchase new skills, or more levels of skills you already possess. If you look at the skills table, or at the skill descriptions below, then you will see a series of numbers next to each skill. These represent costs in experience points and in Guild training points, which are bought with experience points on a one to one basis.
More information on gaining and spending experience points can be found here.
You are not obliged to spend your experience points all at once, and may save up unspent points for later use. But make sure that you keep a note of how many experience points your character has, so that you don't forget!
All characters start with fifteen (15) experience points.
You may wish to spend some or all of these points to enroll in an Adventuring Guild (this is recommended, as it makes things a little easier) or you may just buy skills from 'outside' the Adventuring Guilds. If you choose the former, then you could spend 15 of your starting experience points to "buy" the first two levels of training in your chosen Guild - Guardian, Scout, Lorewarden or Elementalist - or you could spend 10 of your starting experience points to buy the first level of training in your chosen Guild and keep the other 5 experience points to either spend on learning some skills through private study, or to save up for more levels of Guild training later.
Option #1: Guild Training
This is the easier and more powerful method, but will result in a character who is biased towards a particular profession.
You start by investing a number of experience points in a Guild level. The first level of training in a Guild costs 10 experience points, and gives you 10 Guild training points. Each subsequent level costs you 5 experience points, and gives you 5 Guild training points.
When you look at the Skill Table you'll notice that each skill has costs listed in one or more of five columns. The first of these columns lists costs for when learning a skill through private study and research. The next four columns list costs in training points for training in skills by one of the Adventuring Guilds. When spending the training points earnt by buying a level of Guild training, you may purchase any skill listed in that Guild's column at the cost shown, regardless of which category it falls into.
You may have noticed that skills learnt within the Guild are cheaper (in Training points costs) than those learnt through private study. This represents the fact that the Guild trainee is undergoing a period of training where they can learn a lot of related skills efficiently. By contrast, if you buy your skill 'outside' a Guild with experience points, then it is more time consuming (but also more flexible).
Option #2: Private Training & Research
The alternative to buying a level of Guild training is to purchase your skills individually, using experience points. Use the "No Guild" column in the Skills Table to determine costs when doing so.
You will notice that this method is more costly that learning the same skills via Guild training. However, there are a number of reasons why you might want to consider it:
Most skills have an out-of-Guild experience points cost - this represents the fact that with most skills, if you want to, you can find a trainer.

Note that Skill costs are given in the order:
No Guild / Guardian / Scout / Elementalist / Lorewarden
-/- (free)
Nocturne is a perilous place, and nobody lasts long as an adventurer if they can't handle a sword. All adventuring characters start with basic weapon skills, and any character can fight with any single-handed weapon for Single damage.
A/S8 (5/2/3/5/3)
This skill allows the user to manoeuvre in armour, enabling them to fight in armour without hindrance and wear armour for extended periods of travel and physical exertion without exhausting themselves. A character can wear physical armour of any kind up to and including the heaviest allowed by their level in this skill, which will grant an extra hit to each location for each level of this skill. (For example, someone with 4 levels of Armour Wearing can wear ring mail armour, which gives +4 hits per location.) See the Outpost market for more information on the different kinds of armour available.
The first three levels of this skill enable a character to wear Light Armour, which is mostly non-metallic and provides from 1 to 3 levels of protection (padded clothing, leather armour and boiled leather armour).
Levels four to six of this skill enable a character to wear Medium Armour, which is made of metal with cloth and leather backing, and provides from 4 to 6 levels of protection (ring mail, light chainmail and heavy chainmail).
Levels seven and eight of this skill enable a character to wear Heavy Armour, which is made almost entirely of metal and provides 7 or 8 levels of protection (half-plate armour and full plate armour).
Starting characters get the best kind of Light Armour that they have the skill to wear for free, but after that new suits of armour must be bought at the prices shown in the marketplace. Having the skill to wear full plate is of little benefit if you can't afford to buy any!
Note that wearing light, medium or heavy armour may affect a character's ability at certain other skills, such as Acrobatics, Dodge and Spider Climb - since it's hard to leap moats, weave nimbly about and climb walls while wearing a chainmail shirt.
D/S (5/3/2/4/5)
Once per day per level of this skill, the character may disengage and run, which can come in very useful if a combat is going badly. They should call "Disengage!" as soon as they do so, after which anyone fighting them must wait for at least five seconds before pursuing to simulate the speed with which the character has turned and fled.
