XP Cost: 18Ranks: 7Skill Point Cost: n/a Self Teach: +25%Learn Time: 17 weeksRarity: CommonPrerequisite: 275+ XP Limitation: Can be purchased once per 100xp passed 275xpDebarment: None With this ability, the character gains 6 additional maximum Body Points. Rulings and Updates
Tag: Skills
Additional Skill
XP Cost: 18Ranks: 7Skill Point Cost: n/a Self Teach: +25%Learn Time: 17 weeksRarity: CommonPrerequisite: 300+ XP Limitation: Can be purchased once per 100xp passed 300xpDebarment: None With this ability, the character gains 6 additional maximum Skill Points. Rulings and Updates
Administration
XP Cost: 10Ranks: 1Skill Point Cost: n/a Self Teach: NoLearn Time: 16 weeksRarity: UncommonPrerequisite: Mathematics R2; Bureaucracy R2; Statecraft R2 Limitation: NoneDebarment: None Many temples, companies, and groups own substantial amounts of land and property, wielding power over vast areas. Characters who can manage these lands and turn a tidy profit in the name of …
Advanced Lores
Advanced Lores XP Cost: 25Ranks: 2Skill Point Cost: n/a Self Teach: +25%Learn Time: 17 weeksRarity: RarePrerequisite: 100+ XP Limitation: NoneDebarment: 2: Slay for R1; Fatal Blow for R2 This trait allows the character to purchase higher ranks in Knowledge Skills. Rank 1 allows a character to purchase Rank 2 lore skills; Rank 2 of this …
Airship Lore
XP Cost: 5; 15; 30Ranks: 3Skill Point Cost: n/a Self Teach: NoLearn Time: 4 weeksRarity: CommonPrerequisite: None Limitation: NoneDebarment: None A common skill in the sky fleet, with this the character is well versed on the ships of the sky. This includes the different types, classes, and a little insight into who flies what. A …
Anatomy
XP Cost: 15Ranks: 1Skill Point Cost: Varies Self Teach: NoLearn Time: 8 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None This lore involves the knowledge of the secret mysteries and intricacies of the body, including the structure, function, and location of bones, muscles, organs, and other soft tissues. This skill provides the scholarly foundation for all doctorial …
Ancient History
XP Cost: 7; 21; 42Ranks: 3Skill Point Cost: n/a Self Teach: R1: +25% R2+: NoLearn Time: 16 weeksRarity: RarePrerequisite: None Limitation: NoneDebarment: None This extensive skill allows the character to be more versed in the history of Xadune. Each rank will grant more and more knowledge into the history and how things went down according …
Arcanology
XP Cost: 8Ranks: 1Skill Point Cost: 5-10 Self Teach: NoLearn Time: 24 weeksRarity: RarePrerequisite: 4th Level Arcane Magic Limitation: Must have spell bookDebarment: None The study of the history and development of magic is termed Arcanology. A wizard with expertise in this field is familiar with the works of past wizards. If there was a …
Archmagic
XP Cost: 40; 50 Ranks: 2 Skill Point Cost: Varies Self Teach: No Learn Time: 28; 30 weeks Rarity: Exotic Prerequisite: 7th Level Arcane Magic Limitation: Must have spell book Debarment: None The highest level of Arcane magic. Characters of this rank can cast low and mid-level magic with just a single word. High level …
Area Lore
XP Cost: 6; 18; 36Ranks: 3Skill Point Cost: n/a Self Teach: R1: +25% R2+: NoLearn Time: 6 weeksRarity: CommonPrerequisite: None Limitation: NoneDebarment: None With this skill, the player becomes more informed on a selected area. This could include knowledge on the local people from what they like to eat to what time they normally hang …
Armor, Heavy
XP Cost: 10; 15; 20Ranks: 3Skill Point Cost: Varies Self Teach: NoLearn Time: 6 weeksRarity: CommonPrerequisite: Blacksmithing R* for R* Limitation: Schematics NeededDebarment: None Heavy armor is learned in this classification of armor. Once the smith has learned the base level (Rank 1), the character can raise their skill higher to make fine items (Rank …
Armor, Light
