Skills
Each starting character has 20 points to spend to buy skills. All of the skills on this table plus some extra ones will be avaliable to purchase with XP. Information on Magery, Calling and Healing is in the ‘Magic’ section which follows later.
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Combat Skills
- Dagger Use - You may use any weapon of 16 inches or less in length - 1pt
- Melee Proficiency - You may use any weapon of 16 to 42 inches - 2pts
- Polearm Proficiency - You may use any weapon of between 42 inches and 6ft - 3pts
- Bow Proficiency - You may use bows and crossbows - 6pts
- Throwing Proficiency - You may us throwing weapons - 2pts
- Shield Proficiency - You may use a shield as well as your main weapon - 3 points
- Ambidexterity - You may wield a weapon of 42 inches or less in either hand provided you have the appropriate skills for those weapons and/or wield a weapon in one hand and spellcast with the other - 3pts
- Light Leather Armour Proficiency - You may use padded armour or soft leather armour provided you wear the appropriate clothing. You gain one extra hit point on every location where you wear Light Leather Armor. - 2pts
- Heavy Leather Armour Proficiency - You may use hard leather armour or studded leather armour provided you wear the appropriate clothing. You gain two extra hit points on every location where you wear Heavy Leather Armor. You may also use Light Leather Armour as though you had the apropriate skill. - 3 pts
- Chain Mail Proficiency - You may use chain mail, ring mail or scale mail provided you wear the appropriate clothing. You gain Three extra hit points on every location where you wear Chain Mail Armor. You may also use Light Leather Armour and Heavy Leather Armour as though you had the apropriate skills. - 4 pts
- Plate Armour Proficiency - You may use plate armour provided you wear the appropriate clothing. You gain four extra hit points on every location where you wear Plate Armor. Those locations are also immune to effects of the Sharpness spell and the Keen Eye skill. You may also use Light Leather Armour, Heavy Leather Armour and Chain Mail Armour as though you had the apropriate skills. - 8pts
- Toughness - You are exceptionally tough and can take an extra hit in battle - 8pts
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Magical Skills
- Empowered - You have magic in your blood. Pre-requisite skill for Magery, Calling, Healing, Ritualist, Scroll Use, Scroll Creation, Item Activation and Detect Magic - 2 pts
- -Magery - You may cast Mage (offensive) spells. - 4 pts/level
- -Calling - You may cast Caller (defensive) spells. - 4 pts/level
- -Healing - You may cast Healing spells. - 4 pts/level
- -Ritualist - You may conduct rituals. You have a ritual power rating equal to the number of points you spend on this - 1+ pts
- -Item Activation - You may activate the special powers of certain items (e.g. sword that does extra damage if you have this skill, cup that heals if someone with this skill drinks from it) - 4 pts
- -Scroll Use - You may use scrolls regardless of whether you could normally cast the spells on them - 4 pts
- -Scroll Creation - You may create scrolls. You may only create scrolls of Mage, Caller or Healing spells that you can cast. Also requires literacy - 8 pts
- -Detect Magic - You can tell if an item or creature is magical or if there are any long standing magical effects in an area - 3 pts
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General Skills
- Evaluation - You can tell the rough value of an item and if any special materials have been used in its creation - 2 pts
- Recognise Forgery - You can tell if a supposedly valuable item is genuine or forged (remember that even if you know it is fake, other people may not) - 2 pts
- Literacy - You can read and write the language of the area - 1 pt
- Numeracy - You can count and do other basic mathematical work - 1 pt
- Medic - You may bind peoples wounds and generally minister to them. - 3 pts
- Map Use - You may make and read maps. Note that being able to read any names on them requires Literacy - 1 pt
- Herbology - You can identify useful herbs and administer them if they do not need special preparation. - 4 pts
- Alchemy - You have a basic knowledge of am alchemists tools and apparatus. Required for Potion Creation and Poison Creation. - 2 pts
- -Poison Creation - Given the right ingredients and equipment you can create poisons - 5 pts
- -Potion Creation - Given the right ingredients and equipment you can create potions - 5 pts