Skills



General - Warrior - Sorcerer - Ranger - Thief - Scholar - Merchant - Noble - Priest - Specials - Skills Table

Skill listings are organised as follows:

Unless otherwise noted, all skills have a maximum of five Ranks. You may only buy as many Ranks in a skill as you have levels in the Class that skill falls under. You may not buy skills which are not listed for your Class (with liberal multiclassing and a good degree of crossover, I'm not anticipating a problem with this).
General skills may be bought by any Class, you may buy as many Ranks in any of those skills as the sum of your total Class levels (for example, a starting character can buy any General skill at up to Rank 2, somebody with three levels of Warrior, one level of Sorcerer and a level of Thief could buy any General skill at up to Rank 5).
Some skills may be bought by multiple Classes, in which case the Class levels do stack for the purposes of the maximum Rank to which you can buy the skill if higher levels in the skill just increase how often you can use it (e.g. Arcane Lore, Disengage, Leadership, Learned, Poisoner, Sneaking, ) but don't stack if higher levels in the skill increase how well you can use it (e.g. Blather, First Aid, Strong, Tactician, Wealth). For example, someone with three levels of Warrior and two levels of Ranger and two levels of Thief could buy the Disengage skill at up to Rank 4, since it's available to both Ranger and Thief Classes and only governs how many times you can leg it per encounter, but could only buy First Aid at up to Rank 3, since it's available to both Warrior and Ranger Classes but governs how serious a wound you can patch up. Someone with two levels as an Ordained Scholar could buy Learned at up to Rank 4, since it's a Class skill for both Scholars and Priests and doesn't get better the more Ranks you have of it.

A Note on Literacy:
For the sake of convenience, all PCs are assumed to be literate. The feel of the White City is intended to be more Renaissance than Dark Ages, and besides, it's embarrassing to find that a crucial written clue is useless because none of the PCs can read.




General Skills


Clout
4 xp per Rank, maximum 5 Ranks. Note that only Merchants and Nobles may buy this skill at character generation, but afterwards any character may buy it with GM approval.
You're a person of influence within some area, and when you speak things tend to get done. Clout can equally represent either an official position (such as running a Faculty in the College) or unofficial sway (such as merchant who supplies the High Guard). This influence mostly has effect in Downtime but may occasionally be useful in game at GM discretion.
Each rank in this skill represents influence in a different institution.

Day Job
2 xp, one Rank
You have a day job when not out killing monsters and bad guys to take their stuff. This gives you an income of 5 Hexa between adventures, and you start off with a certain amount of equipment (see the Character Generation rules). Additionally you gain a Learned skill related to your occupation.

Empowered
10 xp per Rank, maximum 5 Ranks
This skill cannot be bought after character generation without LARP Organiser approval

Whether by training or birth, you're adept at focusing your will against your enemies and inflict +1 damage per Rank of this skill in Psychic Combat.

Gutter Fighter
4 xp, one Rank
You fight in a manner untrained and undisciplined but quite effective when it comes to causing other people pain with your fists, feet and other body parts. Your unarmed attacks inflict Singles as base damage rather than Halves.
If you also possess any ranks of Weapon Master: Unarmed then you now take no damage if you take a blow on the palm of your hand.
Note that unarmed attacks in White City LARPs should take the form of light taps with an open palm.
If a Weaver takes this skill then whenever they make an unarmed attack they can choose to have it do base damage of either sharp Paralysing Singles with their claws or blunt Singles with any other part of their body.
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Luck
4 xp per Rank, maximum 5 Ranks
You're lucky. Very lucky. If at any time your character dies, or is about to suffer some other horrible fate that will render them unplayable, then you may burn a Rank of Luck to keep yourself alive and intact (with 1 Body Hit left on your torso if you died from wounds). Note that once a Rank of Luck is used up it's gone for good, but still counts towards the maximum number of Ranks you can buy, so a character can only escape certain doom five times at most.

Quick
6 xp per Rank, maximum 5 Ranks
You're fast on your feet. You gain one Dodge per Rank per Encounter when wearing light armour or no armour. When wearing medium armour the number of Dodges is halved, and when wearing heavy armour this skill is useless. (See the combat rules for the definition of Dodges).

Strong Willed
4 xp per Rank, maximum 5 Ranks
You're exceptionally strong willed, for each Rank you gain +1 Psyche Hit.

Subdual
4 xp, one Rank
Whether for moral or practical reasons you've learnt how to take your enemies alive. You may now call Subduing Doubles when striking the torso with a blunt weapon.

Tough
6 xp per Rank, maximum 5 Ranks
You're unnaturally tough and resilient, for each Rank you gain +1 Body Hit to every location and +1 Fatigue Hit.

Vigorous
4 xp, maximum 5 Ranks
You have exceptional endurance, for each Rank you gain +1 Fatigue Hit. This stacks with Fatigue gained from Tough, but no combination of the two skills can provide more than +5 Fatigue.

Visions
4 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval

You have visions. These arrive as a result of plot, GM whim and the consumption of Dream Potions. This skill should only be bought only during character generation or if you have a particular reason to acquire it. This skill is a plot device, please treat it as such.

Wealth
4 xp and X hundred Hexa per Rank. Note that only Merchants and Nobles may buy this skill at character generation, but afterwards any character may buy it - see the Lifestyle rules.
You have an income of 30 Hexa per Rank between adventures, you are able to get your armour repaired and replaced at reduced rates and you are able to lead a comfy or luxurious lifestyle with your own residence. Characters with Ranks of Wealth also tend to be more respected in high society.




Warrior Skills


Ambidextrous
10 xp, one Rank
You are capable of using one weapon in each hand. This can lead to some real mincing machine action if you know what you're doing, otherwise stick with the cheaper Main-Gauche skill. This skills grants an extra Parry whenever you wield two weapons and if your weapons are both of superior quality then you may benefit from both the additional Parries granted. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. Any combination of weapons that doesn't involve two short weapons must be cleared by the LARP Organiser beforehand.

Archer
8 xp, one Rank
You are capable of using a bow or crossbow. Note that a bow competency test or a crossbow competency test must be carried out under the LARP Organiser's supervision before you will be permitted to use a bow or crossbow on a LARP, please consult the LARP Organiser in advance if you are thinking of doing so in order to arrange for these tests to be taken. You will also need to provide your own LARP-safe bow/crossbow and ammunition.
Each arrow or bolt does Through Single damage, halved for a substandard quality bow or crossbow. A character can only carry up to thirty arrows or bolts at a time. At the end of each Encounter it is possible to look for undamaged ammunition to re-use; normally only half the ammunition shot will still be usable, although this may be reduced at the GM's discretion (usually due to the nature of the monsters, e.g. giant spiders having tough hides liable to break shafts).

Archery: Weapons Master
6 xp, Five Ranks
For each rank you have, you may shoot one projectile per encounter with a +1 damage bonus. This is not used up until a projectile physically connects (OOC) with an opponent. If they Dodge or Parry it, however, it is used up. Also, at ranks 3 and 5, you get a permanent +1 damage on *all* shots.
Note that this skill does not stack for the purposes of the maximum Rank to which Warrior/Rangers may buy it.

Armoured Combat
6 xp, one Rank
You are capable of fighting in full armour. You cannot wear medium or heavy armour without this skill.

Armour Repair
4 xp, one Rank
You know how to partially fix all armour in the field. Repairing the armour on one location takes you about 20 minutes' work with an armour repair kit - this can restore the armour to a maximum total of HALF its original maximum hits. This skill does allow you to repair medium or heavy as well as light armour. If you have access to a forge, blacksmith etc., you will be able to repair the armour back to its full value. Steelsilk armour may only be repaired by a Weaver with this skill (but the weaver counts as a 'forge', so can repair steelsilk armour to its full value).

