
Below is an alphabetical list of the skills. Click on each talent to find out details of the different levels, as well as HAP costs.
Accountancy – Manage accounts and money effectively (Business)
Requires Numeracy of at least Level 2.
| Level | Ability |
|---|---|
| 1 | Understand basics of the subject, able to manage simple personal accounts |
| 2 | Schooled in the subject, able to keep the books for a small business or household, able to remove small amounts of money secretly. |
| 3 | Well-schooled and experienced, able to manage the books for a medium sized business or large household, able to detect simple frauds |
| 4 | Able to manage the books of a large business or settlement, able to embezzle funds |
| 5 | Able to manage almost all books, able to detect most fraudulent activity. |
Administration – Run organisations effectively. (Business)
Requires Literacy of at least Level 2.
| Level | Ability |
|---|---|
| 1 | Understand basics of the subject, able to manage simple personal records and documents. |
| 2 | Schooled in the subject, able to keep the records for or run a small business or household, able to find information within records quickly and efficiently. |
| 3 | Well-schooled and experienced, able to manage the records, and run a medium sized business or large household, able to improve on efficiency and management of organisations. |
| 4 | Able to manage the affairs of a large business or settlement. |
| 5 | Able to manage almost any business, or small government. |
Archaic Knowledge – Specialist knowledge in one non-scientific subject. (Academic)
Specific subject – Philosophy, History, Law, Politics, Economics, Geography etc. May be taken multiple times.
| Level | Ability |
|---|---|
| 1 | Understand basics of chosen subject. |
| 2 | Schooled in the subject and can work in this field. |
| 3 | Well-schooled and experienced, understands complex issues. |
| 4 | Dedicated to subject, little that you do not understand, researches new concepts in the subject. |
| 5 | Considered one of the foremost authorities on the subject. |
Archaic Science – Specialist knowledge in a specific field of science. (Academic)
Specific subject i.e. Astronomy, Chemistry, Biology, Physics, etc. May be taken multiple times.
| Level | Ability |
|---|---|
| 1 | Understand basics of chosen subject. |
| 2 | Schooled in the subject and can work in this field. |
| 3 | Well schooled and experienced, understands complex issues. |
| 4 | Dedicated to subject, little that you do not understand, researches new concepts in the subject. |
| 5 | Considered one of the foremost authorities on the subject. |
Armour Repair – Able to use and maintain armour effectively. (Martial)
Every time this Skill is used it decreases the maximum amount of armour points of the armour by one, to a minimum of one. The only way to restore the normal maximum of armour points is to have the armour repaired using the Craft: Blacksmith or Craft: Leather work Skills.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | May repair armour and restore a maximum of 1 point of Armour per location. This will take a minimum of 1 minute per point and must be properly Phys Repped. | 1 |
| 2 | As level 1 but restore up to a maximum of 2 points of Armour per location. | 2 |
| 3 | As level 1 but restore up to a maximum of 3 points of Armour per location. | 3 |
| 4 | As level 1 but restore up to a maximum of 4 points of Armour per location. | 3 |
| 5 | As level 1 but restore up to a maximum of 5 points of Armour per location. | 3 |
Craft – Character has a craft, such as blacksmith, brewer, herbalist, alchemist. (Craft)
Specific craft – Painting, sculpting, alchemy, herbalism, leather working etc. May be taken multiple times.
There are two different forms of Craft skills:
- Permanent Items – Weapons, armour, jewellry etc.
- One shot Items
- Potions, salves, powders etc.
- You can create effects equal to your Skill Level (see Spell Lists for ideas and guidelines) as long as you have a recipe and ingredients for it. All effects require Ref sanction.
Example potions:
- Remove Pain – Level 1 Herbalism/Pharmacy
- Stabilise – Level 1 Herbalism/Pharmacy
- Black Powder – Level 2 Alchemy
- Single Point Heal – Level 2 Herbalism/Pharmacy
- Cure Poison – Level 3 Herbalism/Pharmacy
Characters start an event with a number of potions equal to Skill Level x 2 (from ones you can make).
| Level | Ability |
|---|---|
| 1 | Basic knowledge, can repair simple items. |
| 2 | Can create and repair basic items. |
| 3 | Can create and repair good items. |
| 4 | Effectively has Level 1 Research Skill in chosen craft. |
| 4 | Items created at Level 4 can be classed as Masterwork if made with reasonable materials – these can potentially be enchanted. |
| 5 | Effectively has Level 3 Research Skill in chosen craft. |
| 5 | A permanent item created at this level can potentially have a 1 shot edge upon it (at Ref discretion). Once used they cannot be “recharged”. E.g. A sword with ‘resist shatter’ or ‘double damage’ or ‘through’. |
Cultural Lore – Special knowledge of the nature of a society. (Academic/Lifestyle)
This is Shards specific e.g. Union, Frontier, etc. This may be taken multiple times.
| Level | Ability |
|---|---|
| 1 | Common to all characters. Allows access to campaign material regarding their culture. |
| 2 | As above but allows some knowledge of famous people and deeds. |
| 3 | Comprehensive knowledge of famous people and deeds. |
| 4 | Outstanding knowledge of the famous and renowned, plus have access to obscure events, peoples and places long forgotten by the majority. |
| 5 | Few secrets hidden, few events unknown, few people forgotten. The knowledge of your Shard is at your fingertips. |
Demolition – Construct and deploy bombs and explosives. (Martial)
Please note that in order to make black powder or other explosive chemicals you will need the Craft: Alchemy Skill. This skill deals simply with using those chemicals within explosive devices.
| Level | Ability |
|---|---|
| 1 | You are able to put together simple grenades and other devices that have a simple fuse and limited area of effect. You have a rudimentary knowledge of timing explosions. |
| 2 | You know how to construct a device in such a way as to direct the explosion in a particular direction. You are also able to construct simple explosive traps |
| 3 | You are able to construct larger and more complex devices with more efficient fuses. Your timing is near impeccable and even with a simple string fuse you can get it to within a second or two. |
| 4 | You have sufficient knowledge that, given time and the right tools, you are able to defuse most explosive devices, some more complex devices may be too complex to defuse. You are able to construct more complex explosive traps. |
| 5 | You are able to construct very complex devices, and with the right combination of other Skills can make very complex fuses and timers (e.g. fuses that work by mixing chemicals and clockwork timers). |
Divination – Improves a character’s supernatural abilities. (Mystical)
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | By undertaking a focusing activity such as drawing a tarot card, you can ask a ref a question about a subject. The answer will be vague and cryptic, covering a short time period. | 1 |
| 2 | By undertaking a short ritual such as dangling a pendulum over a map, you can ask a ref a question about a subject. The answer will be cryptic, covering a short time period. | 2 |
| 3 | By undertaking a ritual or ceremony, such as casting and reading runes, you can ask up to two questions of a Ref about a certain subject. The predictions are much more specific, although they may be very cryptic. | 3 |
| 4 | By undertaking an activity, such as drawing up a Horoscope, you can ask a question of a Ref about a subject. The predictions are much more specific, although they may be very cryptic, however they can cover a much longer period of time. | 4 |
| 5 | By undertaking an event such as falling into a deep meditative trance, you can ask up to two questions of a Ref about a subject. The predictions are much more specific, although they may still be cryptic, they can cover a much longer time period. | 5 |
Etiquette – Understanding social behaviour. (Lifestyle)
| Level | Ability |
|---|---|
| 1 | Understand the basics of etiquette in high society. |
| 2 | Know how not to offend in higher social circles. |
| 3 | Know the proper form of address for nearly all ranks in own culture. |
| 4 | Can get by without seriously offending people in any culture. |
| 5 | Knows the proper form of address for nearly all cultures. |
Forgery – Able to duplicate the craftsmanship of another. (Craft)
Requires Craft to equivalent level and field as item to be duplicated. If item was created with the use of the Aesthetic Talent, an equivalent level of Aesthetic Talent is needed for a successful forgery.
| Level | Ability |
|---|---|
| 1 | Allows the forger to duplicate simple documents, or items of little worth or poor craftsmanship. |
| 2 | As above but can duplicate complex documents, signatures and seals pass casual inspection. |
| 3 | As above but can duplicate items, signatures and seals pass close inspection. Minor alterations to documents will pass casual inspection. Able to copy another existing artifact almost exactly, sufficient to fool many experts. |
| 4 | Documents, signatures, and seals almost indistinguishable from originals, can generate whole new passages of text from samples of handwriting that pass close inspection. Can create new artifacts in the style of another craftsman or artist. |
| 5 | As above but entirely new and complex documents or artifacts can be produced from small samples of handwriting or existing artifacts that might even fool their original creator. |
Horological Theory – Able to understand the complexities of meddling with time. (Mystical)
There are three trees of Horological study and application: Anchor, Manipulator and Seeker, but they must be bought separately. Each Level requires Chronopathy at the same Level to Learn.