XP Cost: 4; 6; 8 Ranks: 3 Skill Point Cost: Varies Self Teach: No Learn Time: 4 weeks Rarity: Common Prerequisite: Blacksmithing R* for R* Limitation: Schematics Needed Debarment: None This skill grants the character the knowledge to create light armors. Once the smith has learned the base level (Rank 1), the character can raise …
Armor, Medium
XP Cost: 6; 9; 12 Ranks: 3 Skill Point Cost: Varies Self Teach: No Learn Time: 5 weeks Rarity: Common Prerequisite: Blacksmithing R* for R* Limitation: Schematics Needed Debarment: None With this skill the character can make medium suits of armor. Once the smith has learned the base level (Rank 1), the character can raise …
Astrology
XP Cost: 4Ranks: 1Skill Point Cost: n/a Self Teach: NoLearn Time: 6 weeksRarity: CommonPrerequisite: None Limitation: NoneDebarment: None The zodiac is a powerful thing in Xadune. This skill makes a character knowledgeable to the world of astrology. With it they are sometimes given a glimpse into how a signed person might be of help to …
Astronomy
XP Cost: 5; 15; 30Ranks: 3Skill Point Cost: n/a Self Teach: NoLearn Time: 6 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None Most people know that Xadune has two stars and two moons and not much more is needed. Others strive to learn more. Astronomy concentrates on studying the movements in the sky. This skill aids the …
Battle Magic
XP Cost: 10 Ranks: 1 Skill Point Cost: Varies Self Teach: No Learn Time: 24 weeks Rarity: Exotic Prerequisite: 6th Level Arcane; Arcanology; Wand Handling Limitation: Requires a Wand to use Debarment: None Allows the wizard to channel arcane energy into raw energy causing damage. At the cost of one to one ratio the wizard …
Blacksmithing
XP Cost: 3, 6, 17 Ranks: 3 Skill Point Cost: n/a Self Teach: No Learn Time: 4 weeks Rarity: Common Prerequisite: None Limitation: None Debarment: None The base skill required before you can step into knowing any other real form of smithing. This skill allows you to understand the basic workings of the art and …
Blind Fighting
XP Cost: 8Ranks: 1Skill Point Cost: n/a Self Teach: NoLearn Time: 12 weeksRarity: RarePrerequisite: None Limitation: Can only be used when vision is hindered or attacker is invisible; can only be used with unarmed combat.Debarment: None Situations might arise when one is forced to fight in the dark. When this ability is purchased, a character …
Botany
XP Cost: 15Ranks: 1Skill Point Cost: 2+ Self Teach: NoLearn Time: 12 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None A player character with this skill is readily able to identify vegetation of most kinds and is familiar with the properties, life cycles, and habitats. This knowledge is limited to the terrain and climate the player character …
Bureaucracy
XP Cost: 5; 15; 30Ranks: 3Skill Point Cost: Varies Self Teach: NoLearn Time: 16 weeksRarity: UncommonPrerequisite: Read/Write* Limitation: NoneDebarment: None Knowing the law is not everything. With this lore, the character is versed in the inner workings of a select government and the red tape with which it is involved; in essence they are versed …
City Lore
XP Cost: 5; 15; 30Ranks: 3Skill Point Cost: n/a Self Teach: R1: +25%; R2+: NoLearn Time: 8 weeksRarity: CommonPrerequisite: None Limitation: NoneDebarment: None Much like the Area Lore skill but more highly refined and centered on just one city. This is the skill that lets you walk around a city like a tour guide to …
Clockwork Engineering Knacks
XP Cost: 7; 14; 21; 36 Ranks: 4 Skill Point Cost: Varies Self Teach: No Learn Time: 8; 16; 26; 39 weeks Rarity: Rare Prerequisite: None Limitation: None Debarment: None Here is a base set of knacks that allows a character to learn more about clockwork engineering with four levels of knowledge: Basic, Intermediate, Advanced, …
Concoction: Cloud Psychoactive
XP Cost: 25Ranks: 1Skill Point Cost: 25+ Self Teach: +50%Learn Time: 17 weeksRarity: ExoticPrerequisite: Alchemy R1; 400+ XP; Psychoactive Handling Limitation: May only be taken once every 75 XP; 50uDebarment: None When the alchemist creates a gaseous psychoactive with this concoction they make the effect have a 5 foot radius. Rulings and Updates