Blindfighting
10 xp, one Rank
you are adept at fighting when you can't see. This is partly due to a cunning use of hearing (and to a lesser extent the other five senses), and partly due to that old genre standby, the warrior's sixth sense.
You receive no penalties for fighting in reduced light; and can even carry on fighting when entirely blinded, with the following conditions. You may not call Dodges but can call Parries and damage. Ranged fighting, however, is still completely out, and you shouldn't react to things and people more than a few metres away from you (unless they're making a lot of noise). Circumstances in which the bonus from this skill apply include (but are not limited to) at night, fighting in an Ashen Cloud, and having your eyes bound. In certain circumstances, GMs may rule that excessive noise effectively 'blinds' even Blind-Fighters

Bodyguard
2 xp, one Rank
You are adept at protecting the life of another individual. You may use your Dodges and Parries to protect another person, as long as they are standing next to you.

First Aid
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like)
Your medical training also allows you to revive Coshed companions, with 15 seconds of continuous care.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.

Great Weapon
14 xp, one rank
You know how to use double-handed weapons such as greatswords, greataxes, spears, and polearms. These weapons have a base damage of Double rather than Single and have a far bigger reach than other weapons.

Leadership
4 xp per Rank, maximum 5 Ranks
You know how to inspire people to hurt others. Once per adventure per Rank of this skill you may call out "Leadership!" to give everybody on your side a +1 bonus to their damage for that Encounter. Note this ignores the normal restrictions imposed by weapon Quality. If you are knocked out or killed during the Encounter then the morale goes out of the rest of the party and they lose this bonus. If multiple characters call Leadership, the effects do not stack.
Rank 5 bonus: You are an inspiration to all who fight alongside you; Once per Adventure you may speak words of encouragement that restores half the maximum Psyche hits of those listening. This can be used either to address your entire group out of combat, or mid combat to shout 'snap out of it!' at single incapacitated companion.
Note that this skill does stack for the purposes of the maximum Rank to which Warriors, Nobles and Priests may buy it.

Main-Gauche
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.

Night Job
4 xp, one Rank
You have dubious after hours employment, but it pays well. Between adventures you have an income of 15 Hexa, and you start off with a certain amount of stuff (see the Character Generation rules). Additionally you gain a Learned skill related to your occupation.

Ordained
6 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval

You are Ordained as a Priest of one of the major religions. You inflict Singles instead of Halves in Psychic Combat, and may buy Priestly Skills.

Shield
6 xp per Rank, maximum 3 Ranks
You know how to fight with a shield. Rank 1 lets you use something small, Rank 2 something medium, Rank 3 something big. What qualifies as what is a call for the LARP organiser. You will need to provide your own LARP shield. Those with shields can call Parries against missile weapons and Storms of Shards

Staff
10 xp, One Rank
You can wield a quarterstaff- these long, two-handed staves are not so deadly as a true Great Weapon and have a base damage of Singles.

Strong
6 xp per Rank, maximum 5 Ranks
You're very strong. Simple as that. Troll-Blooded characters may buy this at one rank higher than their Warrior level.
With the first Rank of this skill, you can snap smaller ropes, rip out of the clutches of *entangling* monsters, break down ordinary doors with some time and effort, and carry other people, as long as they aren't heavily armoured. You can also call +1 melee damage for one encounter per adventure.
With the second Rank you can run around while carrying somone, carry a big man in heavy armour, or carry two ordinary people.
With the third Rank instead of +1 damage once per adventure, you get a permanent +1 melee damage.
With the fourth Rank Great Weapon and Staff users get an additional permanent +1 damage. Furthermore all people with this rank of strength may run around while carrying multiple armoured people. Throw unarmoured people a few yards. Break any non-magical rope in existence. Break chains (including the chain of iron). Smash though any door short of a reinforced fortress door or metal vault, in a few seconds. Rip up young saplings and break limbs off trees for use as clubs or staffs. Pull a sizable cart. Push a large tree over, given some time. Wrestle a bear.
With the fifth Rank you have reached the limits of human potential. Twice per encounter, you may shatter someone's weapon or shield (after you have succeeded OOC in hitting it). They can call a Parry against this. Once per adventure, you may perform a mythic feat of strength. This might include manning a battering ram to smash open fortress gates singlehanded, bringing down a temple by pulling out a supporting pillar, smashing down a wall, throwing a boulder hundreds of yards, and so on. For more prosaic system benefits, you can call an extra rank of damage or Mighty blows for one encounter, or call double damage for one blow. People who have obtained strength 5 through use of strength potions do not get this mythic feat.

Tactician
4 xp per Rank, maximum 5 Ranks
You know tactics, in particular you know how not to get killed. Once per adventure per Rank of this skill, when you have warning of what you're up against, you may discuss tactics with your colleagues and formulate a plan granting each member of your party one Dodge per Rank you have of this skill for the next Encounter.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors and Scholars may buy it.

Weapon Master - [Melee Weapon]
6 xp per Rank, maximum 5 Ranks
This skill must be bought separately for each weapon, and specify (where appropriate) whether it applies to the one-handed or two-handed version of that weapon; for example Weapon Master: One-Handed Sword, Weapon Master: Two-Handed Sword, Weapon Master: Mace and Weapon Master: Dagger are all different skills. You can buy this skill for a number of different weapons equal to your level of Warrior, if you've got enough xp. This skill only provides benefits when fighting in melee, not with ranged weapons.
Each Rank of this skill gives you one Parry per Encounter when wielding your chosen weapon. Every alternate Rank (2nd and 4th) allows you to inflict an additional +1 damage with your chosen weapon.
Obtaining Weapon Master Rank 5 grants a Disarm per Encounter for each mastered weapon you wield.
Also note that the Parries gained from this skill stack with those gained from the Duellist skill.
If you have the Ambidextrous or Main-gauche skill and are fighting with two weapons, note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding.
Note that it is possible to take the skill Weapon Master: Unarmed Combat. In addition to the usual effects, this will qualify your unarmed attacks as superior quality weapons (thus providing one extra Parry per Encounter and the ability to take an unlimited damage bonus).




Sorcerer Skills


Arcane Lore
4 xp per Rank, maximum 9 Ranks
Each Rank of Arcane Lore gives you the lowdown on one Form of Magic and the Powers behind it. It's by no means comprehensive, but you know a lot more than most.
Note that this skill does stack for the purposes of the maximum Rank to which Sorcerers, Scholars and Priests may buy it.

Exorcism
6 xp, one Rank
You can see and sense incorporeal beings, even those which are invisible or disguised as something else. You can also sense when somebody is possessed. Furthermore, you can enter or initiate Psychic Combat with any incorporeal being at will, even one which is already fighting someone else or which is already possessing somebody.

First Aid
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like).
Your medical training also allows you to revive Coshed companions, with 15 seconds of continuous care.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.

[Form] Magic
10 xp per Rank, maximum 5 Ranks
You can cast spells in your chosen Form of Magic up to a level equal to your Rank in this skill. Please consult the LARP Organiser before taking Dream Magic.
Note that learning a second Form of Magic requires GM approval and an exceptional combination of circumstances, not to mention the risk of invoking the wrath of one or more sets of Powers! Such characters must buy levels in the Sorcerer class separately for each Form of Magic they know - for example, a character could be a level one Ash Sorcerer and a level two Blood Sorcerer, but not a level three Sorcerer with two levels in one Form and one level in another.

Ordained
6 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval

You are Ordained as a Priest of one of the major religions, and may buy Priestly Skills. Note that this skill is especially important for Sorcerers, as many spells will have different effects depending on whether or not the caster is Ordained.




Ranger Skills


All Terrain
6 xp, one Rank
You are extremely adept at adapting to different terrains. You can climb like a cat, swim like a fish and make your way easily through swamps and up cliff faces. You only suffer penalties for unusual terrain in the most extreme of circumstances - you can fight absolutely fine in treetops or underwater, but storms of liquid fire will still throw you.