Anchor
This is the ability to ‘ground’ a person to a particular temporal setting.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | Horologist able to ground oneself in a temporal frame following travel or horological effect. | 1 |
| 2 | As level 1 but may ground an adjacent target they can touch. | 2 +1 per target |
| 3 | As level 1 but may ground in an enclosed circle with other Horologists. | 3 |
| 3 | Horologist may act as a temporal anchor against (or for) another horologically active entity thus trapping them to the current time frame for 10 seconds. | 3 |
| 4 | As above but may ground a circle of people without the aid of additional Horologists. | 4 |
| 4 | Horologist may act as a temporal anchor against (or for) another horologically active entity thus trapping them to the current time frame for 10 seconds and extend it by 10 seconds at the cost of 1 HAP for each 10 second slot. | 4 +1 for each 10 seconds |
| 5 | As above but may ground a whole area within sight. | 5 |
| 5 | May absorb time from a horologically affected person at the cost of 1 point per day. This provides the time to donate to a person for the purposes of healing etc. | 5 |
| 5 | Horologist may act as a temporal anchor against (or for) a number of horologically active entities thus trapping them to the current time frame for 10 seconds and extend it by 10 second jumps at the cost of 1 HAP for each 10 second slot. | 5 +1 per target or 10 seconds |
Manipulator
The ability to affect the flow of time around the Horologist and at higher levels affect the world around them.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | Able to recognise potential horological activity. | 1 |
| 1 | Can determine the direction of flow of horological activity, whether backwards or forwards. | 1 |
| 2 | As above, but the Horologist is able to call a personal 3 second time-freeze to perform a non-HAP action. This causes everything and everyone around the Horologist to be ‘frozen’ for three seconds while they are still able to act. | 2 |
| 3 | As above but Horologist is able to focus a 3 second time freeze on another individual or area in order to perform a non-HAP action. | 3 |
| 3 | May increase a personal time freeze by an extra 3 seconds per HAP point spent (no other HAP activity may be undertaken during this time). | 3 |
| 4 | As above but Horologist is able to focus a 3 second time freeze on another individual or area and may increase the time freeze by an extra 3 seconds per HAP point – no other HAP skills may be used during this time. | 4 |
| 5 | As above but horologist is able to perform a person HAP action (such as healing). | 5 |
| 5 | Horologist is able to create a personal time field which will keep themselves or a target in stasis until a set moment with concentration or 5 minutes whichever is the higher. This may be collapsed at the will of the Horologist. | 5 |
| 5 | Horologist may choose to swap time with a person or object allowing the gain or loss of time which must be taken from the horologist or another person at a cost of 1 day per HAP point. | 5 |
Seeker
This is the ability to find objects, persons, areas of a particular temporal field.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | Able to locate horologically active object or person of prior contact – given an idea of the general area (if local) or Shard if off Shard. | 1 |
| 2 | As above but narrows the location – works as a beam in line of sight for specific location and general area in another Shard. | 2 |
| 3 | As above but may use a possession or part of the object to perform the same function if they have not met the person or seen the object. | 3 |
| 4 | As above but may use a possession or object to locate a specific horologically active location. | 4 |
| 5 | As above but may seek by remote viewing and locate on another Shard without the need for a possession. | 5 |
Incapacitate – Reduce effectiveness of opponents, without a fight. (Martial/Lifestyle)
| Level | Ability | HAP cost |
|---|---|---|
| 1 | You can strike a blow using a cosh, stave or similar, which will temporarily Stun someone for 5 seconds. The blow must be applied to the torso, and must catch their target by surprise. The location hit and the head must be unarmoured. | 1 |
| 2 | You can strike a blow using a cosh, stave or similar which can knock someone out for up to five minutes. The blow must be applied to the upper torso, and must catch their target by surprise. The location hit and the head must be unarmoured. The call for this is Subdue. | 2 |
| 2 | In addition, a character can strike a blow using a cosh, stave or similar to a limb to cause that location to seize up and become useless for up to 1 minute. Anything in a hand is dropped. If a leg is struck the target should stumble. The location hit must be unarmoured. The call for this is Nerve Strike. | 2 |
| 3 | A character may use a suitable weapon to perform a Lethal strike on anyone that is unable to resist or evade the blow. The weapon must be applied/aimed at an unarmoured location. | 3 |
| 4 | A character may use a suitable weapon to ambush a standing target and perform a killing blow. The blow must be applied to the torso, and must catch the target by surprise. The location hit must be unarmoured. The call for this is Lethal. | 4 |
| 4 | You are able to cause a limb to stop working, with the call ‘Paralyse Limb’, until medical attention is applied. If no medical attention is applied, further repercussions may be applicable. This only does one point of damage. The location hit must be unarmoured. | 4 |
| 5 | A character may use a suitable weapon to perform a killing blow. The blow must be applied to the torso, and must catch the target by surprise. The location hit must be unarmoured. The call for this is Lethal Critical. | 5 |
Investigation – Make enquiries and discover information. (Business/Academic)
| Level | Ability |
|---|---|
| 1 | Your character can use their contacts or resources to find simple information. Your character can ask one question of a Ref when searching for information, which will usually result in either a yes or no answer, or a snippet of information such as a name or location. This will require your character to be out of play or performing a research activity for a period determined by a Ref. |
| 2 | As level 1 but can gain more accurate information. Your character can ask three questions of a Ref when searching for information, which will usually result in either a yes or no answer, or a piece of information such as a name or location, or a short sentence or description. This will require your character to be out of play or performing a research activity for a period determined by a Ref. |
| 3 | As above, but your character is also able to spend a variable amount of HAP points, determined by the Ref to improve the quality of the information, or obtain the same information as at level II quicker. |
| 4 | Your character can use their contacts or resources as above and can gain more accurate information. You may ask five questions of a Ref when searching for information, which will result in an answer as complex as the Ref feels is appropriate. This will require your character to be out of play or performing a research activity for a period determined by a Ref. |
| 5 | As above, but your character is also able to spend a variable amount of HAP points, determined by the Ref to improve the quality of the information, or obtain the same information as at level IV quicker. |
Literacy – Ability to read and compose texts. (Lifestyle/Academic)
| Level | Ability |
|---|---|
| 1 | Your character is just about able to hold a writing implement correctly and write wobbly and erratic letters, which are barely legible. Spelling and grammar are very rudimentary. They can read only very simple words and gain little meaning from text. |
| 2 | Your character is able to produce mostly legible text. Spelling is still poor, and grammar may be a little scrambled, but the product is usually just about readable and comprehensible. You will still be unfamiliar with longer words and may get confused about what a particular piece of writing may signify. |
| 3 | Your character is a confident writer, capable of producing comprehensible text, both in content and in spelling and grammar. Any inability to spell or form grammatical sentences is now down to idiosyncrasy and obstinacy more than actual inability. They can read complex texts and understand their meaning. |
| 4 | Your character is a clear and concise writer, or florid and complex writer, capable of producing fine works of literature, or writing a comprehensible essay or scientific paper. |
| 5 | Your character is superbly gifted creative Talent, the works of whom are without compare within the Shard Worlds |
Medicine – Able to heal others. (Medical)
In ideal circumstances you shouldn’t need to spend any HAP to use this Skill. However, in adverse conditions such as poor light or the middle of a battle expenditure of HAP may be required at a Ref’s discretion. If you leave the patient before recovery or being relieved treatment is considered to have been stopped.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | You can stem blood flow and double the current death count of a Critically Injured patient. | Variable |
| 2 | You know how to set broken bones, tie splints and reset dislocation. You can stem blood flow and add five minutes to the death count of a Critically Injured patient. | Variable |
| 2 | Your character may perform basic surgery such as stitching minor wounds and removing simple foreign objects such as normal bullets and arrows. This allows you to restore hit points, but only to non-critical wounds. | Variable |
| 2 | Your character may draw out simple poisons. | Variable |
| 3 | Your character may perform more complex surgery such as amputations and stitching mortal wounds. This allows you to restore hit points to Critical Injuries. | Variable |
| 3 | You can direct other characters (even those with no Medical Skill) to hold wounds as at Level 1, but only if you give them constant supervision. | Variable |
| 4 | Your can stop a characters Death count while tending their wounds, however you are unable to restore their Hit Points while doing so. | Variable |
| 4 | You can draw out complex poisons. | Variable |
| 5 | You can modify a bead draw by +1 when treating a patient by spending HAP. | Variable |
Numeracy – Knowledge in all aspects of mathematics. (Lifestyle/Academic)
| Level | Ability |
|---|---|
| 1 | Your character is just about able to hold a writing implement correctly and write wobbly and erratic numbers, which are barely legible. They can cope with counting and adding up to approximately 10. |
| 2 | Your character is usually comfortable with a pen, and able to produce mostly legible numbers. They can easily count and add up to 50 and are starting to grasp the basics of multiplication and division. |
| 3 | Your character is a confident mathematician capable of multiplying, dividing and adding large numbers. |
| 4 | Your character has moved on to more complex mathematical concepts, such as integration and statistics. |
| 5 | Your character has the ability to deal with extremely complex mathematical concepts, including imaginary numbers. |
Portal Control – Manipulate and control portals. (Lifestyle)
Prerequisite: Portal Sense Talent
| Level | Ability | HAP cost |
|---|---|---|
| 1 | May open and close simple portals under normal circumstances. | 1 |
| 2 | May open and close portals under normal circumstances and may try and take control of a portal from another Navigator. | 2 |
| 3 | May open and close portals under difficult circumstances and may try and take control of a portal from another Navigator. Can also try and force portals to open and close. | 3 |
| 4 | As for Level 3. May divert a nearby portal or attempt to change its destination. Maintain control under difficult conditions (reduces harmful bead modifiers). | 4 |
| 5 | May attempt to force the creation of new portals or divert the path of other travellers. | 5 |
Psychology – Awareness of and ability to treat mental affliction. (Medical/Academic)
In Game treatments take a minimum of 30 consecutive minutes talking with the patient.