Concoction: Combine Powder/Oil/Solvent
XP Cost: 25Ranks: 1Skill Point Cost: 10 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: POS R1 Limitation: May only be taken once every 75 XP; 2 Powders/Oils/SolventsDebarment: None With this concoction, the alchemist creates a powder, oil, or solvent (POS) that is the combined effects of two POS. Combining two different POS yields the benefits …
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Concoction: Concentrate Psychoactive
XP Cost: 25Ranks: 1Skill Point Cost: 10 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: Psychoactives R1 Limitation: May only be taken once every 75 XP; 2 of the same Psychoactive componentsDebarment: None The alchemist can combine two doses of the same psychoactive to increase their effects with this concoction. This requires two doses of the …
Concoction: Dispelling Pitch
XP Cost: 25Ranks: 1Skill Point Cost: 8 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: POG R1; Explosive Handling Limitation: May only be taken once every 75 XP; 10uDebarment: None This concoction allows the alchemist to create an explosive that has the dispel enchantment effect instead of dealing damage. Targets that take a direct hit from …
Concoction: Elixir of Life
XP Cost: 25Ranks: 1Skill Point Cost: 25 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: 350+ XP; TEB R3 Limitation: May only be taken once every 75 XP; 100uDebarment: None A fabled concoction, with this the alchemist can create an elixir of life. When administered to a target at any variation dead status this concoction will …
Concoction: Enhance TEB
XP Cost: 25Ranks: 1Skill Point Cost: 12 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: 100+ XP; TEB R1 Limitation: May only be taken once every 75 XP; 5u; TEB componentsDebarment: None With this concoction the alchemist can create a tonic, elixir, or bandage with 50% more beneficial effects. This concoction does one of the follow …
Concoction: Eternal Alchemy
XP Cost: 25Ranks: 1Skill Point Cost: 25 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: Alchemy R1; 235+ XP Limitation: May only be taken once every 75 XP; 25u; alchemic componentsDebarment: None With this concoction the alchemist is allowed to create an alchemy that has no expiration date. Rulings and Updates
Concoction: Extend Alchemy
XP Cost: 25Ranks: 1Skill Point Cost: 10 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: Alchemy R1; 100+ XP Limitation: May only be taken once every 75 XP; 15u; alchemic componentsDebarment: None This concoction allows the alchemist to create an alchemy that has double the stated expiration time. Rulings and Updates
Concoction: Force Pitch
XP Cost: 25Ranks: 1Skill Point Cost: 8 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: 150+ XP; POG R1; Globe Handling Limitation: May only be taken once every 75 XP; 15uDebarment: None This concoction allows the creation of a pitch capable of causing “X, Force Wave, 10 foot radius”, where X is the double the level …
Concoction: Incurable Psychoactive
XP Cost: 25Ranks: 1Skill Point Cost: 10 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: Alchemy R1; 350+ XP; Psychoactive handling Limitation: May only be taken once every 75 XP; 5uDebarment: None The alchemist can create a psychoactive that, when a target is affected by it the effect, is incurable by nearly any means (effects are …
Concoction: Inferno Acid Globe
XP Cost: 25Ranks: 1Skill Point Cost: 10 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: POG R1; Globe Handling Limitation: May only be taken once every 75 XP; 5uDebarment: None This concoction allows the alchemist to make an acid globe that is capable of delivering the alchemist’s level divided by two worth of Inferno Acid damage …
Concoction: Inferno Globe