Ambidextrous
10 xp, one Rank
You are capable of using one weapon in each hand. This can lead to some real mincing machine action if you know what you're doing, otherwise stick with the cheaper Main-Gauche skill. This skills grants an extra Parry whenever you wield two weapons and if your weapons are both of superior quality then you may benefit from both the additional Parries granted. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. Any combination of weapons that doesn't involve two short weapons must be cleared by the LARP Organiser beforehand.

Archer
8 xp, one Rank
You are capable of using a bow or crossbow. Note that a bow competency test or a crossbow competency test must be carried out under the LARP Organiser's supervision before you will be permitted to use a bow or crossbow on a LARP, please consult the LARP Organiser in advance if you are thinking of doing so in order to arrange for these tests to be taken. You will also need to provide your own LARP-safe bow/crossbow and ammunition.
Each arrow or bolt does Through Single damage, halved for a substandard quality bow or crossbow. A character can only carry up to thirty arrows or bolts at a time. At the end of each Encounter it is possible to look for undamaged ammunition to re-use; normally only half the ammunition shot will still be usable, although this may be reduced at the GM's discretion (usually due to the nature of the monsters, e.g. giant spiders having tough hides liable to break shafts).

Archery: Weapon Mastery
6 xp, Five Ranks
For each rank you have, you may shoot one projectile per encounter with a +1 damage bonus. This is not used up until a projectile physically connects (OOC) with an opponent. If they Dodge or Parry it, however, it is used up. Also, at ranks 3 and 5, you get a permanent +1 damage on *all* shots.
Note that this skill does not stack for the purposes of the maximum Rank to which Warrior/Rangers may buy it.

Armour Repair
4 xp, one Rank
You know how to partially fix all armour in the field. Repairing the armour on one location takes you about 20 minutes' work with an armour repair kit - this can restore the armour to a maximum total of HALF its original maximum hits. This skill does allow you to repair medium or heavy as well as light armour. If you have access to a forge, blacksmith etc., you will be able to repair the armour back to its full value. Steelsilk armour may only be repaired by a Weaver with this skill (but the weaver counts as a 'forge', so can repair steelsilk armour to its full value).

Blindfighting
10 xp, one Rank
you are adept at fighting when you can't see. This is partly due to a cunning use of hearing (and to a lesser extent the other five senses), and partly due to that old genre standby, the warrior's sixth sense.
You receive no penalties for fighting in reduced light; and can even carry on fighting when entirely blinded, with the following conditions. You may not call Dodges but can call Parries and damage. Ranged fighting, however, is still completely out, and you shouldn't react to things and people more than a few metres away from you (unless they're making a lot of noise). Circumstances in which the bonus from this skill apply include (but are not limited to) at night, fighting in an Ashen Cloud, and having your eyes bound. In certain circumstances, GMs may rule that excessive noise effectively 'blinds' even Blind-Fighters

Disengage
4 xp per Rank, maximum 5 Ranks
This is the ability to get the hell out of dodge with speed and skill. Once per Rank per Encounter you can call Disengage and flee. Everybody else must give you about five seconds head start before pursuing.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.

Divination
10 xp, one Rank
You can read omens and portents. This tends to take the form of seeing signs on the winds, reading the flights of birds and the shapes of clouds or taking auguries from the entrails of the animals you hunt. This is mostly a plot device.

First Aid
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like).
Your medical training also allows you to revive Coshed companions, with 15 seconds of continuous care.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.

Herbalism
6 xp, one Rank
You know about herbs, and can put together a variety of things with them. Herbal concoctions are nowhere near as useful or as powerful as Alchemical potions, but tend to be somewhat more versatile and can be exceedingly dangerous or beneficial in the right hands. Herbal remedies allow you to heal others as if your First Aid skill was one Rank higher than it is, and can also cure some ailments and poisons. Herbal poisons can be anything from annoying to deadly. More information on herbalism can be found here.

Main-Gauche
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.

Rural Stealth
4 xp per Rank, maximum 5 Ranks
You are adept at not being seen. Rural Stealth covers sneaking about in all natural surroundings, such as plains, woodland, hills, mountains, deserts, marshes and natural cave systems. Your Stealth counts as being one Rank lower in any type of terrain with which you are unfamiliar, and may be subject to additional GM penalties in certain conditions (such as being on board a ship or in the Burned Realm, for example).

People can call 'spot' on someone within a couple of metres *IF* the spotter has Survival for the relevant environment, OR if they have reason to suspect someone will be sneaking up on them at about that time. (Note that 'my PC always expects the unexpected' is not good enough; there must be specific reasons to think someone is about, e.g. you've been warned, or another member of the party has just collapsed from a Blood Curse with no obvious source). Anyone can call a spot from any distance if they see the Stealther make an attack with an obvious source (eg a backstab, a thrown weapon, a storm of shards, an open assault with a 6' nagatana, whatever)

Rural Tracker
4 xp, one Rank
You can track things, people, animals, whatever, through natural environments such as plains, farmland, woodland, hills, mountains, deserts, marshes and natural cave systems.

Sneaking
4 xp per Rank, maximum 5 Ranks
This skill cannot be bought at character creation

For each Rank of this skill, you may use your Rural Stealth and Urban Stealth skills in one additional type of terrain at no penalty. You may only buy this skill for terrain types which you have actually adventured in. Terrain types include Rural, Urban, Marine, Dreams, Burned Realm, Shattered Plain and anything else the LARP Organiser deems appropriate. Rural terrain covers all natural surroundings, such as plains, woodland, hills, mountains, deserts, marshes and natural cave systems. Urban terrain covers all artificial surroundings, such as cities, towns, villages, buildings, mines and dungeons.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.

Staff
10 xp, One Rank
You can wield a quarterstaff- these long, two-handed staves are not so deadly as a true Great Weapon and have a base damage of Singles.

Strong
6 xp per Rank, maximum 5 Ranks
You're very strong. Simple as that. Troll-Blooded characters may buy this at one rank higher than their Warrior level.
With the first Rank of this skill, you can snap smaller ropes, rip out of the clutches of *entangling* monsters, break down ordinary doors with some time and effort, and carry other people, as long as they aren't heavily armoured. You can also call +1 melee damage for one encounter per adventure.
With the second Rank you can run around while carrying somone, carry a big man in heavy armour, or carry two ordinary people.
With the third Rank instead of +1 damage once per adventure, you get a permanent +1 melee damage.
With the fourth Rank Great Weapon and Staff users get an additional permanent +1 damage. Furthermore all people with this rank of strength may run around while carrying multiple armoured people. Throw unarmoured people a few yards. Break any non-magical rope in existence. Break chains (including the chain of iron). Smash though any door short of a reinforced fortress door or metal vault, in a few seconds. Rip up young saplings and break limbs off trees for use as clubs or staffs. Pull a sizable cart. Push a large tree over, given some time. Wrestle a bear.
With the fifth Rank you have reached the limits of human potential. Twice per encounter, you may shatter someone's weapon or shield (after you have succeeded OOC in hitting it). They can call a Parry against this. Once per adventure, you may perform a mythic feat of strength. This might include manning a battering ram to smash open fortress gates singlehanded, bringing down a temple by pulling out a supporting pillar, smashing down a wall, throwing a boulder hundreds of yards, and so on. For more prosaic system benefits, you can call an extra rank of damage or Mighty blows for one encounter, or call double damage for one blow. People who have obtained strength 5 through use of strength potions do not get this mythic feat.

Survival: [Terrain]
4 xp per Rank, maximum 5 Ranks
This skill must be bought separately for each terrain; for example Survival: Woodland, Survival: Mountains and Survival: Plains are all different skills. You can buy this skill for a number of different terrains equal to your level of Ranger, if you've got enough xp. Note that Rangers can only choose this skill for natural environments such as plains, woodland, hills, mountains, deserts, marshes and natural cave systems.
This skill gives you one Dodge per Rank per Encounter when fighting in your chosen terrain.
In addition each rank grants the following benefits:
Rank 1: You can survive almost indefinitely in your chosen terrain and also includes abilities such as identifying poisonous plants and dangerous animals and finding ways around or ways to Secret Kingdoms of Demihuman Cannibals and the like.