Mind Points per day can only restore points actually lost on that event. Points lost in previous events cannot be restored in game time via Psychology, but they can be treated in downtime. Note you can only treat someone once a day, no matter your level of Psychology. A Patient can only be treated for Mind Points once per day – speaking to a second or third Psychologist will have no further Mind Point benefit.
Mind Points per downtime are the total number of Mind Points the Psychologist can restore if their major downtime action is treating people. The amount of Mind Points restored equals their level in Psychology, and can be split as desired over a number of patients, however no patient can be restored to more than 5 Mind Points.
Only a level 5 Psychologist can restore Sanity Points, and only 1 per downtime, as well as restoring Mind Points. To restore a Sanity Point requires the patient to be on 5 Mind Points. Once a Sanity Point is restored the characters Current Sanity is increased by 1 and their Current Mind Points drop to 1.
Maximum Sanity Points cannot be restored using Psychology. A loss of a Maximum Sanity Point represents such a massive traumatic experience that no amount of counselling will ever help.
You cannot both treat other people and receive treatment yourself during the same Downtime.
You also cannot treat yourself with this skill.
Group sessions are possible, for Mind Point restoration only, however they require the HAP and Mind Point loss cost to be spent per patient involved.
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | 1 Mind Point per downtime, no personal loss | 1 |
| 2 | 1 Mind Point per day per character, 1 Mind Point personal loss | 2 |
| 2 | 2 Mind Points per downtime, no personal loss | None |
| 3 | 1 Mind Point per day per character, no personal loss | 3 |
| 3 | 3 Mind Points per downtime, no personal loss | None |
| 4 | 2 Mind Point per day per character, 1 Mind Point personal loss | 4 |
| 4 | 4 Mind Points per downtime, no personal loss | None |
| 5 | Can potentially mitigate a Sanity Point lost via reaching 0 Mind Points (will not work to mitigate a call of Sanity Point loss, and if Mind points do not go negative) if you can start work with the Patient within 5 minutes of the incident – this will require Ref sanction, and 30 minutes treatment – you can only use this on one person at a time, you cannot do this via a ‘group session’. If successful the patient goes back to 1 Mind Point and the psychologist loses 1 Mind Point. You can only use this ability on a patient once an event. | 5 |
| 5 | 5 Mind Points per downtime, no personal loss | None |
| 5 | 1 Sanity Point per downtime, 1 Mind Point personal loss | None |
Ranged Weapons Specialisation: Artillery – Training in using artillery pieces. (Martial)
| Level | Ability |
|---|---|
| 1 | Basic training, a heavy weapon takes twice as long to load if crewed entirely by powder monkeys. |
| 2 | Now a slick member of a team, can load and fire a heavy weapon competently and quickly. |
| 3 | Accurate and experienced gunner. Can man a single small cannon or other heavy weapon on their own |
| 4 | Expert user of heavy weapons, can site for maximum effect. Can supervise two guns as though a gunner, or help crew one gun to reduce loading time (See Rapid Reload in Firearms) |
| 5 | Expert user of heavy weapons, can site an entire battery or gun deck for maximum effect . Can supervise and work with the crews of three heavy guns of the same type, to reduce loading time as above. |
Ranged Weapons Specialisation: Firearms – Training in using firearms. (Martial)
A character must buy Firearm for a single type of firearm chosen from: Pistol, Longarm, Blunderbuss, etc. Characters may purchase the Firearms Skill multiple times. Skills must be associated with a particular type of Firearm available to you. They do not transfer, so, for example a character with Off-hand Gun – Pistol is not able to use a musket in their off-hand unless they also purchase Off-Hand Gun – Musket as well.
| Level | Ability |
|---|---|
| 1 | Your character may take one Firearm Skill that you meet the prerequisites for. |
| 2 | Your character may take one Firearm Skill that you meet the prerequisites for. |
| 3 | Your character may take one Firearm Skill that you meet the prerequisites for. |
| 4 | Your character may take one Firearm Skill that you meet the prerequisites for. |
| 5 | Your character may take one Firearm Skill that you meet the prerequisites for. |
- Both Guns Blazing – Pre-req: Pistols (Off-Hand Gun), Longarm and Blunderbuss (One-Hand Gun, Potencey 1+). You can use a gun in each hand hands and fire at either separate targets or the same target.
- Longshot – Pre-req: (Sharpshooter – Firearms 1+). Able to extend the range that the weapon is able to fire. Requires an aim time of 10 seconds. A pistol can be fired at a target 20-30 yards away. A Longarm gains the range of shouting distance, a target that does not hear the shot and call is assumed to have been missed. Cannot be used with a Blunderbuss.
- Multiple-Barrel Proficiency – Pre-req: (Sharpshooter – Firearms 1+, one other Firearm Skill). Can use a multi-barrelled version of chosen weapon.
- Off-hand gun – You can fire a gun in your off-hand. If a weapon requires two hands to use, it will still need to be supported, preferably with the other hand/arm if you do not have the One-hand Gun Skill as well.
- One-hand gun – Pre-req: (Potency 1+). If a gun type normally requires two hands to aim and support it, your character may use only one. May not call a location for shooting, shots hit the torso.
- Quick Draw – Pre-req: (Sharpshooter – Firearms 2+, Snapshot). Cost: 2 HAP. A character may draw/unsling a firearm and fire it immediately without the requirement to aim for three seconds. May perform a Called Shot.
- Rapid Reload – Proficient at reloading a weapon quickly. Reduce the amount of time to reload by a third.
- Scattershot – Cost: 2 HAP.. Your character may fire a Blunderbuss at up to three targets within range. This deals two points of damage, which may be allocated to locations of the targets’ choosing, per target.
- Shot in the Dark – Pre-req: Sharpshooter – Firearms 2+. You can fire a shot at a moving target in the dark within their normal range and still expect to hit. Blunderbuss users may take this Skill. This is not weapon specific.
- Snapshot – Pre-req: (Sharpshooter – Firearms 2+). You can fire a shot without the three-second aim requirement. The shot is assumed to hit the Torso. You cannot used this to perform a Called Shot. Blunderbuss users may take this Skill.
- Trickshot – Pre-req: (Sharpshooter – Firearms 4+). Cost: 2 HAP. Your character is able to rebound a shot to hit a target otherwise out of sight. The shot must be aimed and you cannot call a specific location, the shot is assumed to hit the torso. Cannot be used with Blunderbuss.
Research – Invent, create, discover new ways of doing things. (Academic/Craft)
While it is possible to create new things without this skill – it will be extremely difficult, time consuming and expensive with no guarantee of any success. With this skill you can develop recipes, designs, etc. that will allow you to create items or potions with special abilities.
Research is generally a Downtime action skill, although occasionally it may be used in game. Generally, you can create a single design with an effect up to the Level of your Research Skill within a Downtime. Certain designs may take longer based on your Skill Levels and the complexity of the design, at Ref discretion.