XP Cost: 25Ranks: 1Skill Point Cost: 10+ Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: POG R1; Globe Handling Limitation: May only be taken once every 75 XP; Must create one globe. 10uDebarment: None This concoction allows the alchemist to make any one non-acid globe that is capable of delivering half the original globe’s damage worth …
Concoction: Insanity Pitch
XP Cost: 25Ranks: 1Skill Point Cost: 20 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: Alchemy R1; Explosive Handling Limitation: May only be taken once every 75 XP; 25uDebarment: None The alchemist is capable of creating a pitch that causes the Fractured Mind effect with this concoction. Rulings and Updates
Concoction: Medium Yield Explosive
XP Cost: 25Ranks: 1Skill Point Cost: 25%+ Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: POG R1; Explosive Handling Limitation: May only be taken once every 75 XP; Creation of Small Yield ExplosiveDebarment: None The alchemist can create one explosive that now has a radius of effect of five feet. This concoction can only be acquired …
Concoction: Pain Pitch
XP Cost: 25Ranks: 1Skill Point Cost: 10 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: POG R1; Explosive Handling Limitation: May only be taken once every 75 XP; 5uDebarment: None This concoction creates an ideal distraction for the alchemist. When used it creates a 5 foot radius “Pain” effect that lasts for 10 seconds. If used …
Concoction: Replicate
XP Cost: 25Ranks: 1Skill Point Cost: 5 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: 350+ XP; TEB R2 Limitation: May only be taken once every 75 XP; 25% alchemical market valueDebarment: None This concoction allows the alchemist to replicate any one tonic or elixir, creating two doses of the same tonic or elixir from one. …
Concoction: Resilient Oil Psychoactive
XP Cost: 25Ranks: 1Skill Point Cost: 15+ Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: Alchemy R1; 235+ XP; Psychoactive Handling Limitation: May only be taken once every 75 XP; 25uDebarment: None The alchemist can create utilize a blade psychoactive formula (and 5 additional units) to create a blade psychoactive that, when the alchemist applies it …
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Concoction: Undetectable Psychoactive
XP Cost: 25Ranks: 1Skill Point Cost: 10 Self Teach: +50%Learn Time: 17 weeksRarity: LegendaryPrerequisite: 90+ XP; Alchemy R1; Psychoactive Handling Limitation: May only be taken once every 75 XP; 5uDebarment: None The alchemist can utilize a psychoactive formula (and 5 additional units) to create a psychoactive that, when a target is affected by it, the …
Construct Clockwork Creations
XP Cost: 7; 9; 11; 14; 17; 23 Ranks: 6 Skill Point Cost: n/a Self Teach: No Learn Time: 12 weeks Rarity: Rare Prerequisite: Clockwork Engineering Knack R* for R* Limitation: Schematics Needed Debarment: None Clockwork engineers often create some of the most beautiful pieces of art. But they are not limited to just watches; …
Construct Electrical Creations
XP Cost: 9; 13; 18; 24; 29; 36 Ranks: 6 Skill Point Cost: Varies Self Teach: No Learn Time: 12 weeks Rarity: Rare Prerequisite: Electrical Engineering Knack R* for R* Limitation: Schematics Needed Debarment: None In studying the newest of the fields, electrical engineers are feared and often shunned. This very unpredictable form of energy …
Construct Steam Creations
XP Cost: 8; 12; 16; 20; 23; 28 Ranks: 6 Skill Point Cost: Varies Self Teach: No Learn Time: 12 weeks Rarity: Rare Prerequisite: Steam Engineering Knack R* for R* Limitation: Schematics Needed Debarment: None These engineers are highly sought after in some places, and burned at the stake in others. From a basic knowledge …
Creature/Racial Lore
XP Cost: 7; 21; 42Ranks: 3Skill Point Cost: n/a Self Teach: NoLearn Time: 6 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None Every race has a history and its own ways. With this skill, characters have learned enough about a chosen race to understand how they tick, why they are the way they are, their customs, and …