Rank 2: Guide- other party members gain +1 dodge for having a Guide in the party
Rank 3: Forager- You gain 15hx of trade goods if you spent 3 or more encounters in the terrain on an adventure.
Rank 4: Master Guide- other party members gain +2 dodges for having a Master Guide in the party.
Rank 5: Hunter- You are so at home in your environment that even the nimblest enemy seems a blundering oaf. You gain 5 Swift calls per encounter whilst in your Terrain.
NB: Master Guide supplants Guide and the bonuses do not stack.

Throwing Weapons
4 xp , One Rank
You are adept at throwing daggers and other weapons. You can make Thrown Weapon attacks with coreless throwing weapons. For each one you wish to throw you must buy a suitable weapon (generally a dagger) IC and have an actual phys-rep. This is a ranged attack striking for a base damage of Singles which can be Dodged, dodged or parried but not Parried (except by shield users).

Throwing Weapons Master
4 xp , maximum 5 Rank
This makes you more of a ninja with throwing weapons. For each rank you have, you may throw one weapon per encounter with a +1 damage bonus. This is not used up until a weapon physically connects (OOC) with an opponent. If they Dodge it, however, it is used up. Also, at ranks 3 and 5, you get +1 damage on *all* thrown weapons.
Note that this skill does not stack for the purposes of the maximum Rank to which Thief/Rangers may buy it.




Thief Skills


Ambidextrous
10 xp, one Rank
You are capable of using one weapon in each hand. This can lead to some real mincing machine action if you know what you're doing, otherwise stick with the cheaper Main-Gauche skill. This skills grants an extra Parry whenever you wield two weapons and if your weapons are both of superior quality then you may benefit from both the additional Parries granted. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. Any combination of weapons that doesn't involve two short weapons must be cleared by the LARP Organiser beforehand.

Appraisal
2 xp, one Rank
You can tell how much something is worth, both by the value of the materials and by the degree of craftsmanship that has gone into it.

Blather
4 xp per Rank, maximum 5 Ranks
You can talk people into and out of things. At Rank 1 you're convincing and sympathetic. In roleplaying situations, people will tend to react the way you want them to, and may believe things you tell them if they're not too incredible (a quick OOC note to clarify the kind of reaction you want may help). Each rank beyond one slightly increases this effect.
Rank 2 is professional conman level- Knowing the right things to say is half the art of the con. You can call the GM over and ask for some helpful trivia that will ease over the conversation you're having (GMs remember you may need to tell the monsters if you've just made it up). This should be roughly the sort of thing you could get by sitting chatting for a few hours in a local bar, or swopping gossip with the local washerwomen, etc. It certainly *will not* replicate any Arcane Lore skills.
Rank 3 is a very successful politician - You can now make a distraction attack. When someone's talking to you, as long as you can keep talking reasonably continuously, you can tell them OOC to 'keep looking at me', and they have to, as long as nothing big happens to draw their attention away (such as ongoing screaming or being attacked).
Rank 4 is A master of disguise - You know enough about dress and speech to realistically disguise yourself as a native of any region you have visited or bought a 'learned' skill about. This includes dress, speech patterns, accent, skin tone, and a few useful words and phrases in the local argot (actual languages need to be learnt sepeately, with a 'Learned' skill). This disguise will also totally conceal your own appearance.
Rank 5 is full on trickster spirit. People tend to believe whatever you tell them, unless (i) they have direct evidence to the contrary, (ii) they've been told otherwise by someone else with Blather 5, or (iii) they've caught you out on lying to them multiple times in the past. How they act as a result of your lies, on the other hand, is up to them.
Additional information on Blather usage is available on the Errata page
Note that this skill does not stack for the purposes of the maximum Rank to which Thieves, Merchants and Nobles may buy it.

Blindfighting
10 xp, one Rank
you are adept at fighting when you can't see. This is partly due to a cunning use of hearing (and to a lesser extent the other five senses), and partly due to that old genre standby, the warrior's sixth sense.
You receive no penalties for fighting in reduced light; and can even carry on fighting when entirely blinded, with the following conditions. You may not call Dodges but can call Parries and damage. Ranged fighting, however, is still completely out, and you shouldn't react to things and people more than a few metres away from you (unless they're making a lot of noise). Circumstances in which the bonus from this skill apply include (but are not limited to) at night, fighting in an Ashen Cloud, and having your eyes bound. In certain circumstances, GMs may rule that excessive noise effectively 'blinds' even Blind-Fighters

Cosh
4 xp per Rank, maximum 5 Ranks
The ability to knock someone out with a sneak attack.
Does (5+Ranks) Fatigue Damage on a successful surprise attack.
At Rank 5, the Thief may instead call 'KO' to knock out a mortal target irrespective of their fatigue hits.

Disengage
4 xp per Rank, maximum 5 Ranks
This is the ability to get the hell out of dodge with speed and skill. Once per Rank per Encounter you can call Disengage and flee. Everybody else must give you about five seconds head start before pursuing.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.

Edificeer
6 xp, one Rank
You can climb up buildings, run along rooftops and so on. You take no penalties for fighting on precarious footing.

Light Fingers
4 xp per Rank, maximum 5 Ranks
Your all-purpose pickpocketing, without getting caught. Rank 1 is basic purse cutting.
Rank 2 is the "shake hands and nick your watch" trick.
Rank 3 is enough for most practical purposes.
Rank 4 is enough to snaffle the ceremonial dagger out of the hands of the High Priest halfway though the sacrificial ritual.
Rank 5 is enough to filch people's prosthetic limbs.

Main-Gauche
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.

Night Job
4 xp, one Rank
You have dubious after hours employment, but it pays well. Between adventures you have an income of 15 Hexa, and you start off with a certain amount of stuff (see the Character Generation rules). Additionally you gain a Learned skill related to your occupation

The OBS (Obligatory Backstab Skill)
4 xp per Rank, maximum 5 Ranks
You inflict +1 damage per Rank of this skill when using a sharp weapon to strike a target who is not expecting the attack. Note that you can very rarely claim the Backstab bonus for more than one blow, since once you've stabbed somebody they tend to notice you and consider you a threat. This skill also cannot be used as a 'fly-by' attack, you must move up behind the target unseen and hit them, not throw out a hand with a dagger in it as you shoot past at full speed.
Each Rank also allows the user to call Through damage with their Backstabs once per encounter. At Rank 5 all Backstabs deal Through damage.
Please remember that, despite the name of this skill, actually stabbing with LARP weaponry is against safety regulations.

Poisoner
6 xp per Rank, maximum 2 Ranks
This skill covers preparing and administering poisons. One Rank gives the one, and one t'other - which you choose first is up to you.
Poisoner: Preparation: This lets you brew your own poisons, with the advantage that you need trust no-one, and get your poisons cut-price. You may prepare poisons and antitoxins for the costs listed. Your poisons can be applied to weapons (assuming someone has the Application skill), giving access to the calls 'paralysing' and 'poison'. You can also create slow-acting poisons with a variety of effects (note that mind control is explicity EXCLUDED from these effects). Rare and hard-to-obtain ingredients may let you create more exotic poisons (check with larpo/head GM).
Poisoner: Application. You need this to anything vaguely competent with poison. In particular, you need this to apply poison successfully to a weapon (anyone can slap the death juice on to their sword, but without this skill it just tends to drip off). Poison applied to a weapon tends to deteriorate, so you'll need to apply the poison not long before any encounters you intend to use it. Any poison added to food without this skill will be in some way obvious (the food stinks of ear wax or goes magenta or something), although depending on the food and the intended victim you may get away with it anyway.
Note that this skill does stack for the purposes of the maximum Rank to which Thieves, Scholars and Nobles may buy it.