-&D/S (1/1/1/1/1)
The hero(ine) to be may burst in through the door, step out from behind a bush or suddenly appear in a puff of smoke (Elementalists only) and so astound the onlookers that they are transfixed for five seconds (long enough to say "My goodness, look at that!"). Anyone attempting a sneak attack must also stand transfixed by the hero(ine)'s sheer bravado. This dramatic entrance can be performed at will. Note that the character must act in a sufficiently dramatic way for this skill to be successful.
This skill also allows the character to strike fear into their opponents - once per skill level per day the character may cause fear in any one creature of 3 hits or less. The fear-stricken creature must retreat in terror for one minute.
And no, you can't use Dramatic Entrance in conjunction with Silent Kill.
-/- (3/3/2/3/3)
The character has the ability to recognise the value of most items to a good degree of accuracy, which includes having an eye for quality and craftsmanship and a chance of spotting fakes and forgeries.
-/- (4/3/2/4/4)
The character is used to picking out details from afar, and can see clearly even at great distances. In game terms, the player can approach the next encounter to get a better look at the monsters. The character is assumed to stay in their original position.
[Player Hint: Ask the GM during the battle-boarding what the character can see ahead in the next encounter, in order to save time and so as not to give away the character's position to the monsters. The character should not tell the rest of the party what they are told, though, until the player can actually see the next encounter for themself.]
This skill may be duplicated by anyone using a Spyglass, which can be bought in the Outpost markets for 35 hexa.
-/- (2/2/1/1/1)
General knowledge and a willingness to listen to the local bards has given the character a reasonable idea of the nature of most encountered creatures, including likely special abilities. Even rarer creatures are usually recognised, although this is at the GM's discretion. (For example, creatures which have never been encountered by anyone before are unlikely to be identifiable).
D/S (4/4/2/4/4)
Having imbibed so many toxins in their libations, a character with this skill is capable of taking poisons into their system with a reduced effect. The character may ingest or be dosed with 2 hits worth of poison or blade venom per level they have in this skill, per day, without taking any damage or suffering any ill effects. The character may also be able to fully or partially resist other side-effects of some poisons at the GM's discretion.
-/- (3/3/2/free/free)
This skill allows the character to read and write and count in the common tongue of Nocturne, which conveniently bears a remarkable resemblance to English.
-/- (5/5/5/5/5)
Used to being paralytic, the character has built up a resistance to paralysis, sleep and catalepsy, including those effects caused by spells, miracles or undead (such as ghouls and ghasts). All such effects on the character have half their normal duration.
A/S (2/1/1/2/1)
This gives the character an extra hit on one location, which should be specified when the skill is bought. Note that a character cannot have a difference of more than three levels of Stamina between their weakest and strongest locations - for example, a character cannot buy a fourth level of Stamina for their Body location until both their Arms and both their Legs have at least one level of Stamina each.

A/S (5/2/././4)
The character is so tough that they can take damage that would knock a normal person over and still keep fighting. If they are taken down to negative Body hits during a battle, the character may use this skill to avoid falling unconscious until the end of the encounter, at which point they will suffer the full effects of the damage they have taken and promptly pass out, or may even drop dead if they have taken too many wounds. Alternatively, they can use another level of the Adrenaline skill to keep going and remain conscious until the end of the next encounter, and so on until they either run out of skill levels or have themselves healed up to a positive Body hit total again.
Note that characters using the Adrenaline skill still lose the use of any limb which is taken down to negative hits.
It should also be noted that subduing damage to the Body and attempts to knock them unconscious using the Silent Kill skill may be ignored by a character using the Adrenaline skill.
E/S3 (7/3/5/./5)
This skill allows the character to cobble together makeshift field repairs to armour during an adventure, both their own armour and that worn by others. After each encounter, the character may choose to sit down and take the time to repair armour. Each level of this skill allows the character to repair one hit of lost armour on a chosen location. Use of this skill takes ten minutes, during which time more monsters may arrive to attack the party if they are in a dangerous area. Use of this skill also requires that the character possess a Tinker's kit, which may be purchased from the Outpost markets for the price of 10 hexa.
D/S (./1/././.)