Detect Lie
XP Cost: 15/25/45Ranks: 3Skill Point Cost: 1+ per use Self Teach: NoLearn Time: 5 weeksRarity: RarePrerequisite: 225+ XP Limitation: NoneDebarment: None With this Skill, a character may know if you are lying. A character may “Detect Lie” on one statement another character makes, and with a successful Skill Bid, the Detector knows if a lie …
Detect:
XP Cost: 15Ranks: 10Skill Point Cost: 1+ per use Self Teach: NoLearn Time: 5 weeksRarity: LegendaryPrerequisite: 225+ XP Limitation: Can only purchase once every 225XPDebarment: None Upon purchasing this Skill, the player chooses a specific detection from the list below: Angelic Aruzuran Beladren Devil Evil Intent Fiend Goth Noble ReLmani Shape-Changer Slaadi Undead Zuard At …
Diplomacy
XP Cost: 7; 21; 42Ranks: 3Skill Point Cost: n/a Self Teach: NoLearn Time: 18 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None Once you know who to talk to and how to get to them, next you need to know what to say. This ability allows you to know the right things to say at the right …
Electrical Engineering Knacks
XP Cost: 7; 14; 21; 36 Ranks: 4 Skill Point Cost: Varies Self Teach: No Learn Time: 8; 16; 26; 39 weeks Rarity: Rare Prerequisite: None Limitation: None Debarment: None The electrical engineering field has four levels of knacks to define the general understandings of the field: Basic, Intermediate, Advanced, and Master. Depending on the …
Elemental Lore
XP Cost: 15; 30; 45Ranks: 3Skill Point Cost: n/a Self Teach: Self Teach: R1: +25% R2+: NoLearn Time: 10; 21; 37 weeksRarity: RarePrerequisite: None Limitation: NoneDebarment: None One out of a thousand people have never even heard of the elemental planes, but with this lore that can change. The elements can be a tough thing, …
Gem Cutting
XP Cost: 4; 12; 24 Ranks: 3 Skill Point Cost: 4 Self Teach: No Learn Time: 15 weeks Rarity: Common Prerequisite: Jewelry R* for R* Limitation: Requires Jewelers Kit. Debarment: None Often a gem might be larger than a person wants, or they could just want a few smaller stones cut from one but still …
Geology
XP Cost: 15Ranks: 1Skill Point Cost: n/a Self Teach: NoLearn Time: 12 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None A player character with this skill is able to identify different types of rocks and minerals, including metal and gems. Though he cannot accurately appraise the value of such items, he can differentiate between ornamental, semiprecious, and …
Hematomancy
XP Cost: 20Ranks: 1Skill Point Cost: 15 Self Teach: NoLearn Time: 24 weeksRarity: LegendaryPrerequisite: Eye for Detail; Healing R5 Limitation: NoneDebarment: None Is that chocolate? No, I think it is a blood stain. Since blood all looks the same to an untrained eye, characters with this lore have learned how to understand the intricacies of …
Heraldry
XP Cost: 5Ranks: 1Skill Point Cost: n/a Self Teach: +25%Learn Time: 4 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None Every kingdom and nation have their own set of colors that mean… well next to anything. With this skill you are able to tell if you are being approached by a general, or a messenger. This skill …
Jewelry
XP Cost: 5; 10; 15 Ranks: 3 Skill Point Cost: Varies Self Teach: R2+: +50% Learn Time: 16 weeks Rarity: Common Prerequisite: Blacksmithing R* for R* Limitation: Schematics Needed Debarment: None From rings to ornate crowns, the smith can make most forms of jewelry depending on their workings knowledge. Once the smith has learned the …
Keening Weapon
XP Cost: 20 Ranks: 1 Skill Point Cost: 1 Self Teach: No Learn Time: 10 weeks Rarity: Rare Prerequisite: Blacksmithing R1 Limitation: Only one keen at a time Debarment: None For 1 skill per use, the player character can add a +2 damage bonus to a non-magical melee weapon for one combat. It takes five …
Law