Rumourmonger
6 xp, one Rank
You know how to get word spread amongst the commonfolk of the White City. Whether you need to undermine a rival's business, or get the word out that so-and-so has a bounty on his head, you always know exactly who to speak to get a rumour started.
Primarily a Downtime Skill. This may help with gaining Clout in less lofty institutions.

Sneaking
4 xp per Rank, maximum 5 Ranks
This skill cannot be bought at character creation

For each Rank of this skill, you may use your Rural Stealth and Urban Stealth skills in one additional type of terrain at no penalty. You may only buy this skill for terrain types which you have actually adventured in. Terrain types include Rural, Urban, Marine, Dreams, Burned Realm, Shattered Plain and anything else the LARP Organiser deems appropriate. Rural terrain covers all natural surroundings, such as plains, woodland, hills, mountains, deserts, marshes and natural cave systems. Urban terrain covers all artificial surroundings, such as cities, towns, villages, buildings, mines and dungeons.
Note that this skill does stack for the purposes of the maximum Rank to which Rangers and Thieves may buy it.

Throwing Weapons
4 xp , One Rank
You are adept at throwing daggers and other weapons. You can make Thrown Weapon attacks with coreless throwing weapons. For each one you wish to throw you must buy a suitable weapon (generally a dagger) IC and have an actual phys-rep. This is a ranged attack striking for a base damage of Singles which can be Dodged, dodged or parried but not Parried (except by shield users).

Throwing Weapons Master
4 xp , maximum 5 Rank
This makes you more of a ninja with throwing weapons. For each rank you have, you may throw one weapon per encounter with a +1 damage bonus. This is not used up until a weapon physically connects (OOC) with an opponent. If they Dodge it, however, it is used up. Also, at ranks 3 and 5, you get +1 damage on *all* thrown weapons.
Note that this skill does not stack for the purposes of the maximum Rank to which Thief/Rangers may buy it.

Unlawful Entry/Escape Artist
4 xp per Rank, maximum 5 Ranks
A combined skill, this gets you into places people don't want you to be and gets you out of places people want to keep you. Note that neither particularly keeps you quiet (that's Stealth) or lets you climb (Edificeer).
Rank 1 You can slip out of badly tied ropes. Pry open windows and stuck doors subtly. Lift a latch with a stick, that kind of thing.
Rank 2 You can pick a bog standard lock, as long as you have the right tools. Pick out the easiest (not necessarily the same as 'easy') route into a non-secure location (eg a regular joe's house).
Rank 3 Now you can tunnel out of any secure location where it is at all feasible, in reasonable secrecy (Shawshank Redemption style). Pick good locks as long as you have time and tools, and bog-standard locks in awkward circumstances (bad tools OR having your hands behind your back).
Rank 4 You can pick out the easiest (see above) route into a secure location (e.g. the De Courci Palace). Pick a bog-standard lock whatever the circumstances. Wriggle out of the most elaborate knots imaginable. Pick a good lock with bad tools or awkward circumstances.
Rank 5 Slippery as an eel, you can wriggle out of any physical bonds, including the Chain of Iron. Pick any lock made by the hand of man, whatever the circumstances (and yes, since you are a legendary-level thief, GMs may occasionally throw legendary-level problems like 'it was actually made by a woman' at you. It would still have to be a pretty amazing lock, though!)

Urban Stealth
4 xp per Rank, maximum 5 Ranks
You are adept at not being seen. Urban Stealth covers sneaking about in all artificial surroundings, such as cities, towns, villages, buildings, mines and dungeons. Your Stealth counts as being one Rank lower in any type of terrain with which you are unfamiliar, and may be subject to additional GM penalties in certain conditions (such as being on board a ship or in the Burned Realm, for example).

People can call 'spot' on someone within a couple of metres *IF* the spotter has Survival for the relevant environment, OR if they have reason to suspect someone will be sneaking up on them at about that time. (Note that 'my PC always expects the unexpected' is not good enough; there must be specific reasons to think someone is about, e.g. you've been warned, or another member of the party has just collapsed from a Blood Curse with no obvious source). Anyone can call a spot from any distance if they see the Stealther make an attack with an obvious source (eg a backstab, a thrown weapon, a storm of shards, an open assault with a 6' nagatana, whatever)

Urban Survival
4 xp per Rank, maximum 5 Ranks
You can survive almost indefinitely in an urban environment.
This skill gives you one Dodge per Rank per Encounter when fighting in any artificially constructed environment (such as a city, town, village, building, mine or dungeon)
In addition each rank grants the following benefits:
Rank 1: You can survive almost indefinitely in an urban environment and also includes abilities such as avoiding pickpockets, spotting undercover members of the Watch and contacting the local Thieves Guild.


Rank 2: Guide- other party members gain +1 dodge for having a Guide in the party
Rank 3: Scavenger- You gain 15hx of trade goods if you spent 3 or more encounters in the terrain on an adventure.
Rank 4: Master Guide- other party members gain +2 dodges for having a Master Guide in the party.
Rank 5: Hunter- You are so at home in your environment that even the nimblest enemy seems a blundering oaf. You gain 5 Swift calls per encounter whilst in your Terrain.
NB: Master Guide supplants Guide and the bonuses do not stack.

Urban Tracker
4 xp, one Rank
You can track and shadow things, people, animals, whatever, through city streets and other artificially constructed environments such as towns, villages, buildings, mines and dungeons.




Scholar Skills


Academic Appraisal
2 xp, one Rank
You can tell how much something is worth from a historical or artistic point of view. Whereas a thief or merchant can tell how much something would fetch on the open market, you can tell how much it would fetch to a discerning collector who was interested in such things, or whether something Belongs In A Museum.

Alchemist
6 xp per Rank, maximum 5 Ranks
You know how to brew one type of alchemical potion for each Rank you have in this skill. This usually gives you a bonus when drinking that type of potion, and means that you can never become addicted to it. Between adventures, you may brew a number of the potions whose recipe you know equal to double your Rank in this skill (four times your Rank if you have purchased the equipment for a suitable laboratory). See the Alchemy section for further details.

Arcane Lore
4 xp per Rank, maximum 9 Ranks
Each Rank of Arcane Lore gives you the lowdown on one Form of Magic and the Powers behind it. It's by no means comprehensive, but you know a lot more than most.
Note that this skill does stack for the purposes of the maximum Rank to which Sorcerers, Scholars and Priests may buy it.

Divination
10 xp, one Rank
You can read omens and portents using a technique involving occult knowledge such as astrology, oneiromancy or the like. This is mostly a plot device.

First Aid
4 xp per Rank, maximum 5 Ranks
You know how to provide emergency assistance to the injured. You can heal one Body Hit (and one Body Hit only) to a location which has lost no more Body Hits in total than your Rank in this skill. You can only heal injuries which have been inflicted during that Encounter, and no location may benefit from this skill more than once per Encounter. Furthermore, each use of this skill uses up medical supplies (bandages and the like).
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors, Sorcerers, Rangers and Scholars may buy it.

Herbalism
6 xp, one Rank
You know about herbs, and can put together a variety of things with them. Herbal concoctions are nowhere near as useful or as powerful as Alchemical potions, but tend to be somewhat more versatile and can be exceedingly dangerous or beneficial in the right hands. Herbal remedies allow you to heal others as if your First Aid skill was one Rank higher than it is, and can also cure some ailments and poisons. Herbal poisons can be anything from annoying to deadly. More information on herbalism can be found here.

Learned
2 xp per Rank, maximum 5 Ranks
Every Rank of Learned you take gives you access to one type of non-arcane lore. Examples could include History, Legends, Language & Customs of [Place or Race], Heraldry, Genealogy and so on.
Note that this skill does stack for the purposes of the maximum Rank to which Scholars and Priests may buy it.