By girding up their loins and giving their all a warrior can, once per day per level of this skill, deliver a bellow of terrifying power. All those who hear it must look at the character in shock for three seconds. Any monster or creature facing the character must then flee in terror if it has less than five hits left.
This skill is taught only to members of the Guardian's Guild.
D/S (5/1/././3)
In times of severe stress and situations of mortal danger, a red mist obscures the character's vision, and they enter the state known as battle-frenzy! Once per day per level of this skill, a player may choose to have their character enter battle-frenzy. The character starts frothing at the mouth, screaming with rage and running around wildly - roleplay it! - during which time they only take half damage from all blows, including Magick and Spirit damage but not including Magick Through and Spirit Through damage.
Note that, while a character in battle-frenzy is normally able to distinguish friend from foe, random strangers and even friends who just say the wrong thing may also find themselves under attack by a rampaging berserker!
-/- (6/3/3/6/5)
Characters with this skill get a prickly feeling at the back of the neck when someone hidden is watching them, or when something nasty and unexpected is about to happen. They can spot anyone hidden using the Hide In Shadows or Silent Move skills, and although they cannot penetrate magickal or spiritual concealment they will still feel uneasy in its presence.
[If a player with this skill can see monsters standing about or moving around with their fingers in the air to indicate that they cannot be seen, he should call out "Detect Ambush!", at which point the GM will let him know if he can see the monsters or if he feels uneasy.]
A/S (5/2/4/./.)
Once per adventure per level of this skill, a player may strike an opponent's weapon and call out "Disarm!". The opponent will then have to drop their weapon, although there is nothing to stop them picking it up again a few seconds later if they have the opportunity. Note that some extraordinarily skilled warriors, and people wielding certain magickal or spiritual weapons, cannot be disarmed.
A character with this skill may also use it to prevent themself from being disarmed. Using the skill in this manner still counts towards the limit on the number of uses per adventure.
[Note also that some monsters will be using weapons to represent claws or similar offensive appendages, and these cannot be disarmed either, except in the literal sense!]
-&D/S (10/8/./9/9)
The character is immune to fear of any kind, whatever its cause. In addition, once per day per level of this skill they may resist an effect such as Paralysis, Halt or anything else which induces paralysis, sleep or catalepsy, whether its source is a spell, miracle, undead enemy or other creature.
A character may lose this ability if, in the GM's opinion, they do not act indomitably in a situation. The ability may return after the end of the adventure for minor failings (running from a powerful dæmon is understandable) but will cost a number of experience points or Guild training points at the FLRP Organiser's discretion to regain if the character completely failed to be indomitable (hiding from a solitary night goblin is inexcusable).
-/S3 (8/5/7/./8)
This is the skill of using a shield or other weapon in the non-weapon hand. It comes in three levels:
D/S (5/2/././4)
By lifting so many horses, wagons and anything else that crosses their path, the character has developed some rather impressive biceps. Once per day per level of this skill, for either five minutes or for the duration of one combat, they may choose to exert themselves heroically and gain +1 strength, which allows them to inflict an extra level of damage with all weapons (or Singles with their bare hands) and to perform other feats of great strength at the GM's discretion.
Two levels of the Strength skill may be spent at once to give the character +2 strength, allowing them to do +2 damage with all weapons (or Doubles with their bare hands) and to perform even more impressive feats of strength.
No more than two levels of this skill can be used at any one time, although this skill is cumulative with the Earth magick spells Power (Self) and Power (Other).
-/- (9/6/././8)
This skill grants a character the ability to wield a two-handed weapon effectively, such as a greatsword or spear. Two-handed weapons inflict Doubles as standard, before taking other skills and effects into account. Note that a single-handed weapon wielded with both hands by a character possessing this skill will still only inflict Singles.
-/S5 (14/10/12/14/12)
After long combat experience with a favoured weapon, a character becomes very proficient in using it. When a character buys a level of this skill, they must choose which weapon they are taking it in. Each level of this skill allows a character to do +1 damage with the specified weapon. For example, someone with 5 levels of Weapon Mastery (greatsword) would do +5 damage with a greatsword, enabling them to do 7 points of damage per blow (before taking other skills and effects into account).
A character may buy levels of this skill in more than one weapon. For example, with two levels of this skill the character could have 2 levels of Weapon Mastery (greatsword) or a level each of Weapon Mastery (greatsword) and Weapon Mastery (mace).