XP Cost: 5; 10; 15Ranks: 3Skill Point Cost: n/a Self Teach: NoLearn Time: 12 weeksRarity: UncommonPrerequisite: Read/Write* Limitation: NoneDebarment: None Everyone needs to follow them, but few truly understand them. Laws can be complex and nuanced things, and are specific to regions. When learning this Lore, the player must choose an area which to specialize …
Learning Focus
XP Cost: 15Ranks: 1Skill Point Cost: 8 Self Teach: NoLearn Time: 17 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None Can learn two different Customary Skills per Learn Slot at zero penalty. This includes the XP cost increase for self-teaching; however, two Skills must be learned concurrently. Rulings and Updates
Logical Conclusion
XP Cost: 12Ranks: 1Skill Point Cost: 16 Self Teach: NoLearn Time: 17 weeksRarity: RarePrerequisite: 120+ XP Limitation: Once per eventDebarment: None Once per event, this trait allows a character to increase the rank of a Knowledge Lore for one situation. Rulings and Updates
Looting
XP Cost: 10Ranks: 1Skill Point Cost: 13 Self Teach: +50%Learn Time: 36 weeksRarity: RarePrerequisite: Observation R1; Appraising R1 Limitation: NoneDebarment: None This skill represents a knack for grabbing the perceived best loot in the shortest amount of time. With successful use, this allows a character to recognize the most valuable item that is feasible, given …
Lore
XP Cost: 5; 10; 15Ranks: 3Skill Point Cost: n/a Self Teach: VariesLearn Time: 12 weeksRarity: RarePrerequisite: None Limitation: NoneDebarment: None If there is any base Lore skill that is not covered in this section, this is your general all-purpose Lore. There are almost countless Lores out there, so do not feel timid if you have …
Lore Overlap
XP Cost: 12Ranks: 1Skill Point Cost: 8 Self Teach: NoLearn Time: 17 weeksRarity: RarePrerequisite: At least two Lores of R2 + Limitation: Once per eventDebarment: 1: Weapon Prof +5 Once per event, the character can use a lore that is in some remote way related to an unknown lore and find a way to apply …
Maintained
XP Cost: 25 Ranks: 1 Skill Point Cost: 25 Self Teach: No Learn Time: 16 weeks Rarity: Rare Prerequisite: Blacksmithing R2 Limitation: One per event Debarment: None Allows all the character’s personal items to have an immune to one “Destroy” per event. Rulings and Updates
Mathematics
XP Cost: 7, 10Ranks: 2Skill Point Cost: n/a Self Teach: NoLearn Time: 16 weeksRarity: UncommonPrerequisite: Read/Write Limitation: NoneDebarment: None This skill grants the understanding and the basic practice Euclidean geometry and algebra. Upon taking this skill multiple times the character would then choose a more specific area of Mathematics: Basic Logic, Solid Geometry, or Basic …
Necrology
XP Cost: 10; 42; 84Ranks: 3Skill Point Cost: Varies Self Teach: NoLearn Time: 14; 48; 72 weeksRarity: RarePrerequisite: None Limitation: NoneDebarment: None A character with this lore is well versed in the lore of undead creatures, such as ghosts, wraiths, zombies, vampires, ancient dead, ghouls, liches, and their sub-forms. This lore may be used to …
Numerology
XP Cost: 10Ranks: 1Skill Point Cost: n/a Self Teach: NoLearn Time: 24 weeksRarity: UncommonPrerequisite: Mathematics R1 Limitation: NoneDebarment: None Like Mathematics, Numerology deals with numbers, but from their mystic and magical side. Each number has its own presence and power, and an individual’s birth hour or favorite number is as revealing as other methods of …
Observation
XP Cost: 5; 25Ranks: 2Skill Point Cost: n/a Self Teach: +50%Learn Time: 5, 20 weeksRarity: CommonPrerequisite: R1: None; R2: 115+ XP Limitation: NoneDebarment: None This allows a character to often notice things most people wouldn’t. For example: that thing over there that you never noticed, your character would have seen. It’s good for quick situations …
Planar Lore
XP Cost: 15; 30; 45Ranks: 3Skill Point Cost: n/a Self Teach: R1: +25%; R2+: NoLearn Time: 12 weeksRarity: RarePrerequisite: None Limitation: NoneDebarment: None Outside of the “normal” world is a vast place: the planes. Going there can be as easy as stepping through a portal. Understanding them though, that is a whole other story. Being …