It is possible to create designs for things you do not have high enough Skill to create yourself, however you will need some level in the Skill concerned.
| Level | Ability |
|---|---|
| 1 | Design items with Level 1 effects. |
| 2 | Design items with Level 2 effects. |
| 3 | Design items with Level 3 effects. |
| 4 | Design items with Level 4 effects. |
| 5 | Design items with Level 5 effects. |
Seamanship – Able to sail or crew a ship. (Lifestyle)
| Level | Ability |
|---|---|
| 1 | Knows the ropes, requires supervision to work properly and does not possess the Skills to handle even a small vessel single-handed. |
| 2 | Capable of commanding a small vessel and is an effective sailor. Understands basic navigation. |
| 3 | Capable of Captaining an ocean-going ship, can navigate accurately by sun and star. |
| 4 | Can command a small flotilla of ships effectively. |
| 5 | Can command a large fleet of ships effectively. |
Security – Awareness of arranging security… or bypassing it. (Lifestyle)
| Level | Ability |
|---|---|
| 1 | Understands the basics and can disable a lock, as long as they have the appropriate tools. |
| 2 | Allows the manufacture of simple locks and affords the knowledge of how to dissemble and pick them. |
| 3 | As above plus allows the manufacture of keys from impressions for any lock of any complexity. Also the manufacture of skeleton keys for standard locks. |
| 4 | As above plus allows the construction and removal of traps found on locks and vessels. |
| 5 | As above plus allows the user to attempt to pick locks and disable traps of a magical or divine nature. |
Spell: Command – Able to cast a spell to control others. (Mystical)
No Command Spell can make the target directly injure themselves, nor can the Caster directly injure them. If the Caster tries to make either of these happen the Spell ends immediately. All Commands are Verbal – so everyone around can hear the commands, if the target cannot hear/understand the command being given it has no effect.
NOTE: Mind Blank will work against all Command Spells assuming the Target has the relevant level and HAP Available.
| Level | Spell name | Description | HAP cost | Casting time (seconds) | Duration |
|---|---|---|---|---|---|
| 1 | Command | Caster can give a simple command of up to three words to the target. The target cannot be made to do anything to harm itself. The spell lasts it’s duration or the command is completed, whichever happens first. Examples: “Drop your weapon”, “Fear me”, “Be Silent” | 2/1 | 3 / 2 / 1 | 30s+30s/HAP |
| 2 | Compel | Caster can give a command of up to five words to the target. The target cannot be made to do anything to harm itself. The spell lasts it’s duration or the command is completed, whichever happens first. Example “Drop your weapon and flee” | 4/2 | 6 / 4 / 2 | 60s+30s/HAP |
| 2 | Question | Caster can ask 3 questions, which the Target must answer truthfully, although their answers may be cryptic. Target must be able to understand the caster for this to work, and they will be aware of the spell once it has finished. | 4/2 | 6 / 4 / 2 | N/A |
| 3 | Control | The Caster can control a creature for duration of the spell, the creature will do what ever it is instructed during this time. The creature is aware of this and may not be happy when the three minutes is over. The Caster cannot force the target to commit suicide in any form, but can order the target to attack its allies, for example. | 6/3 | 9 / 6 / 3 | 90s+30s/HAP |
| 3 | Suggestion | Implant subtle suggestion that target will follow for duration of spell, target is not aware of the spell adjusting their thoughts however this can’t be against their nature (you cannot make a pacifist become a murderer, you can make a guard take an early break). Caster must inform target when Spell is over. | 6/3 | 9 / 6 / 3 | 90s+30s/HAP |
| 4 | Dominate | Control actions of target (verbal only). Target cannot cause direct damage to self & Caster cannot cause direct to Target (otherwise spell is negated). Caster must inform target when Spell is over. | 8/4 | 12 / 8 /4 | 120s+30s/HAP |
| 4 | Mass Command | The Caster can affect any creature within a 15ft diameter area with the Command Spell. | 8/4 | 12 / 8 / 4 | 120s+30s/HAP |
| 5 | Dismiss | Caster can Dismiss anything they have Summoned. If you have Relevant Talents, you can also attempt to Dismiss beings from other Planes that you have not Summoned (some entities may be able to resist). | 10/5 | 300 / 240 / 180 | N/A |
| 5 | Summon | The Caster can Summon a specific Target that they know the True name of, a Calling name of, or if they have a personal item that is somehow linked to the Target. The Target will make its way to the Caster as fast as it can, although if it is a creature from another plane, the spell acts as a Gateway at the point of the focus. The Target is not controlled in any way by this spell and is free to leave once it has arrived. The initial casting of this spell will remain active for 1 hour and while the Maintenance cost is paid, the Caster can increase the time by spending another HAP per hour (this extra HAP is not maintained). Anyone with any levels of Mind Blank will know they have been summoned, even if they cannot resist it. This spell requires some form of physical ritual component as the focus for the summoning, and this is where the target will be summoned to. This focus must remain stationary, moving it will break the spell. | 10/5 | 300 / 240 / 180 | 1hr+1hr/HAP |
| 5 | Mass Control | The Caster can affect up to 5 creatures within a 15ft diameter area with the Control Spell. | 10/5 | 15 / 10 / 5 | 150s+30s/HAP |
Spell: Entrap – Able to cast a spell to impede movement. (Mystical)
| Level | Spell name | Description | HAP cost | Casting time (seconds) | Duration |
|---|---|---|---|---|---|
| 1 | Trip | Target falls over, dropping anything they are carrying. | 2/1 | 3 / 2 / 1 | N/A |
| 1 | Entwine | Target is held in place by roots, their feet sinking into the ground etc. Stronger creatures may not be affected by this (Potency 1 can get out in 30 seconds, Potency 2+ can break free in 10 seconds). Creatures can still attack while entwined. | 2/1 | 3 / 2 / 1 | 30s+30s/HAP |
| 1 | Stun | Target is dazed for 5 seconds | 2/1 | 3 / 2 / 1 | 15s |
| 2 | Slow | The target can only move at half speed. | 4/2 | 6 / 4 / 2 | 60s+30s/HAP |
| 2 | Lock | The caster can Lock an aspect of the target (i.e. limb – stops a single limb being used, mind – confuses the target) by touching the target. If the target is an item that can be opened, the caster can lock it and ensure it cannot be opened for the duration (even if it has no lock it cannot be opened) | 4/2 | 6 / 4 / 2 | 60s+30s/HAP |
| 2 | Unlock | The caster can remove the effects of a Lock spell, or open a Locked item. | 4/2 | 6 / 4 / 2 | N/A |
| 3 | Hold | This spell will stop the target moving at all while the caster focuses on them (they are released when the caster stops focusing on them). | 6/3 | 9 / 6 / 3 | Maintained |
| 3 | Entangle | This spell creates an area 10ft in diameter that will entangle anything within it. Targets are held in place with roots, clothing, mud etc holding them in place. Targets can still move, fight and can cut themselves free if they have blades or fire. A feat of strength can also pull someone free. | 6/3 | 9 / 6 / 3 | 90s+30s/HAP |
| 4 | Paralyse | This spell will stop the target from being able to move. | 8/4 | 12 / 8 / 4 | 120s+30s/HAP |
| 4 | Mass Slow | This spell affects up to 5 creatures within a 15ft diameter area with the Slow Spell. | 8/4 | 12 / 8 / 4 | 120s+30s/HAP |
| 5 | Barrow | The caster can place a target into suspended animation which will last while Maintained, unless dispelled. Nothing can harm the target while the spell is active, but the target also cannot move on their own. The Target can be an inanimate object. | 10/5 | 300 / 240 / 180 | Maintained |
| 5 | Mass Hold | This spell affects up to 5 creatures within a 15ft diameter area as per the Hold spell. | 10/5 | 15 / 10 / 5 | Maintained |
Spell: Heal – Able to cast a spell to heal wounds. (Mystical)
If you have the Touch of Grace Talent, you can use that in place of both Mage Sense & Channel Power for the purpose of HAP Costs and Casting Times.