A character may also purchase Weapon Mastery in various magickal and spiritual weapons, such as Dancing Blade, Sword Of Power, Javelins Of Ice, Shade Blade and Ghost Blade.
A character may also take Weapon Mastery (unarmed). One level of the Weapon Mastery (unarmed) skill allows a character to do Singles rather than halves with their bare hands, further levels of the skill add +1 damage per level as normal.
Note that, if the Weapon Mastery skill is used in conjunction with the Off-Hand Weapon skill, only the weapon used in the character's primary weapon hand receives the damage bonus. In order to receive a damage bonus for both weapons at once, the character must purchase additional levels of the Weapon Mastery skill for the second weapon, even if, for example, they are both shortswords.

D/S (4/3/1/./.)
The dextrous hero(ine) can leap moats, scale raised drawbridges, swing from chandeliers or vines, and generally buckle swashes with the best of them. In game terms these feats manifest as a certain number of jumps per day. A single jump allows the character to swing, leap or otherwise dramatically move up to 20 feet, during which time they cannot be hit except by ranged spells and similar attacks as they are somersaulting over their opponents' heads. Note that the use of the Acrobatics skill may be restricted in low-ceilinged rooms and similar circumstances, at the GM's discretion.
Characters not wearing any armour may make two jumps per day per level of this skill. Characters in light armour may make one jump per day per level of this skill. Characters in medium or heavy armour may only make one jump per day for every two levels of this skill that they possess.
-/S5 (10/./5/./.)
The character can do +1 damage per level in this skill when attacking an opponent from behind with a weapon. For example, a character with two levels of this skill who attacks an opponent's back with a dagger would inflict a Triple with each hit (before taking any other skills or effects into account) until his opponent was able to turn and face him.
[Note that you should never actually stab someone with any FLRP weapon, since it is extremely unsafe to do so.]
-/S (5/./2/4/.)
Items of small size can be palmed and hidden from those around a character with this skill. The item to be concealed must be small enough to be completely hidden in the character's hand. Obviously, if someone sees the character holding the item then they will know that the character has it, but they will not know where it has been put and will be unable to find it short of strip-searching the character, and possibly not even then.
At any given time, the character may have one item concealed per level that they have in this skill.
-/S4 (6/./3/./.)
This skill has four levels of ability:
The character must inform the GM if they are attempting to detect or to disarm a trap. Whether or not they succeed may be determined by a contest of 'rock, scissors, paper' with the GM. Disarming traps requires the use of a Toolkit, which may be purchased from the Outpost markets for 23 hexa. Setting physical traps also requires the use of a Toolkit, plus other equipment (rope etc.) depending on the nature of the trap.
-/S (8/./5/./.)
The character can disguise themselves as another person, or even as a member of another race, such that they cannot be recognised. A disguise will generally hold out for one hour if the disguised character is known to those they are trying to fool, or if they are trying to impersonate a specific individual who is known to those they are trying to fool, otherwise it lasts for as long as the character acts out the role.
For each level of this skill, the character is able to pull off a single disguise (for example, with a little preparation a character with two levels of this skill may be able to pass themselves off as either an Iaché or as Alfred the Merchant). Further levels of this skill add new disguises to the character's repertoire.
Each disguise in the character's repertoire requires the use of a separate Disguise kit. A Disguise kit includes props such as wigs, padding, make-up, prosthetic ears and so forth, is reusable, and can be purchased from the Outpost markets for 15 hexa.
D/S (4/3/2/./.)
Otherwise deadly blows often seem to miss the dashing hero(ine) with this skill. A player may choose to ignore a certain number of blows which they would otherwise have taken, either by calling out "Dodge!" at the time, or by choosing to have done so when they are being battle-boarded. Missiles may also be dodged, as well as any individually targeted spells and miracles which inflict direct damage (such as Darts, Bolts, Blasts, etc.). Area effect spells and miracles (such as Fire Storm, Thunderclap and Wrath of the Spirits) may not be dodged.
Characters not wearing any armour may dodge two blows per day per level of this skill. Characters in light armour may dodge one blow per day per level of this skill. Characters in medium or heavy armour may only dodge one blow per day for every two levels of this skill that they possess.
