Skill system

Unbound skills

Literacy 1

You can read and write in all your languages.

Numeracy 0

Free skill. You can count.

Ambidexterity 2

You can use two weapons if you want or cast magic with only one hand (normally requires two empty hands).

Life points 3

Each time you take this skill you get 1 extra life point per location. (stacks with other skills) 

Knowledge 2

Each time you take this skill you have to specify which lore area you would have knowledge in, and why.

Wealth 2

If you have good reasons you can buy this skill to get extra money at the start of every event (3 gold). Can only be taken after having GMs approval.

Tracking 1

In a forest or city you can track someone who has passed not too long ago (discretion of GM). 

Trackless movement 1

You are able to move around without leaving tracks, only works if you’re walking, as soon as you start running you can be tracked again.

Camouflage 2

You have learned how to camouflage yourself so that you are nearly invisible while standing still. When you start moving again you’re visible again.

Shadow walk 1

Requires: Camouflage

Using the shadows of the forest or the buildings around you, you manage to sneak around barely visible.

Sneak attack 1

Requires Small Weapon

Using a small weapon and if you can sneak up to someone without being seen by that person you can put your dagger between their shoulder blades and instantly subdue them. 

Cheat 2

During an IC game you can say your level of Cheat and then per level of Cheat lay 1 dice the way you want it or change 1 card out of your hand with the deck. If one of the other players or watchers has the same or higher level of Attention you are caught.

Can be bought three times.

Pickpocketing 2

Works with small stickers. You place 1 sticker on someone’s bag or pocket, wait 10 seconds, then go to a GM who will check with that person’s level of Attention. If they fail they will have to give what’s inside the bag to the GM who will hand it to you. If they succeed they will not.

Reverse pickpocketing is also possible. Then you place 2 stickers on someone’s bag or pocket. Same thing applies, if they fail the item gets placed in their bag or pocket.

Lock Pick 2

Requires: Attention

Sometimes there will be locks in the game with cipher combinations. Depending on your level you get a list of possible codes. If you can open the lock, it was on your level, if you couldn’t, it wasn’t.

Can be bought three times.

Attention 2

Improves your sight and hearing. Works against Cheating and Pickpocketing. But invisible people can also be seen within a certain radius depending on your level of Attention.

Level 1: Within a radius of 3 meter

Level 2: Within a radius of 5 meter

Level 3: Within a radius of 7 meter

Can be bought three times.

Jump 1

You can jump farther than you normally would or climb. 

First Aid in Combat 1

You can tie a bandage around the wound to stop the bleeding. This causes that person to stop losing life points, but the wound stays until it is actually healed through some way or until that person has slept for the night. Reminder: the wound will re-open if that person uses that body part for strenuous movements such as fighting or things that use strength.

Fighter

Novice 3

You get one extra life point per location.

Adept 3

Requires Novice

You get one extra life point per location (stacks).

Expert 3

Requires Adept

You get one extra life point per location (stacks)

Master 3

Requires Expert

You get one extra life point per location (stacks) and you can teach your skills to others.

Armour skills

All armour skills require at least novice!

Armour casting 2 

Requires Novice Priest or Novice Mage or Novice Druid

You can use spells while wearing armour one step above normal. 

Light armour 2

Fur or leather

Medium armour 1

Requires Light armour

Leather with studs

Heavy armour 1

Requires Medium armour

Platemail or chainmail

Shield use 2

60 by 120 cm

Armour Stacking 2

Requires Adept and two types of armour

You can wear two types of armour and get both of their points.

Weapon skills

All weapon skills require at least Novice!

Small weapons 0

max length 45 cm

One-handed weapons 1

Longer than 45 cm, max length 110 cm

Two-handed weapons 2

Longer than 110 cm, max length 150 cm

Polearms 3

Longer than 150 cm, max length 215 cm

Thrown weapons 1 

Use throwing weapons (have to be approved as such!). Maximum use of 1 throwing weapon at a time. 

Archery 2

Use bow or crossbow. Arrows do Through damage.