Note that Healing Spells do not stop a death count while they are being cast!
| Level | Spell name | Description | HAP cost | Casting time (seconds) | Duration |
|---|---|---|---|---|---|
| 1 | Stabilise | Stops target death count and stops any rotting or decaying (including on items) while in physical contact. When the caster stops concentrating any effects will continue. | 2 / 1 | 3 / 2 / 1 | Maintained |
| 1 | Purify | Cleanses wounds and neutralises low level poisons or rot on targets including items like food & water. Likewise rust will be removed (although not replaced). Requires touch. | 2 / 1 | 3 / 2 / 1 | N/A |
| 2 | Heal | Heal 1 HP to a living creature. This cannot heal Called damage like Lethal or Broken Bones. | 4 / 2 | 60 / 45 / 30 | N/A |
| 2 | Mend | Heal 1 Damage / Repair Shatter against an Item or can Heal a broken bone (Note that this will not restore hit points). | 4 / 2 | 60 / 45 / 30 | N/A |
| 3 | Cure | Allows the caster to remove one effect inflicting the target i.e. blindness, poison, mind effects. | 6 / 3 | 60 / 45 / 30 | N/A |
| 3 | Regenerate | Regenerate small body part (Eye, Finger, etc), enhance natural plant life within 10ft or repair an item (like a shattered door). Living parts take 1hr after casting to fully regrow, objects are restored upon casting. Spell must be maintained for the full hour if healing a living being. | 6 / 3 | 300 / 240 / 180 | Maintained |
| 3 | Heal Multiple Wounds | Heal 1 HP to each location of a living creature or can treat a called wound like Lethal. | 6 / 3 | 120 / 90 / 60 | N/A |
| 4 | Full Heal | Heals 4 HP to each location of a living creature, or helps treats a serious Wound (Crush, major damage). Target will be weary for 5 minutes after this spell takes effect. | 8 / 4 | 240 / 180 / 120 | N/A |
| 4 | Delay Death | Delays death count of Target for the next 30 minutes, until spell expires or Target is healed they cannot move. | 8 / 4 | 12 / 8 / 4 | 30m |
| 5 | Mass Delay Death | Acts as Delay Death but on up to 5 Targets within 10ft of the Caster, who must remain in place concentrating to keep the spell running. Caster will need to rest for 10 minutes after the spell has finished before they can run, fight or cast spells. | 10 /5 | 15 / 10 / 5 | Maintained |
| 5 | Re-Growth | Can Regrow an Organ, Limb, etc, re-grow plant life in a 100ft diameter or repair a small building/parts of a larger one. Living targets regrow over the next 24 hours (however for Limbs etc, they have a Max of 1 Hit Point, recovering 1 Max Hit Point each 24 hours until fully healed), inanimate objects repair at the end of the spell. Spell must be Maintained for the initial 24 hours. | 10 / 5 | 600 / 480 / 360 | Maintained |
| 5 | Transfer Health | Caster can share Hit Points between 2 willing targets (an unconcious wounded recipient counts as willing). 1 Hit Point can be transferred every 10 seconds. Caster must be in contact with both. The Caster can be one of the Targets. | 10 / 5 | 15 / 10 / 5 | Maintained |
Spell: Imbue – Able to cast a spell to impart magical properties. (Mystical)
| Level | Spell name | Description | HAP cost | Casting time (seconds) | Duration |
|---|---|---|---|---|---|
| 1 | Detect | Allows the Caster to detect the presence of a specific type of thing i.e. Poison, magic, possession, a particular substance etc. Caster gets vague information if searching an area (general direction) and more detailed information if touching an item (i.e. general type of magic, strength of poison). | 2 / 1 | 3 / 2 / 1 | N/A |
| 1 | Understanding | Can understand a specific thing, like a scroll or a spoken language. You do not get specifics, only a concept and certain items/writings or languages may not be understandable with this spell. Note it is concept only, so you might learn a scroll holds a password, but not the actual password. Does not give the ability to learn or speak a language, you understand what is being said. To communicate with another creature you would both need this cast on you. The duration is for a spoken language, you can understand a single item without a duration. | 2 / 1 | 3 / 2 / 1 | 30s+30s/HAP |
| 1 | Transfer | Transfer 1 HAP/5 Seconds to Target. If Target uses a different Energy Source to Caster then the Target gets 1 HAP for every 2 HAP Donated (still takes 5 Seconds per HAP the Target receives). UNLESS Caster uses Raw Essence of Magic, then it is still 1 for 1. You CANNOT raise HAP above the Target’s Maximum HAP. The times given for Transfer above assume that both parties are actively using their Energy Focus. | 2 / 1 | 3 / 2 / 1 | 5s/HAP Transferred |
| 2 | Imbue | Caster can give the Target one of the following Talents at Level 2 (Combative, Fortitude, Potency, Tenacity or Vigour). Target must expend any HAP to use these abilities. These levels do not Stack with existing levels of these. The following can only be given if the CASTER knows them at Level 2+ (Pathfinder, Sharpshooter, Weapon Master). | 4 / 2 | 6 / 4 / 2 | 60s+30s/HAP |
| 2 | Emotion | Allows the caster to change the targets emotions. i.e. fear, bravery, confident, paranoid, calm. | 4 / 2 | 6 / 4 / 2 | 60s+30s/HAP |
| 2 | Enhance | Enhances a Spell or Item (Add the Enhance HAP Cost and Casting Time to that of an enhanced Spell before it is fully cast). Spell effects vary with spells – if there is a Duration then that would be doubled (Base duration only for spells that have Extended durations). Items (these effects only last for the duration of the spell, even if not used). Weapon: Next 3 hits do +1 Damage. Armour: +1 Armour per Location (these are lost first). Shield: +1 Damage Reduction (does not give any extra resistance to Crush/Shatter damage). Enhance does NOT Stack. | 4 / 2 | 6 / 4 / 2 | 60s+30s/HAP |
| 3 | Curse | The Target can be given a Flaw from the Flaw list that will start to affect them after the casting ritual is complete. Alternatively it can be placed on an object and will target the first person to interact with it (such as opening a box). The success of this spell is often based on bead draws (sometimes contested between the caster and target – with modifiers for things like having personal belongings of the Target). The Curse lasts while maintained and can potentially be removed by the Dispel or the Remove Curse Spells. If the Curse is Enhanced then only an Enhanced Dispel or Remove Curse will work. The longer a Curse is in effect the more difficult it may be to remove it. Note that the Maintained Cost of this spell is the normal casting HAP + the Flaw Cost. So the traditional ‘Mummy’s Curse’ which gives the Target a Terminal Malady (6 flaw points) would require a total of 9 Maintained HAP! | 6 / 3 + Flaw Cost | 300 / 240 / 180 | Maintained |
| 3 | Remove Curse | Assuming the nature of a Curse is known this will remove a Curse from the Target. If cast within 1 hour of the Target being Cursed then this spell just costs the normal HAP cost, after an hour it requires additional HAP equal to the cost of the Flaw of the Curse to be spent. You cannot remove a Curse if you do not know its nature. | 6 / 3 + Flaw Cost | 300 / 240 / 180 | N/A |
| 3 | Infuse | Caster can give the Target one of the following Talents at Level 2 for the duration of the spell (Aura Reading, Luck, Mind Blank, Precognition). Target must expend any HAP to use these abilities. These levels do not Stack with existing levels of these. The following can only be given if the CASTER knows them at Level 2+ (Chronopathy, Mage Sense, Portal Sense, Animal Empathy, Machine Empathy, Spirit/Dreaming Speech). | 6 / 3 | 9 / 6 / 3 | 90s+30s/HAP |
| 4 | Empower | Can put Energy into an enchanted item to power it, or into an item as a store so it can be used later. Mundane items not designed to hold energy can only hold 3 HAP and the energy dissipates next dawn. You can only have 1 item storing energy like this at a time. Only the Caster or someone specified during casting can remove the energy from the item. To Power an Enchanted Item, the Caster MUST use the same Power Source as the Item. | 8 / 4 | 12 / 8 / 4 | 120s+30s/HAP |
| 4 | Mass Imbue | Caster can give Talents on up to 5 Targets as per Imbue. Alternatively the Caster can give a Single Target a Talent at Level 4 as the rules above, but they must have the relevant Talent at Level 4 themselves. | 8 / 4 | 12 / 8 / 4 | 120s+30s/HAP |
| 5 | Drain | Allows the Caster to Drain HAP from an Item, Person, Spell or Ritual. If the Energy Source being drained matches the Casters then they can absorb the HAP into themselves if they choose, otherwise the energy is dispersed and lost. The Caster can absorb more than their Maximum HAP with this spell, but for every 3 HAP or part thereof over their Maximum they suffer 1 Hit Point to the Torso (this cannot be absorbed or negated in anyway). In addition while they have this additional HAP the wounds suffered can NOT be healed. This spell requires Contact with a Target and drains 1HAP / 10 seconds for up to 150s. Any Spell/Ritual drained to 0 HAP stops working. You cannot drain HAP from a Target that does not have any HAP Available. | 10 / 5 | 15 / 10 /5 | 150s |