-/- (5/./3/./.)
By squirming and wriggling and occasionally dislocating the odd bone, a character with this skill is able to free themselves from ropes, chains and manacles. Unless the character is being continuously watched, this will not be noticed until they choose to act (by jumping up and running off, by attacking their captors, etc.). Only physical bindings are affected, a character cannot free themselves from magickal or spiritual wards and bonds with this skill.
D/S (3/./1/./.)
The character may blend into the gloom as if they didn't exist. Once per day per level of this skill, a character who is wearing dark clothing and who is standing still in shadows, darkness or suitable cover may use this skill to hide themselves - the player raises their hand in the air, and should indicate to any other players and monsters in their vicinity that they cannot be seen.
Note that this skill provides purely physical concealment - magickal and spiritual detection will work as normal, the character is still visible to anyone who has the Detect Ambush skill, and thorough searches will usually locate them.
This skill may be used even when in full view, but the witnesses will then likely have a fairly good idea of where the character is hidden, and be able to find him with minimal difficulty.
-/- (6/./1/3/3)
By looking at a potion's colour and viscosity, sniffing it, and possibly dabbing a drop on the tip of their tongue, a character with this skill can tell whether an unknown fluid is drink (such as beer), beneficial (such as a healing potion or antidote potion), harmful (such as a poison potion or blade venom) or something else (such as holy water, a love potion or a potion of dissolution).
No other information will be revealed beyond which of these four categories the unknown liquid falls into, since every alchymyst brews their potions in a unique way, and two potions of the same type will rarely have even vaguely similar characteristics.
-/S3 (5/./2/./.)
Nimble fingers and a little bit of practice enable a character to open most locks and some barred doors and portals. One level in this skill allows a character to open physical locks, two levels allow a character to open magickal locks, and three levels allow a character to open even spiritual locks.
Note that this skill requires the use of a set of Lock picks, which can be bought 'under the table' from the dodgy end of the Outpost markets for 15 hexa.
E/S (7/./5/./.)
A seemingly accidental contact can provide cover for the removal of valuables from bags and pockets. Without looking, a character with this skill can remove a single item from someone's bag or pocket, and the victim will not notice the theft until they want the item. Common sense should be applied, a character cannot remove things from an inside pocket if the victim is actually touching them.
In any single encounter, a character can remove one item from someone's pocket per level of this skill. Multiple levels of this skill can be used to filch several items at once, or to pickpocket several different victims. The character must have some physical contact with their target in order to be able to pick their pocket.
A level of this skill may also be used to prevent somebody from picking the character's own pocket.
[Player hint: Choose your targets with care, stealing from your fellow party members is likely to cause trouble, and will possibly result in the out-of-hand slaughter of any Scouts in the party. Let the GM know what you intend to do beforehand, so that they can watch, and arbitrate if necessary.]
-/- (2/./1/./.)
A character with this skill has mastered the art of falling correctly and safely, and thus takes half damage from any fall.
-/- (././15/./.)
A character trained in this art may use a dagger, short sword or garrotte to assassinate an enemy who is unaware of his presence. The character must touch the victim with one hand and apply the weapon to an unarmoured critical location (such as the throat, heart or kidneys) with the other. The victim dies and falls without a sound. Alternatively, the character may choose to render the victim unconscious for the next ten minutes rather than killing them. This is not a melee skill, and cannot be used during most combats.
Apply common sense when using this skill - obviously, applying a garrotte to the kidneys will not have the desired affect, and it is difficult to knock someone out with a dagger to the heart. Also, please be careful with people's kidneys.
[Player note: please make sure that any phys-rep weapons used are safe - e.g. use an easily breakable piece of foam for a garrotte, indicate a blow to the heart or kidneys by a light tap with the edge of a dagger rather than with an actual stab, etc..]
This skill is taught only to members of the Scout's Guild.
D/S (2/./1/./.)
Once per day per level of this skill, a character can blend into the undergrowth in such a way as to make them virtually invisible. Spiritual and magickal detection work as normal, and they are still noticeable to a character with the Detect Ambush skill, but otherwise the character may raise their hand in the air and move carefully around without being heard or seen, as long as they remain in cover and do not move closer than ten feet to an enemy. Note that some cover is required for this skill to be usable - a character cannot sneak about on an open plain.