Religion
XP Cost: 5; 15; 30Ranks: 3Skill Point Cost: n/a Self Teach: R1: +25%; R2+: NoLearn Time: 8 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None With twenty-six different powers out there, you get a lot of different versions on how the world was made. Well, not really, but they do have their own ideas, customs, and ways. …
Semaphore
XP Cost: 3Ranks: 1Skill Point Cost: n/a Self Teach: NoLearn Time: 6 weeksRarity: CommonPrerequisite: None Limitation: NoneDebarment: None A long-time used form of communication between boats, semaphore gives the character the ability to use and understand long distance signaling. Rulings and Updates
Spell Craft
XP Cost: 10Ranks: 1Skill Point Cost: n/a Self Teach: +25%Learn Time: 12 weeksRarity: UncommonPrerequisite: Arcane Level 3 or Divine Level 2 Limitation: NoneDebarment: None Ever wish you could know what magic was mid-air? Now you can! This ability allows a player to break the fourth wall of LARPing. With this a character can identify in …
Spirit Lore
XP Cost: 15; 30; 45Ranks: 3Skill Point Cost: n/a Self Teach: NoLearn Time: 10 weeksRarity: UncommonPrerequisite: None Limitation: NoneDebarment: None A character with Spirit Lore knows of methods to contact spirits, deities, and extraplanar powers. He can more easily communicate with these beings, gaining additional chances of success when attempting divinatory spells such as Augury, …
Statecraft
XP Cost: 5; 15; 30Ranks: 3Skill Point Cost: n/a Self Teach: R1: +25%; R2+: NoLearn Time: 16 weeksRarity: RarePrerequisite: None Limitation: NoneDebarment: None One of the last fabled skills to become a full-fledged lawyer or government worker. With this skill, one has studied hard in the workings of a political system and understands the workings …
Trained Eye
XP Cost: 10Ranks: 1Skill Point Cost: n/a Self Teach: +25%Learn Time: 12 weeksRarity: UncommonPrerequisite: Weapon Prof +3 Limitation: NoneDebarment: None What if you knew what a combatant was thinking? Oh yeah, now you totally can! This ability allows a player character to break the fourth wall of LARPing. With this, a character can identify what …
Trap Detection
XP Cost: 12, 25Ranks: 2Skill Point Cost: 2 Self Teach: NoLearn Time: 12 weeksRarity: RarePrerequisite: R1: Observation R1; R2: 115+ XP Limitation: NoneDebarment: None Just because you can make a trap or even disarm it does not mean you can see it or find a hidden one. Trap detection is vital to the dungeon crawler, …
Weapons, Large
XP Cost: 8; 12; 16 Ranks: 3 Skill Point Cost: Varies Self Teach: No Learn Time: 6 weeks Rarity: Common Prerequisite: Blacksmithing R* for R* Limitation: Schematics Needed Debarment: None Bows, crossbows, shotgun shells, and bastard weapons are all considered large. Once the smith has learned the base level, the character can raise their skill …
Weapons, Medium
XP Cost: 6; 9; 12 Ranks: 3 Skill Point Cost: Varies Self Teach: No Learn Time: 6 weeks Rarity: Common Prerequisite: Blacksmithing R* for R* Limitation: Schematics Needed Debarment: None The most common item in this group is the long sword, but also includes battle axes, long arms ammunition, and spears. Once the smith has …
Weapons, Small
XP Cost: 4; 6; 8 Ranks: 3 Skill Point Cost: Varies Self Teach: No Learn Time: 4 weeks Rarity: Common Prerequisite: Blacksmithing R* for R* Limitation: Schematics Needed Debarment: None Small weapons include short swords, axes, small arms ammunition, and similar weapons in size. Once the smith has learned the base level, the character can …
Weapons, Tiny
XP Cost: 2; 3; 4 Ranks: 3 Skill Point Cost: Varies Self Teach: No Learn Time: 8 weeks Rarity: Common Prerequisite: Blacksmithing R* for R* Limitation: Schematics Needed Debarment: None With this skill, the smith learns how to properly make tiny weapons such as daggers and saps. Once the smith has learned the base level, …