| 5 | Mass Infuse | Caster can give Talents on up to 5 Targets as per Infuse. Alternatively the Caster can give a Single Target a Talent at Level 4 as the rules above, but they must have the relevant Talent at Level 4 themselves. | 10 / 5 | 15 / 10 /5 | 150s+30s/HAP |
| 5 | Enchant | Only works on Master Crafted Items. Depending on Item Used this can give different Effects. Spells only work while the enchanted item is useable, a destroyed Weapon or Shield, or Armour reduced to 0 on ALL locations stops the effects listed below. Armour affects all physical armour being worn, removing armour pieces from the target means they lose their enchantment. Only 1 location needs armour to have the effect. Base Spell Bonus Weapon: +1 Damage, can choose at casting if weapon does Physical or Magical damage for the duration of the spell. Armour: Doubles current Armour Rating on each location, these points are lost first. Shield: +1 Damage Reduction against all forms of damage. If the caster has the correct skills they can REPLACE the bonuses above with ONE of the abilities in the lists below. Elemental Enchant Req: Mage Sense 5 or Spirit/Dreaming Speech (Dreaming) 5 Earth Weapon: Weapon can Crush (costs 4 HAP), is Immune to Shatter type effects. Armour: Armour gets 1 Damage Reduction against Physical Damage (reduces all physical damage by 1), Immune to Shatter type effects. Shield: Shield gets +1 Damage Reduction against Physical Damage, Immune to Shatter type effects. Doubles Damage Reduction against any Earth attacks Air Weapon: Weapon can Knockback (costs 2 HAP) & Stun (Costs 1 HAP) on a hit, can combine both calls at once. Armour: Cannot be hit by non-spell Ranged Attacks, however large weapons (Cannon shot/Ballista’s etc) will work as normal. 1 Damage Reduction against Air/Lightning Damage. Shield: Cannot be hit by non-spell Ranged Attacks from the direction your shield is held, can use Shields normal Damage Reduction against Cannon shot/Ballista’s. Note can still be affected by Ranged Attacks from other directions as normal. Doubles Damage Reduction against any Air attacks. Fire Weapon: Weapon can Ignite (costs 4 HAP) on a hit, setting target on fire causing 1 dam/10 seconds to the location until put out. Will take 30 seconds to do to self, 10 seconds if helped by another. Armour: If hit in Melee, attacker takes 1 point of Fire Damage (costs 1 HAP). 1 Damage Reduction against Fire Damage. Shield: Negates all Fire Damage from the direction the Shield is held in. Water Weapon: Weapon can Slow (costs 2 HAP) or Knockback (costs 2 HAP) on a hit. Armour: Armour gets 1 Damage Reduction against Physical Damage and non-spell Ranged Attacks. Shield: Shield gets +1 Damage Reduction against Physical Damage. Reduces Shield Parrying costs by 1 HAP. Doubles Damage Reduction against any Water attacks. Spirit Enchant Req: Spirit/Dreaming Speech (Spirit) 5 Spirit Weapon: If hitting an unarmoured location can call cause a Critical wound (4 damage, costs 4 HAP), can strike Spirits even if they are incorporeal. Armour: 1 Damage Reduction against Spiritual attacks, cannot be possessed, anchored to current plane (cannot be pushed unwillingly into or out of the Spiritual Realms) Shield: Doubles Damage Reduction against any Spirit attacks. Astral Enchant Req: Astral Projection 5 Astral Weapon: If hitting an unarmoured location can cause a Critical wound (4 damage, costs 4 HAP), can strike Astral beings even if they are incorporeal. Armour: 1 Damage Reduction against Astral attacks, Anchored to current plane (cannot be pushed unwillingly into or out of the Astral). Shield: Doubles Damage Reduction against any Astral attacks. Ether Enchant: Req: Channel Power 5 Ether Weapon: Ignores all Armour, Shields, Wards and Damage Reduction but only does 1 damage a hit and cannot make any other call with the weapon (no Mighty Blow, Critical, Crush, Disarm etc). Armour: All Magic cast at the wearer is absorbed, including from friendly sources. Any other magic effects on the wearer are also removed. Shield: Doubles Damage Reduction against any Ether/Void attacks. All magic from the direction the Shield is held is absorbed. | 10 / 5 | 300 / 240 / 180 | 150s+30s/HAP |
Spell: Ward – Able to cast a spell to protect. (Mystical)
Various Ward Types:
- Magic: Stops all spells of the ward level and lower from crossing the boundary.
- Spirit: Stops all spiritual attacks of the ward level and lower from crossing the boundary of the ward.
- Physical: Stops all physical attacks from crossing the boundary of the ward.
All Wards can also potentially stop some creatures of the same type from crossing the boundary. Wards can also be overloaded from constant attack.
If you are trying to do something that is not covered by these rules, please speak to a Ref when creating/preparing your ward.
| Level | Spell name | Description | HAP cost | Casting time (seconds) | Duration |
|---|---|---|---|---|---|
| 1 | Armour | This gives 1 point of Armour on the location cast on, this does not stack with any other Armour on the location. You can cast this once on each location of someone if you wish. Note as this is Armour attacks that ignore armour (Bullets, Arrows etc) will go through this spell without affecting it. | 2 / 1 | 3 / 2 / 1 | Maintained |
| 1 | Lesser Ward | Either one person, or a specific item can be placed in a warding circle (must be phys rep’d). The ward protects whatever is within it against 1 effect, (i.e. Level 1 magic, low level spirits, physical hits), specified at time of casting. The ward is static and lasts while maintained until broken. | 2 / 1 | 3 / 2 / 1 | Maintained |
| 1 | Resist | Allows the caster to resist the effect of a level 1 spell. | 2 / 1 | Instant | N/A |
| 2 | Chant | As long as the Caster is chanting a repetitive mantra (must be at least 4 words in the chant) they will be ignored by ‘most’ creatures that would see them as a threat. While Chanting you cannot move or do anything else. This does not work on a target you have attacked. | 4 / 2 | 6 / 4 / 2 | Maintained |
| 2 | Shield | This Spell give a Damage Reduction of 1 against the next attack that strikes the Caster, it is then dispersed. This spell can be cast up to 3 times on a single Target. | 4 / 2 | 6 / 4 / 2 | Maintained |
| 2 | Resist | Allows the caster to resist the effect of a level 2 spell. | 4 / 2 | Instant | N/A |
| 3 | Dispel | This spell can remove a single spell effect (of up to level 3) from a person or item. It may be possible to dispel higher-level spells, depending on the situation. If used on a magical device, the Dispel will merely stop it working for a period of time, depending on the power of the item. | 6 / 3 | Instant | N/A |
| 3 | Reflect | The caster can reflect any single physical hit or spell of level 1-3 back at the originator. Note this does not work for ‘area’ effect attacks where the caster is not the sole target. | 6 / 3 | Instant | N/A |
| 3 | Resist | Allows the caster to resist the effect of a level 3 spell. | 6 / 3 | Instant | N/A |
| 3 | Ward | The Ward spell allows the caster to protect an area of up to 20ft diameter within a ward circle (must be phys rep’d). The ward protects whatever is within it against 1 effect, (i.e. magic (level 1-3 spells), spirits, physical hits), specified at the time of casting. The ward is static and lasts while maintained until broken. | 6 / 3 | 9 / 6 / 3 | Maintained |
| 4 | Deflect | The caster can deflect any single spell (up to level 4) or physical attack aimed at them onto another target within 20ft. Note this does not work for ‘area’ effect attacks where the caster is not the sole target. | 8 / 4 | Instant | N/A |
| 4 | Protection | This spell provides 1 Damage Reduction against a specified Damage Type (Physical, Fire etc) for the duration of the Spell. This spell cannot be stacked. If enhanced the Duration is doubled not the Damage Reduction. | 8 / 4 | 12 / 8 / 4 | 120s |
| 4 | Resist | Allows the caster to resist the effect of a level 4 spell. | 8 / 4 | Instant | N/A |
| 4 | Mass Shield | Allows the caster to give up to 5 targets the Shield spell, or give 1 target the effect of three Shield spells. | 8 / 4 | 12 / 8 / 4 | Maintained |
| 5 | Repel | Allows the caster to repel (either living or dead) all creatures within a 20ft diameter of them. Everything repelled is knocked back 20ft, falls over and is stunned for 5 seconds. | 10 / 5 | 15 / 10 / 5 | N/A |
| 5 | Greater Ward | The Greater Ward spell allows the caster to protect an area of up to 100ft diameter within a ward circle (must be phys rep’d). The ward protects whatever is within it against 2 effects,(i.e. magic (level 1-5 spells), spirits, physical hits), specified at the time of casting. The ward is static and lasts while maintained until broken. | 10 / 5 | 15 / 10 / 5 | Maintained |
Spell: Wound – Able to cast a spell to inflict injuries. (Mystical)
Upon purchasing this Spell Skill, you must choose one type of effect for the long-range damaging spells: Bolt, Blast, Strike and Storm. For example, a Shaman could choose Spirit, or a Mage could choose Fire. Your character is unable to cast other ‘types’ of long-range damaging spells unless they purchase this Skill again.