Ordained
6 xp, one Rank
This skill cannot be bought after character generation without LARP Organiser approval

You are Ordained as a Priest of one of the major religions. You inflict Singles instead of Halves in Psychic Combat, and may buy Priestly Skills.

Poisoner
6 xp per Rank, maximum 2 Ranks
This skill covers preparing and administering poisons. One Rank gives the one, and one t'other - which you choose first is up to you.
Poisoner: Preparation: This lets you brew your own poisons, with the advantage that you need trust no-one, and get your poisons cut-price. You may prepare poisons and antitoxins for the costs listed. Your poisons can be applied to weapons (assuming someone has the Application skill), giving access to the calls 'paralysing' and 'poison'. You can also create slow-acting poisons with a variety of effects (note that mind control is explicity EXCLUDED from these effects). Rare and hard-to-obtain ingredients may let you create more exotic poisons (check with larpo/head GM).
Poisoner: Application. You need this to anything vaguely competent with poison. In particular, you need this to apply poison successfully to a weapon (anyone can slap the death juice on to their sword, but without this skill it just tends to drip off). Poison applied to a weapon tends to deteriorate, so you'll need to apply the poison not long before any encounters you intend to use it. Any poison added to food without this skill will be in some way obvious (the food stinks of ear wax or goes magenta or something), although depending on the food and the intended victim you may get away with it anyway.
Note that this skill does stack for the purposes of the maximum Rank to which Thieves, Scholars and Nobles may buy it.
See the Herbalism and Poisons page for more details and the Equipment page for Poison Costs

Spurious Discourse aka Technobabble
4 xp, one Rank
Your in depth knowledge of a subject allows you to speak about it with authority to others, even when what you're telling them is a complete fabrication.
Any time the Scholar speak of a subject for which they possess Learned or Arcane Lore to those who lack the same knowledge, they are as convincing as if they had Blather at 1 rank higher than they actually possess.

Surgeon
10 xp, one Rank
Given time you can heal even the most grievous of wounds. It does, however, take a long time. A surgeon needs a full day and suitable tools and accommodation to perform their art, but given these conditions can heal all lost hits to any one location on any one person. This is far less efficient than magic, but far less costly to the user. In addition, whenever a party member should be dead, either due to passing their 60 seconds death count or being reduced to negative normal torso hits, then the GM or LARPO flips a coin and the player of the dead PC calls heads or tails. If it comes up favourably then the surgeon's skills are sufficient to resuscitate the fallen; they still have to be healed by other means such as healing potions, magic or first aid, but so long as they have the surgeon's ministrations then they won't die. This should not be used on those who have been down for several hours.
Under similar circumstances to those described above a Surgeon may flip a coin to attempt to restore a limb that has been destroyed through reduction to negative normal hits.
Surgeons can also heal others as if their First Aid skill was one Rank higher than it is.
This skill also grants the Scholar an income of 15 Hexa between adventures, and allows them to start off with a certain amount of stuff (see the Character Generation rules).

Tactician
4 xp per Rank, maximum 5 Ranks
You know tactics, in particular you know how not to get killed. Once per adventure per Rank, when you have warning of what you're up against, you may discuss tactics with your colleagues and formulate a plan granting each member of your party one Dodge per Rank you have of this skill for the next Encounter.
Note that this skill does not stack for the purposes of the maximum Rank to which Warriors and Scholars may buy it.




Merchant Skills


Appraisal
2 xp, one Rank
You can tell how much something is worth, both by the value of the materials and by the degree of craftsmanship that has gone into it.

Armour Repair
4 xp, one Rank
You know how to partially fix all armour in the field. Repairing the armour on one location takes you about 20 minutes' work with an armour repair kit - this can restore the armour to a maximum total of HALF its original maximum hits. This skill does allow you to repair medium or heavy as well as light armour. If you have access to a forge, blacksmith etc., you will be able to repair the armour back to its full value. Steelsilk armour may only be repaired by a Weaver with this skill (but the weaver counts as a 'forge', so can repair steelsilk armour to its full value).

Blather
4 xp per Rank, maximum 5 Ranks
You can talk people into and out of things. At Rank 1 you're convincing and sympathetic. In roleplaying situations, people will tend to react the way you want them to, and may believe things you tell them if they're not too incredible (a quick OOC note to clarify the kind of reaction you want may help). Each rank beyond one slightly increases this effect.
Rank 2 is professional conman level- Knowing the right things to say is half the art of the con. You can call the GM over and ask for some helpful trivia that will ease over the conversation you're having (GMs remember you may need to tell the monsters if you've just made it up). This should be roughly the sort of thing you could get by sitting chatting for a few hours in a local bar, or swopping gossip with the local washerwomen, etc. It certainly *will not* replicate any Arcane Lore skills.
Rank 3 is a very successful politician - You can now make a distraction attack. When someone's talking to you, as long as you can keep talking reasonably continuously, you can tell them OOC to 'keep looking at me', and they have to, as long as nothing big happens to draw their attention away (such as ongoing screaming or being attacked).
Rank 4 is A master of disguise - You know enough about dress and speech to realistically disguise yourself as a native of any region you have visited or bought a 'learned' skill about. This includes dress, speech patterns, accent, skin tone, and a few useful words and phrases in the local argot (actual languages need to be learnt sepeately, with a 'Learned' skill). This disguise will also totally conceal your own appearance.
Rank 5 is full on trickster spirit. People tend to believe whatever you tell them, unless (i) they have direct evidence to the contrary, (ii) they've been told otherwise by someone else with Blather 5, or (iii) they've caught you out on lying to them multiple times in the past. How they act as a result of your lies, on the other hand, is up to them.
Additional information on Blather usage is available on the Errata page
Note that this skill does not stack for the purposes of the maximum Rank to which Thieves, Merchants and Nobles may buy it.

Clout
4 xp per Rank, maximum 5 Ranks.
This skill cannot be bought after character generation without LARP Organiser approval
You're a person of influence within some area, and when you speak things tend to get done. Clout can equally represent either an official position (such as running a Faculty in the College) or unofficial sway (such as merchant who supplies the High Guard). This influence mostly has effect in Downtime but may occasionally be useful in game at GM discretion.
Each rank in this skill represents influence in a different institution.

Craftsman
6 xp per rank, maximum 5 Ranks
For each rank pick a weapon (i.e. longsword, axe, bow etc.), type of armour (light, medium, heavy) or shield (small, medium, large) You are able to create 1 craftitem (of any quality) between adventures for each rank you have in this skill. The materials for this cost half the normal purchase price of the item.
At Ranks 3 and 5 you may choose to become a Mastercraftsman of one of your craftitems. Mastercrafted Items cost the full price of a superior quality item to produce, and count as Superior in addition to having the following qualities. If you decide to create a Mastercrafted item then you cannot create any other items until your next adventure.
Mastercrafted Weapons and Shields grant an additional parry and cannot be Shattered.
Mastercrafted Armour grant an additional dodge and can be repaired 1 point more than normal armour of its type.
Mastercrafted Bows hit for an additional point of damage.

Haggle
4 xp per rank, maximum 5 Ranks
You're adept at beating people down to their best price, and receive a discount on anything you buy. This discount is 10% at Rank 1, 20% at Rank 2, etc. As with Trader, note that any attempts to set up an infinite money factory by abusing this skill will be stamped on hard.

Rumourmonger
6 xp, one Rank
You know how to get word spread amongst the commonfolk of the White City. Whether you need to undermine a rival's business, or get the word out that so-and-so has a bounty on his head, you always know exactly who to speak to get a rumour started.
Primarily a Downtime Skill. This may help with gaining Clout in less lofty institutions.

Scandalmonger
6 xp, one Rank
You are adept at attacking people's reputations. This is a pure downtime thing, and is unlikely to have any practical value on an adventure, but it could make getting more levels of Merchant easier and is useful if you get angry with a fellow trader since you can strike at them without chopping their head off.