-/- (5/./2/./.)
The character has an exceptionally sensitive sense of smell, and is able to recognise scents and odours carried on the wind. Most natural creatures and those which the character has previously encountered can be recognised by their scent. Note that this skill will only work if the character is downwind of the creatures, and will not distinguish between very similar smells (for example, zombies and ghouls both smell of rotting flesh, one Iaché is indistinguishable from another Iaché, etc.).
-/S3 (2/./1/./.)
This skill allows a character to climb trees, walls, etc. at walking speed. Each level of this skill grants the character the ability to scale more difficult surfaces:
The effective skill level of a character is lowered by one if they are wearing medium armour and by two if they are wearing heavy armour. The effective skill level of a character is increased by one if they are using climbing equipment, such as ropes and crampons.
-/S (3/./2/./.)
Where marks have been left behind by those who passed earlier, characters with this skill can follow. The character can follow tracks which are up to one day old per level of this skill. They may also be able to ascertain other details of what made the tracks, how recently they were left, etc. at the GM's discretion.

-/- (./././4/.)
This skill allows the character to detect the presence of magickal traps.
This skill is taught only to members of the Elementalist's Guild.
E/S (6/././3/.)
By retreating into themselves and focusing on their connection to the Elemental Planes, an Elementalist can regain some of the Mana points that they have spent during the adventure. A character who sits and meditates for ten minutes or more regains a number of spent Mana points equal to their level in this skill. Some areas of magickal power may give a bonus to the number of Mana points regained, at the GM's discretion.
Note that the player does not have to actually sit around for ten minutes when using this skill, they can simply tell the GM that their character is doing so. But few places in Nocturne are safe to hang about in, and meditating characters may find themselves beset by wolves and other wandering creatures, particularly if meditating near the site of a recent battle.
O/S (./././3/.)
Enchantment is the skill used by Elementalists to create magickal items, and is taught only to members of the Elementalist's Guild. Using this skill requires a great deal of time, money, research and materials - any use of this skill will take at least one month between adventures, and you must consult with the FLRP Organiser about any Enchanted item you wish to create.
A character's level of this skill determines the maximum power level of Enchanted items that they can create, and how long it will take them to do so. Creation of permanent Enchanted items also requires that the creator permanently sacrifice a number of their Mana points, although one-use scrolls, potions and suchlike can be created with only a temporary investment of Mana.
More details can be found here.
D/S (2/././1/.)
This skill increases the strength of the character's link to the Elemental Planes, enabling them to draw upon more power with which to cast their spells. For every level of this skill that they possess, a character receives 4 Mana points per day with which to cast spells.
-/S (./././4/.)
Long exposure to a magickal environment has given the character some immunity to the harmful effects of Elemental energies. Whenever a character with this skill is hit by a spell or an Elemental, the amount of damage he suffers is reduced by one for every level he has in this skill.
For example, a character with two levels of this skill would take no damage from Lesser or Medium Elementals or Element Darts, and only Singles from Greater Elementals and Element Bolts.
This skill also reduces the damage a character takes from Enchanted or enspelled weapons, but can only negate the portion of the damage inflicted which is due to the spell or Enchantment.
This skill is taught only to members of the Elementalist's Guild.
-/S3 (5/././3/3)
While many characters are able to read and write the common script of Nocturne, the realm is full of other codes and alphabets which few can fully comprehend. Cryptic runes abound in ancient ruins, secret cults communicate in arcane ciphers, and coded markings are used by many of the non-human races. Not to mention the occult glyphs used in many spells and miracles. This skill covers the interpretation of all such symbols.
Many inscriptions are quite distinctive and can be recognised by anyone with a little experience, but some inscriptions are more difficult to read than others, and higher levels in this skill allow a clearer understanding:
-/- (6/././free/4)
The character is able to distinguish Elemental effects from those caused by other means. By passing their hand within one inch of a creature or object and concentrating slightly, the character is able to tell if a creature has any Elemental powers or spell casting ability, whether or not an object is Enchanted, and if an object or creature is currently under the effects of a spell.
Note that, while this skill may give some idea of the power of the magick involved at the GM's discretion, it does not give any information about which of the Elements may be involved - if they wish to know that, then the character will have to use a spell such as Discern Colour.
-/S10 (5/././2/.)