| Level | Spell name | Description | HAP cost | Casting time (seconds) | Duration |
|---|---|---|---|---|---|
| 1 | Smite Down | This does not actually do any damage, but causes Knockdown. | 2 / 1 | 3 / 2 / 1 | N/A |
| 1 | Pain | While the caster concentrates on the target, the target is wracked with pain and agony, this causes no actual damage to the target, however, unless they have some resistance to pain, they will drop anything they are carrying and fall to the ground debilitated. | 2 / 1 | 3 / 2 / 1 | 30s+30s/HAP |
| 2 | Bolt | 1 Damage Through Armour. This is a Direct Physical Attack that can be blocked by Shields. Enhanced Bolt: As Bolt but 2 Damage. | 4 / 2 | 6 / 4 / 2 | N/A |
| 2 | Break | (Touch Spell) Does 1 Damage to an inanimate object (lowering the Damage Reduction of a Shield, breaking a Weapon or Door for example). If an unarmoured location is touched it suffers a Break injury. Enhanced Break: As Break but does 2 Damage. | 4 / 2 | 6 / 4 / 2 | N/A |
| 2 | Weaken | Allows the caster to remove all strength from a person or item. Items become fragile and if hit hard will be treated as if shattered. Characters lose the ability to use any strength related abilities, cannot lift anything heavier than a short sword and if in chain or heavier will fall to the floor, unable to get up on their own. | 4 / 2 | 6 / 4 / 2 | 60s+30s/HAP |
| 3 | Blast | Causes no damage but everyone within 20ft in the direction the caster is facing is pushed back 20ft and then suffers Knockdown. While the Knockdown can be resisted, only extremely heavy things or things stuck to the ground somehow can resist being pushed back. | 6 / 3 | 9 / 6 / 3 | N/A |
| 3 | Shatter | As the Break Spell but has a 10ft Range. Enhanced Shatter: As Enhanced Break but 10ft Range. | 6 / 3 | 9 / 6 / 3 | N/A |
| 3 | Inflict | The target is inflicted by a specific thing chosen by the caster. For example, blindness, deafness, poison, fever. The effect cannot kill the target, in the cases of poisons/fevers etc they are debilitating until treated. | 6 / 3 | 9 / 6 / 3 | 90s+30s/HAP |
| 4 | Strike | 4 Damage (does NOT bypass armour). This is a Direct Physical Attack that can be blocked by Shields. Enhanced Strike: As Strike but 8 Damage. | 8 / 4 | 12 / 8 / 4 | N/A |
| 4 | Decay | Will decay an area that is touched. The item/area affected will rapidly. Items smaller than a shield will be destroyed after this time, larger objects will be damaged. If a living creature is touched the decay spreads over the targets body and will destroy a small area (a hand, finger, foot, eye, tongue etc) as determined by the caster. During this time the target will be in severe pain. | 8 / 4 | 12 / 8 / 4 | 120s+30s/HAP |
| 5 | Corruption | A stronger version of the Decay spell. The spell will corrupt an area that is touched, and that corruption will spread. Items and small structures (less than 20ft diameter) will be destroyed, large structure will be damaged. An area of land of up to 100ft diameter, spreading outwards from the caster, can be corrupted, killing any plant life. If a living creature is touched an entire limb will be destroyed, the target suffering from extreme pain while this happens. | 10 / 5 | 15 / 10 / 5 | 150s+30s/HAP |
| 5 | Storm | Everyone within 20ft in the direction the caster is facing is pushed back 20ft and then suffers Knockdown, Stun (for 5 seconds) and takes 1 Damage to the Body. This Damage cannot be blocked by a Shield but does NOT bypass armour). Enhanced Storm: As Storm but causes 2 Damage. | 10 / 5 | 15 / 10 / 5 | N/A |
Strategy – Able to plan a military campaign. (Martial)
Strategy Types – Land Warfare, Sea Warfare, Guerrilla Warfare, Siege
This skill represents your ability to look at the ‘bigger picture’ of a large battle or long-term conflict, including logistics for supporting multiple armies.
Your skill will be compared to your opponent, with the highest skill getting bonuses. The exact bonuses you will get will depend on how a conflict is being resolved (bead draws/tabletop battles, etc) It might be a bead draw modifier, or a number of dice re-rolls useable anywhere in a tabletop battle or positional bonuses.
| Level | Ability |
|---|---|
| 1 | Choose a Primary Strategy Type, you are capable of managing a large force operating as a single unit under your direct command. |
| 2 | Choose a Second Strategy Type, this acts a level lower than your Primary Strategy Type. |
| 3 | You are capable of managing a large force spread over multiple locations within a region on a shard. |
| 4 | You are capable of managing multiple large forces spread over multiple locations within a shard. |
| 5 | You are capable of managing a full war with multiple forces spread over multiple locations across one or more shards. |
Streetwise – Able to survive in the rougher areas of a city. (Lifestyle)
| Level | Ability |
|---|---|
| 1 | Can survive at subsistence level in any inhabited urban area. |
| 2 | As above but also gains a chosen contact in an urban area. |
| 3 | As above but also gains three chosen contacts in an urban area. |
| 4 | As above but also gains a chosen high level contact in an urban area. |
| 5 | As above but also gains a second chosen high level contact in an urban area. |
Survival – Able to survive in the great outdoors. (Lifestyle)
Choose one terrain type: mountain, forest, jungle, desert, swamp, plains, tundra, arctic, etc. You are considered to be one level higher for your Shard of Origin.
| Level | Ability |
|---|---|
| 1 | Able to determine which plants are safe to eat, able to build small fires and simple shelters. |
| 2 | Can easily find fresh water if available, skin and gut small animals, construct simple snares and traps. |
| 3 | Able to build better quality fires and shelters, able to identify poisonous animals, able to identify animal habitats. Survival 1 in other terrains. |
| 4 | Able to source fresh water in adverse conditions, able to build shelters that will withstand most weather conditions, able to skin and gut larger animals, able to construct complex traps. |
| 5 | You can withstand almost anything your chosen terrain can throw at you. Survival 2 in other terrains. |
Tactics – Able to control a military unit. (Martial)
This skill represents your ability to effectively control a force within a specific conflict.
Your skill will be compared to your opponent, with the highest skill getting bonuses. The exact bonuses you will get will depend on how a conflict is being resolved (bead draws/tabletop battles etc) it might be a bead draw modifier, or a number of dice re-rolls useable for your unit in a tabletop battle.
The exact size of a unit may also vary based on the way a conflict is being resolved, so are generalised in the table below into small/medium/large).
| Level | Ability |
|---|---|
| 1 | Effective command of a Small squad / skirmish group |
| 2 | Effective command of a Small Unit |
| 3 | Effective command of a Medium Unit |
| 4 | Effective command of a Large Unit |
| 5 | Effective command of an Army, controlling multiple Units |
Teaching – train others in skills possessed by the teacher. (Academic)
You can teach someone a skill you know (up to the lowest level in either the Skill or Teacher Level).