Trader
4 xp per Rank, maximum 5 Ranks
When you sell stuff after an adventure you make half as much of the base price again for each Rank you have in this skill. Note that this only applies to trade goods, be they fabulous jewels or shipments of silks, not to mundane items such as secondhand weapons and armour. For example a merchant with 3 ranks of trader selling a 100hx bolt of Steelsilk would receive 250. Note that the Appraisal skill is advised for establishing the correct base value of an item. Note that any attempts to set up an infinite money factory by buying stuff and immediately selling it back for twice as much will be stamped on hard.

Wealth
4 xp per Rank. Buying this skill after character generation costs a large amount of money but also allows a character to gain levels of Merchant - see the Lifestyle rules.
You have an income of 30 Hexa per Rank between adventures, you are able to get your armour repaired and replaced at reduced rates and you are able to lead a comfy or luxurious lifestyle with your own residence. Characters with Ranks of Wealth also tend to be more respected in high society.
Note that this skill does not stack for the purposes of the maximum Rank to which Merchants and Nobles may buy it at character creation.




Noble Skills


Blather
4 xp per Rank, maximum 5 Ranks
You can talk people into and out of things. At Rank 1 you're convincing and sympathetic. In roleplaying situations, people will tend to react the way you want them to, and may believe things you tell them if they're not too incredible (a quick OOC note to clarify the kind of reaction you want may help). Each rank beyond one slightly increases this effect.
Rank 2 is professional conman level- Knowing the right things to say is half the art of the con. You can call the GM over and ask for some helpful trivia that will ease over the conversation you're having (GMs remember you may need to tell the monsters if you've just made it up). This should be roughly the sort of thing you could get by sitting chatting for a few hours in a local bar, or swopping gossip with the local washerwomen, etc. It certainly *will not* replicate any Arcane Lore skills.
Rank 3 is a very successful politician - You can now make a distraction attack. When someone's talking to you, as long as you can keep talking reasonably continuously, you can tell them OOC to 'keep looking at me', and they have to, as long as nothing big happens to draw their attention away (such as ongoing screaming or being attacked).
Rank 4 is A master of disguise - You know enough about dress and speech to realistically disguise yourself as a native of any region you have visited or bought a 'learned' skill about. This includes dress, speech patterns, accent, skin tone, and a few useful words and phrases in the local argot (actual languages need to be learnt sepeately, with a 'Learned' skill). This disguise will also totally conceal your own appearance.
Rank 5 is full on trickster spirit. People tend to believe whatever you tell them, unless (i) they have direct evidence to the contrary, (ii) they've been told otherwise by someone else with Blather 5, or (iii) they've caught you out on lying to them multiple times in the past. How they act as a result of your lies, on the other hand, is up to them.
Additional information on Blather usage is available on the Errata page
Note that this skill does not stack for the purposes of the maximum Rank to which Thieves, Merchants and Nobles may buy it.

Clout
4 xp per Rank, maximum 5 Ranks.
This skill cannot be bought after character generation without LARP Organiser approval
You're a person of influence within some area, and when you speak things tend to get done. Clout can equally represent either an official position (such as running a Faculty in the College) or unofficial sway (such as merchant who supplies the High Guard). This influence mostly has effect in Downtime but may occasionally be useful in game at GM discretion.
Each rank in this skill represents influence in a different institution.

Duellist
6 xp per Rank, maximum 5 Ranks
When fighting with a one handed sword and no shield, or with a one handed sword and main-gauche, you gain one Disarm per Rank per adventure. If your weapons are of superior quality then you also gain one Parry per Rank per Encounter from this skill.
At Rank 5 you additionally gain the ability to call Swift blows for one Encounter an Adventure.
If you have the Ambidextrous or Main-gauche skill and are fighting with two weapons, note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding.

Leadership
4 xp per Rank, maximum 5 Ranks
You know how to inspire people to hurt others. Once per adventure per Rank of this skill you may call out "Leadership!" to give everybody on your side a +1 bonus to their damage for that Encounter. Note this ignores the normal restrictions imposed by weapon Quality. If you are knocked out or killed during the Encounter then the morale goes out of the rest of the party and they lose this bonus. If multiple characters call Leadership, the effects do not stack.
Rank 5 bonus: You are an inspiration to all who fight alongside you; Once per Adventure you may speak words of encouragement that restores half the maximum Psyche hits of those listening. This can be used either to address your entire group out of combat, or mid combat to shout 'snap out of it!' at single incapacitated companion.
Note that this skill does stack for the purposes of the maximum Rank to which Warriors, Nobles and Priests may buy it.

Main-Gauche
2 xp, one Rank
You can fight with a small parrying weapon in your off hand. Note that you can only claim bonus Parries from the Weapon Master and Duellist skills for your primary weapon, not for both of the weapons you're wielding. This skill is redundant if you also have the Ambidextrous skill.

Poisoner
6 xp per Rank, maximum 2 Ranks
This skill covers preparing and administering poisons. One Rank gives the one, and one t'other - which you choose first is up to you.
Poisoner: Preparation: This lets you brew your own poisons, with the advantage that you need trust no-one, and get your poisons cut-price. You may prepare poisons and antitoxins for the costs listed. Your poisons can be applied to weapons (assuming someone has the Application skill), giving access to the calls 'paralysing' and 'poison'. You can also create slow-acting poisons with a variety of effects (note that mind control is explicity EXCLUDED from these effects). Rare and hard-to-obtain ingredients may let you create more exotic poisons (check with larpo/head GM).
Poisoner: Application. You need this to anything vaguely competent with poison. In particular, you need this to apply poison successfully to a weapon (anyone can slap the death juice on to their sword, but without this skill it just tends to drip off). Poison applied to a weapon tends to deteriorate, so you'll need to apply the poison not long before any encounters you intend to use it. Any poison added to food without this skill will be in some way obvious (the food stinks of ear wax or goes magenta or something), although depending on the food and the intended victim you may get away with it anyway.
Note that this skill does stack for the purposes of the maximum Rank to which Thieves, Scholars and Nobles may buy it.
See the Herbalism and Poisons page for more details and the Equipment page for Poison Costs

Scandalmonger
6 xp, one Rank
You are adept at attacking people's reputations. This is a pure downtime thing, and is unlikely to have any practical value on an adventure, but it could make getting more levels of Noble easier and is useful if you get angry with another member of the nobility since you can strike at them without chopping their head off.

Wealth
4 xp per Rank. Buying this skill after character generation costs a large amount of money but also allows a character to gain levels of Noble - see the Lifestyle rules.
You have an income of 30 Hexa per Rank between adventures, you are able to get your armour repaired and replaced at reduced rates and you are able to lead a comfy or luxurious lifestyle with your own residence. Characters with Ranks of Wealth also tend to be more respected in high society.
Note that this skill does not stack for the purposes of the maximum Rank to which Merchants and Nobles may buy it at character creation.




Priestly Skills


These skills are available to anybody who has the Ordained skill. For the purposes of the maximum Rank you may have in a priestly skill, your level of Priest is considered equal to the level of the Class in which you bought the Ordained skill.

Arcane Lore
4 xp per Rank, maximum 9 Ranks
Each Rank of Arcane Lore gives you the lowdown on one Form of Magic and the Powers behind it. It's by no means comprehensive, but you know a lot more than most.
Note that this skill does stack for the purposes of the maximum Rank to which Sorcerers, Scholars and Priests may buy it.

Exorcism
6 xp, one Rank
You can see and sense incorporeal beings, even those which are invisible or disguised as something else. You can also sense when somebody is possessed. Furthermore, you can enter or initiate Psychic Combat with any incorporeal being at will, even one which is already fighting someone else or which is already possessing somebody.