This skill allows the character to learn how to cast the magickal spells associated with their chosen Element, and possibly those of other Elements as well. Although this skill gives the character the knowledge of how to cast these spells, actually casting them also requires the expenditure of Mana points, which are gained from levels of the Enhanced Elemental Power skill. Spells range in power from first level spells such as Locate Object to tenth level spells such as Fire Storm and Summon Greater Elemental.
-/- (5/././3/.)
All things can speak to a character with this skill, the difficult part is getting them to listen. The stones of the earth, for example, pay little attention to passing events but have phenomenal memories for the past. A character with this skill may mentally communicate with any inanimate object - this will require them to touch the object they wish to talk to and spend some time in silent concentration.
Enchanted and Consecrated items may be persuaded to reveal their abilities and activation triggers to a character using this skill - all such conversations should be run with a GM or the FLRP Organiser.

Note: Skills listed with an asterisk (*) after them may only be bought if the character has chosen a spiritual Alignment. (Either the Fellowship of the Heavenly Road, the Court of the Eternal Wheel, or the Natural Spirits, usually abbreviated to Fellowship, Court and Natural, respectively.)
Skills listed with an 'f' after them are gained at no cost by any Lorewarden who learns certain miracles - see the relevant skill descriptions or miracle descriptions, or the table below the skills table, for details.
-/S (5/./././2)
Anyone who spends much of their time in the company of various creatures learns how to face down or befriend animals. Any animal which is not violently aggressive will allow a character with this skill to approach and touch it. Even if it is hostile, it will not attack the character if its total hits are less than five times the character's level in this skill.
O/S (././././3)
This skill is identical to the Elementalist skill Enchantment, except replacing spells, Mana points and Elements with miracles, Spirit points and Alignments. Note that an item which is already Enchanted cannot be Consecrated, and vice versa.
This skill is taught only to members of the Lorewarden's Guild.
More details can be found here.
-/- (6/./././3)
A character with this skill may, by standing still and concentrating for a few seconds, detect all other people and creatures aligned to the Court or the Fellowship within ten feet. The character must choose which alignment to detect (either Court or Fellowship, not both) each time they use this skill. Note that most creatures will not have any alignment, only Lorewardens and certain varieties of spiritual creatures, such as undead (who all detect as being aligned to the Court).
Only characters aligned to either the Fellowship or the Court themselves may learn this skill, characters aligned to the Natural Spirits are unable to do so.
-/- (././././4)
This skill allows the character to detect the presence of spiritual traps.
This skill is taught only to members of the Lorewarden's Guild.
-/- (6/./4/4/2)
A character with this skill can, on close examination of another subject, determine whether or not that subject is suffering from a disease of any kind, and may possibly be able to ascertain additional details about the disease at the GM's discretion. Note that some diseases may infect anyone who gets close enough to investigate them with this skill!
This skill is gained automatically at no cost by any character who learns the Cure Disease or Cause Disease miracle.
-/- (5/./././2)
A character attuned to the spiritual world can discern if someone is particularly favoured or disliked by the spirits. A character with this skill can, with slight concentration, determine whether or not a creature within six feet of them is under the effects of a Bless or Curse miracle, and whether or not the creature possesses the Divine Favour skill.
This skill is gained automatically at no cost by any character who learns the Minor Bless or Minor Curse miracle.
-/S4 (3/././2/1)
Through diligent study, a character with this skill has learnt how to distinguish the various types of undead and gained some knowledge of each type's nature, strengths and weaknesses. In addition to the specific types of undead mentioned here, a character will be able to recognise and have some knowledge of less common types of undead of similar levels of power. This skill has four levels of ability:
-/- (6/././4/2)
Close study of a person over a period of time can reveal whether they are under the influence and control of a spirit other than their own. Use of this skill requires that the target is studied for at least three minutes, in a situation which contains minimal distractions for the studying character. Characters using this skill on a familiar subject can do so in any situation where the subject is visible and audible, such as watching a casual conversation. Using this skill on an unfamiliar subject requires that they be questioned in detail.
This skill is gained automatically at no cost by any character who learns the Exorcism or Possession miracle.
-/- (3/./2/./1)
Without this skill a character can get only a very general idea of how badly injured someone is (lightly wounded, badly hurt, nearly dead, dead). With a cursory physical examination, a character with this skill can tell exactly how seriously hurt someone is, including themselves.