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | Can teach up to Level 1 Skills. Can teach 1 person at a time. | None |
| 2 | Can teach up to Level 2 Skills. Can teach up to 5 people at once. | None |
| 3 | Can teach up to Level 3 Skills. Can teach up to 10 people at once. | None |
| 3 | Can temporarily give someone +1 level in a single skill that you know while supervising them. Cannot take their Level above your own Skill Level. 1 action/task only. | 3 |
| 4 | Can teach up to Level 4 Skills. Can teach up to 20 people at once. | None |
| 4 | Can learn any single Academic Skill at Level 1 with access to sufficient reference books. | None |
| 5 | Can teach up to Level 5 Skills. Can teach up to 30 people at once. | None |
| 5 | Can supervise as at Level 3, but on up to 5 people, or one person at a +2 bonus. | 5 |
Technology skill – Skill in one of the Technologies of the game world. (Special)
See Machine Skills for Technology List and Pre-Req’s.
| Level | Ability |
|---|---|
| 1 | Allows you to understand the technology and use it. |
| 2 | Adapt designs by others and build copies of devices. |
| 3 | Make your own design only using known areas of the technology. |
| 4 | Make breakthrough designs using the technology. |
| 5 | Mix 2 technologies you know to create designs provided you have minimum level 3 in the other or work with multiple technologies or work with other people that also have level 5. |
Theology – Specialist knowledge in he tenets of a faith. (Mystical/Academic)
Choose a specific belief structure: Salemite, Voudou, Nian, etc.
| Level | Ability |
|---|---|
| 1 | Understand basic tenets, scriptures and laws of chosen religion. If taken to trial can prove faith (not necessary innocence) in a court of law. |
| 2 | Able to conduct simple religious ceremonies such as baptism and handfasting. |
| 3 | Understand basic tenets, scriptures and laws of two other religions. |
| 4 | Can ordain priests. Understands complex theological doctrines of the religion chosen at Level 1 |
| 5 | Understand basic tenets, scriptures and laws of all non-secret religions. |
Tracking – Able to find tracks and follow people. (Lifestyle)
| Level | Ability |
|---|---|
| 1 | You can follow tracks that have been left in soft ground no longer than 24 hours ago, you are also able to spot game trails and inexpertly hidden paths. |
| 2 | You can follow tracks that have been left in soft ground no longer than 48 hours ago, you are also able to spot other things such as broken branches that indicate someone or something passing by recently. |
| 3 | You can follow tracks in sand and other surfaces that do not hold footprints very well; you are also able to find disused game trails and expertly hidden paths. You are only likely to lose a trail if whatever you’re following is specifically and expertly hiding their tracks. |
| 4 | You can follow tracks through soft ground that has been disturbed since the tracks were made; you are also able to tell if you are being tracked by listening to the ground, etc. |
| 5 | You can follow old tracks that others might have missed, you can tell that someone or something has passed through an area just by looking at patterns of disturbed leaves and similar. |
Trade – Trade items for profit and run businesses. (Business)
Specific area – Furs, Old Books, Spices etc. May be taken multiple times.
| Level | Ability |
|---|---|
| 1 | Evaluate specific goods. (choose one) |
| 2 | As above plus can barter specific goods (choose one) |
| 3 | As above plus allows large scale trade along caravan routes. May select second trade as though at level 1. |
| 4 | As above but can set up a trading house to allow large scale trade between shards. Second trade now level 2. |
| 5 | As above but will be renowned throughout the shards for your product. Second trade now level 3. |
True Faith – Absolute belief in one particular faith. (Lifestyle/Mystical)
| Level | Ability | HAP Cost |
|---|---|---|
| 1 | You may bless up to a pint of water at one time, when splashed on undead creatures the blessed water will cause them pain. Blessed water can also be used to boost the power of some rituals and ceremonies. Once water has been blessed it remains so until dawn. | 1 per pint of water |
| 2 | You may drive back lesser undead creatures, as long as you are praying and brandishing a holy symbol at them. If interrupted or stopped it will require additional HAP to restart. | 2 |
| 2 | You may consecrate an area of ground up to 20 feet in diameter using prayer and blessed water; the consecration will not stop undead entering the area (though it may slow them down) but will provide a focus for rituals and ceremonies. The ground will remain consecrated if at least five minutes of religious rites are performed every 24 hours. | 2 |
| 3 | You may bless objects such as weapons, armour, or holy symbols. You can also bless up to ten arrows or bullets. Blessed weapons or ammunition may cause great pain and additional damage to undead creatures. Blessed holy symbols can be used in rituals or ceremonies. | 3 per item |
| 4 | You may cause lesser undead creatures to flee, and drive back greater undead creatures as at Level 2. Very powerful undead may be able to resist. | 4 |
| 4 | You may also perform exorcisms. Using prayers, blessed water and a blessed holy symbol you may drive spirits and demons out of a host. Note that this does not necessarily destroy them, and more powerful spirits or demons may manifest after being driven out! | Variable |
| 5 | You may consecrate large areas such as rooms or even buildings. You will require at least one other person of your faith and blessed water, the larger the area the more people and water will be needed. Any undead or spirits in the area will be driven out and any which try to enter will be hurt or even destroyed. A blessed area is a powerful focus for holy rituals. | Variable |
Unarmed Specialisation – Training to fight unarmed. (Martial)
| Level | Ability |
|---|---|
| 1 | You may choose a technique from the list below. |
| 2 | You may choose a further technique from the list below. |
| 3 | You may choose a further technique from the list below. |
| 4 | You may choose a further technique from the list below. |
| 5 | You may choose a further technique from the list below. |
- Heavy Blow – Pre-req: (Combative 1+) Cost: 1 HAP. Causes two temporary wounds.
- Trip/Throw – Cost: 1 HAP. Knocks opponent to the floor.
- Disarm – Cost: 1 HAP. Disarms an opponent of one item if the blow lands on the arm carrying that item.
- Dodge – Cost: 1 HAP. Negates the effects of one uncalled melee hit.
- Improved Dodge – Pre-req: (Combative 2+, Dodge) Cost: 2 HAP. Negates the effect of one called melee hit.
- Blinding Strike – Pre-req: (Combatative 1+) Cost: 1 HAP. Blinds opponent for 5 seconds.
- Knife Hand Pre-req: (Combatative 1+) Cost: 1 HAP. Negates the effect of armour to cause one actual wound.
- Knock Back – Cost: 1 HAP. Must be combined with a strike and causes opponent to stumble back 2 paces.
- Push Cost: 2 HAP. Pushes opponent back 10ft.
- Limb Lock – Cost: 2 HAP. You can control opponents physical movement if maintaining contact with both hands for up to 5 minutes or until Slip Lock or a Feat of Strength is called, may be reapplied at further HAP cost.
- Slip Lock Pre-req: (Combatative 1+) Cost: 2 HAP. You are able to break free of a Limb Lock.
Weapon Specialisation – Training in a particular fighting style. (Martial)
You may choose any melee weapon e.g. Knife, sword. You may buy this Skill multiple times for different weapons.
| Level | Ability |
|---|---|
| 1 | You may choose one technique from the list below. |
| 2 | You may choose a further technique from the list below. |
| 3 | You may choose a further technique from the list below. |
| 4 | You may choose a further technique from the list below. |
| 5 | You may choose a further technique from the list below. |
- Disarm – Pre-req: (Weapon Master 1 or Potency 1) Cost: 2 HAP. You may disarm an opponent of a single-handed weapon. The weapon must be thrown at least three feet away. A wielder of a two-handed weapon need only take one hand off the weapon.
- Improved Disarm – Pre-req: (Disarm) Cost: 3 HAP. As Disarm but you can disarm two-handed weapons.
- Resist Disarm – Cost: 2 HAP. You may attempt to resist a Disarm attempt.
- Counter Disarm – Pre-req: (Disarm and Resist Disarm) Cost: 3 HAP. If an opponent attempts to disarm you, you may opt to disarm them instead.
- Knockdown – Pre-req: (Potency 2 or Weapon Master 2) Cost: 2 HAP. You may knock your opponent to the ground, calling ‘knockdown’.
- Off-hand weapon – Allows a character to use a weapon in their off hand.
- Paired Weapons – Pre-req: (Off-Hand Weapon) May wield a single-handed weapon in either hand.
- Shield Bash – Cost: 1 HAP. You may strike an opponent with your shield. This does Temporary damage.
- Shield Slam – Pre-req: (Shield Bash) Cost: 2 HAP. You may knock an opponent to the ground using your shield.
- Shield Expert – As long as you are actively using your shield defensively you gain an extra point of armour to your torso and shield arm. You cannot use either Shield Bash or Shield Slam while gaining this extra armour.
- Strongarm Parry – Cost: 2 HAP. If you manage to parry the blow effectively you may resist a Knockdown attempt.
- Deflect Crush – Pre-req: (Shield Bash and Strongarm Parry) Cost: 4 HAP. You may negate a Crushing Blow that is used against your shield.
Skill/Talent level challenges
The nature of the Ascendancy World is that there are groups of heroes who work together to help with much more powerful threats and challenges around the world. It is not designed on the concept that a single person can deal with everything on their own. You will find you cannot deal with every situation single-handedly and that working together can give much greater results.
The Refs will often provide Skill/Talent Level challenges to complete a task, although they will not necessarily say they are doing this, it is normally obvious when a situation needs a group to work together. When they do this they will assign a Total Level to a task perhaps with a requirement of at least one character having a minimum level. Assuming the characters can meet (or get close to) this Total they stand a chance of completing the task, although a bead draw might be required. Note that this mechanism means even characters with level 1 in a Skill/Talent can be critical to the success of the whole group – it is not just the high levels that are useful!