Leadership
4 xp per Rank, maximum 5 Ranks
You know how to inspire people to hurt others. Once per adventure per Rank of this skill you may call out "Leadership!" to give everybody on your side a +1 bonus to their damage for that Encounter. Note this ignores the normal restrictions imposed by weapon Quality. If you are knocked out or killed during the Encounter then the morale goes out of the rest of the party and they lose this bonus. If multiple characters call Leadership, the effects do not stack.
Rank 5 bonus: You are an inspiration to all who fight alongside you; Once per Adventure you may speak words of encouragement that restores half the maximum Psyche hits of those listening. This can be used either to address your entire group out of combat, or mid combat to shout 'snap out of it!' at single incapacitated companion.
Note that this skill does stack for the purposes of the maximum Rank to which Warriors, Nobles and Priests may buy it.

Learned
2 xp per Rank, maximum 5 Ranks
Every Rank of Learned you take gives you access to one type of non-arcane lore. Examples could include History, Legends, Language & Customs of [Place or Race], Heraldry, Genealogy and so on.
Note that this skill does stack for the purposes of the maximum Rank to which Scholars and Priests may buy it.

Rites of [Form]
4 xp per Rank, maximum 5 Ranks
You may perform the Rites of your religion. The precise nature of those Rites varies from faith to faith - Priests of more than one faith must buy the Rites skill separately for each set of Powers whose rites they wish to perform. Your level of this skill also represents your standing in the eyes of the Power you worship and your fellow faithful. At Rank 4 you learn the Rite to Ordain others as Priests of your religion.




Specials

There are some unique schticks that members of certain organisations get.
They're minor, but fun, and make you part of something bigger than yourself
.

High Guard - You must be a Warrior to take this bonus. You are a guardsman of the White City, and wear the Brass Badge of the High Guard. You have powers of arrest while in the White City.

Low Guard - You must be a Warrior or a Thief to take this bonus. You are a member of Her Eminence Rebecca de Courci's Secret Police, and have the Ebony Badge of the Low Guard to prove it. You have the ear of statesmen, and will rightly be feared by any who know your true identity.

King Eric's Man (or Woman) - You must be a Thief or a Warrior with a Night Job to take this bonus. You work for the shadowy underground ruler who calls himself King Eric. This has two advantages; firstly, you won't get your legs broken by Eric's people for working on their patch, and secondly you have access to a decent network of fences, which allows you to buy the Merchant skill Trader as a Thief or Warrior Class skill.

Initiate of the Thousand Arts - You must be a Scholar to take this bonus. You are a member and initiate of the College of the Thousand Arts in the White City, the largest known centre of learning in the world. As a result you have access to the Lore: The Oldest Tongues, which gives you familiarity not only with dead languages but with languages that go back to before the fall of the Bound Ones. This Lore must be bought as normal with the Learned skill.

Shining Order Knight - You are a Knight of the Shining Order. You must be a Warrior Ordained as a Priest of the Light to take this bonus. Knights of the Shining Order may always find a tutor from within the Order to teach them Light magic. Additionally the Church is willing to equip its questing warriors for a righteous battle; characters may request equipment to be loaned out from the church's armoury.

Free Trader - You must be a Merchant to take this bonus, and cannot take it if you are a member of a noble Family. You are a member of the White City's Guild of Free Traders. The Guild's network of experts and large library allows you to buy the Scholar skill Academic Appraisal, Free Traders may also take Survival: Highways, which operates when travelling upon the main roads between any of the four cities surrounding the White City. If you take this bonus as a starting character then you start with an extra 5 Hexa to represent your increased profits.

De Courci Blood - You must be a Noble to take this bonus. The De Courci are the most most politically influential of the great noble Families of the White City. Members of the dominant house Di Courci may purchase their first rank of Clout for only 2xp, so long as it is in an institution where the family name holds weight.

Cristofori Blood - You must be a Noble or a Merchant to take this bonus. The Cristoforis are the most thoroughly mercantile of the great noble Families of the White City. If you are a Noble you may choose one Merchant skill to count as a Noble Class skill for you. If you are a Merchant you may choose one Noble skill to count as a Merchant Class skill for you. If you are a Noble and a Merchant then you may choose either one of the above, and are well respected within the Family.

De Almedia Blood - You must be a Noble to take this bonus. You are a member of the De Almedia Family of the White City. You may take advantage of the Family's western trade routes to upgrade any of your starting armour to steelsilk at no extra cost.

Velasquez Blood - You must be a Noble to take this bonus. You are a member of the distinctly dodgy Velasquez family of the White City. You inflict Singles instead of Halves in Psychic Combat, even if you're not a Sorcerer or Priest. You may freely buy the Empowered skill at character generation or later in your career.

Whistful Dreamer - You come from the Whistful City to the North, or have lived there, or are descended from one of the tribes of mountain-people that live in the area. You are familiar with the whispers of the Rivers, and understand the ways of Dreams better than most men. As a result you are capable of lucid dreaming and automatically know how to Defend the Dream-Palace, and you would probably make a good Dream Sorcerer.

Broken Moon Ambassador - You are affiliated to the Embassy of the Isle of the Broken Moon, and as such have dispensation to practice Glass Magic within the Embassy, but only for religious purposes. If you are a Noble then you are probably a member of the D'Artois Family.

Cloistered Brethren of Chains - You must be a non-Ordained Chain Sorcerer to take this special. You are one of the Cloistered Brethren of Chains, the organisation charged with watching the Battlefields to the East to ensure that the Bound Ones and their minions are never freed. The Cloistered Brethren wield a considerable amount of political power in the White City, but are not particularly popular and are rumoured to have a hidden agenda. You must always obey the orders of your superiors within the Cloistered Brethren (i.e. anyone with more levels of Chain Sorcerer than you). Members of the Cloistered Brethren of Chains receive the "Lore: History of the Binding War" skill for free.

Inhuman Blood - Somewhere in the past you are descended from something non-human. Look here for more details.

Non-Human - You are not human. Chances are you will not be terribly well accepted in human society. For more information look here.




Skills Table

SkillCostMaxGen.War.Sor.Ran.Thi.Sch.Mer.Nob.Pri.
Academic Appraisal21X
Alchemist65X
All Terrain61X
Ambidextrous101XXX
Appraisal21XX
Arcane Lore49XXX
Archer81XX
Archery: Weapons Master65XX
Armoured Combat61X
Armour Repair41XXX
Blather45XXX
Blindfighting101X
Bodyguard21X
Clout45xXX
Cosh45X
Craftsman65X
Day Job21X
Disengage45XX
Divination101XX
Duellist65X
Edificeer61XX
SkillCostMaxGen.War.Sor.Ran.Thi.Sch.Mer.Nob.Pri.
Empowered105X
Exorcism61XX
First Aid45XXXX
Great Weapon141X
Gutter Fighter41X
Haggle45X
Herbalism61XX
Leadership45XXX
Learned25XX
Light Fingers45X
Luck45X
[Form] Magic105X
Main-Gauche21XXXX
Night Job41XX
OBS (Backstab)45X
Ordained61XXX
Poisoner62XXX
Quick65X
SkillCostMaxGen.War.Sor.Ran.Thi.Sch.Mer.Nob.Pri.
Rites of [Form]45X
Rumourmonger61XX
Rural Stealth45X
Rural Tracker41X
Scandalmonger61XX
Shield63X
Sneaking45XX
Spurious Discourse41X
Staff101XX
Strong65XX(x)
Strong Willed45X
Subdual41X
Surgeon101X
Survival [Terrain]45X
Tactician45XX
Throwing Weapons41XX
Throwing Weapons Master45XX
Tough65X
Trader45X
Unlawful Entry/Escape Artist45X
Urban Stealth45X
Urban Survival45X
Urban Tracker41X
Visions41X
Wealth65xXX
Weapon Master [Melee Weapon]65X
SkillCostMaxGen.War.Sor.Ran.Thi.Sch.Mer.Nob.Pri.


General - Warrior - Sorcerer - Ranger - Thief - Scholar - Merchant - Noble - Priest - Specials - Skills Table

This page last updated: 1st May 2009

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