[In game terms, a character using this skill will be told by the GM exactly how many body hits the subject has on each location.]
A/S (9/./././4)
Those who walk close to the spirits find themselves strengthened in body as well as in soul. Faith in their deity or guiding principle gives a character the ability to survive wounds which would kill a lesser mortal - this manifests as the character gaining 1 extra body hit per level of this skill on every location.
D/S (2/./././1)
This skill increases the strength of the character's link to the spirits of this Plane and others, enabling them to draw upon more power with which to cast their miracles. For every level of this skill that they possess, a character receives 3 Spirit points per day with which to cast miracles.
A/S (3/./2/./1)
This skill allows a character to bind wounds and to treat physical injuries, allowing them to heal lost body hits on themselves and others. Note that Spirit Through damage and Magick Through damage cannot be healed by use of this skill, since they represent damage done directly to the victim's spirit. Nor can damage from ingested poisons be healed by the use of this skill - that requires an antidote potion. Otherwise, a character with a First Aid kit (available from the Outpost markets for the price of only 5 hexa) can heal 2 hits per level of this skill during the course of an adventure, a character without a First Aid kit may only heal 1 hit per level of this skill.
-/S5 (5/././4/3)
A character with this skill knows all sorts of miscellaneous information about places and people, through a combination of stories, songs, histories, legends, myths, folk tales, færie tales, rumours and gossip. The higher a character's level of this skill, the more they will know - the first level grants knowledge of the most famous events and people in Outpost's history, while the fifth level in this skill includes knowledge of (almost) every story, person and event the character is likely to come across.
-/S10 (5/./././2)
-/S5 (7/./././4)
-/S3 (9/./././6)
These three skills allow a character to learn how to cast the spiritual miracles associated with each of the three Alignments. Although this skill gives the character the knowledge of how to cast these miracles, actually casting them also requires the expenditure of Spirit points, which are gained from levels of the Enhanced Spiritual Power skill. Miracles range in power from first level miracles such as Discern Spirit's Nature to tenth level miracles such as Discorporate, Sword Of Vengeance and Touch of Death.
A complete table of the spiritual miracles available to each Alignment can be found here, and a full list of miracles with detailed descriptions of each one can be found here.
-/- (6/././4/free)
The character is able to distinguish spiritual effects from those caused by other means. By passing their hand within one inch of a creature or object and concentrating slightly, the character is able to tell if a creature has any spiritual powers or miracle using ability, whether or not an object is Consecrated, and if an object or creature is currently under the effects of a miracle.
Note that, while this skill may give some idea of the power of the spiritual effect involved at the GM's discretion, it does not give any information about which of the Alignments may be involved - if they wish to know that, then the character will have to use a miracle such as Discern Spirit's Nature.
E/S (6/./././3)
By retreating into themselves and focusing on their connection to the spirits of this Plane and others, a character can regain some of the Spirit points that they have spent during the adventure. A character who sits and meditates for ten minutes or more regains a number of spent Spirit points equal to their level in this skill. Some holy sites and other areas of great spiritual power may give a bonus to the number of Spirit points regained, at the GM's discretion. Sites which have had their spirit called forth by use of the Bind Spirit miracle also grant a bonus of one extra Spirit point regained per use of this skill.
Note that the player does not have to actually sit around for ten minutes when using this skill, they can simply tell the GM that their character is doing so. But few places in Nocturne are safe to hang about in, and meditating characters may find themselves beset by wolves and other wandering creatures, particularly if meditating near the site of a recent battle.
-/- (5/./././3)
-/S5 (./././5/4)
A serene outlook on life and long hours of meditation bring insights into the thoughts and actions of others. Characters with this skill gain the ability to look at the people they meet and the places they go with an almost supernatural level of insight, represented by the acquisition of certain mystical powers of perception. This skill may be used whenever the character wishes, but does require a little concentration to activate. The character should state when they are using this skill, so that a GM or the FLRP Organiser may arbitrate its use if necessary.
At each level, the character gains the following abilities:
This skill is taught only to members of the Lorewarden's and Elementalist's Guilds. Any character who learns the True Sight or Vision Of Chaos miracle automatically gains an additional level of this skill at no cost, unless they have already learnt the skill to level five.

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