Special fighting skills

Balance 2

Requires Adept

Through your training you have learned to keep standing. Once per day you can ignore an effect that would make you fall to the ground. Earthquakes don’t make you fall to the ground. Strikes throw you away, but don’t make you fall to the ground. Strike down only forces you to your knees. 

Dodge 2

Requires Adept

Through your training you have learned to see some attacks coming. Once per day if you see an attack coming you can call dodge and if it hits you can ignore the damage.

Can be bought for a maximum of five times.

Rage 2

Requires Adept 

Temporarily get three extra life points per location (can go above your own maximum). Is immune to the first mind effect thrown on you. For five minutes you have to attack any (enemy first, then friends), after the five minutes you lose the extra life points and go unconscious for a minute (in which you can’t be woken up by any means).

Can be used three times a day.

Strength 2

Requires Adept

You’re immune to strike and fumble. You’re stronger than people without this skill. 

Sunder 2

Requires Adept and Strength

You can use Shatter with a blunt weapon. Once every 5 minutes. (not everything is shatterable!)

Fumble 2

Requires Expert

Your skill with fighting means that you can strike in such a way that he is forced to drop his weapon. Call out Fumble as you’re striking, if it lands the other person has to drop their weapon.

Can be used once per half hour.

Heart of a Warrior 2

Requires Expert and Strength

Immune to Fear effects and spells

Mental Discipline 2

Requires Expert and Heart of a Warrior

Immune to: Calm Person, Confuse, Crave and Incite Aggression

Double 2

Requires Expert

Does 2 damage

Can be used three times a day.

Berserk 2

Requires Expert and Rage

You don’t feel pain or wounds, you temporarily get three extra life points per location (can go above your own maximum), are immune to mind effects. Lasts for five minutes in which you have to attack anyone (enemies first then friends), then you lose those extra life points and go unconscious for two minutes (in which you can’t be woken up by any means) after which you’re still very exhausted for five minutes. 

Can be used three times a day.

Through 2

Requires Expert

Damage ignores armour and shield, has to be called at moment of striking. 

Mental Toughness 3

Requires Master and Mental Discipline

Immune to all mind-influencing spells and effects.

Strike 2

Requires Master and Two handed weapon/Polearm

The defendant flies away for 5 meters.

Once per 5 minutes.

Strike II 2

Requires Master and Strike and Two handed weapon/Polearm

The defendant flies away for 5 meters.

Once per minute.

Strike down 2

Requires Master

The defendant is struck down to the floor.

Crush 3

Requires Master

Armour and life points at 0, shield is destroyed.

Triple 2

Requires Master and Double 

Does 3 damage

Can be used three times a day.

Priest skills

When you become a priest you choose a Deity to follow: Fiezmes, Nacena, Vatbus, Akione, Utpine, Hodite or Ruhther. To learn further skills you need a priest of that same deity to teach them to you. 

Novice 3

Choose a god, you can now cast level 1 spells of that God.

10 mana per day.

Adept 3

Requires Novice

You can now cast level 2 spells of that God

20 mana per day.

Expert 3

Requires Adept

You can now cast level 3 spells of that God and use relics.

30 mana per day.

Master 3

Requires Expert

You can now teach your priest skills to others and do Excommunicate

40 mana per day.

Meditate 1

Requires Adept

Regain 5 mana by meditating for 5 minutes.

Use Runes 2

Requires Adept

Can read Priest runes and use scrolls with a spell written in Priest Runes

Loresheet

Write Runes 2

Requires Adept and Use Runes

You can now write your spells with Priest Runes on scrolls for others.

Loresheet

Rune Mastery 2

Requires Expert and Write Runes

You can imbue a special object with one of your spells through a ritual of about ten minutes. A short term imbue will make an object magical. A long term imbue can weave a spell into an object or make it magical for more than 1 event. 

Identify Spiritual Object 1

Requires Expert  

You can recognize the origin, maybe some background and what is special about the object or what it does.

Avenger I 2

Requires Expert 

The weapons that the character uses do, after spending 1 mana, holy, spirit or unholy damage for 5 minutes. When taking this skill the person has to choose the type, this cannot be changed. Also counts for arrows. Armour that the character wears also, after spending 1 mana, has 5 AP extra.

Exorcism 2

Requires Master

You can perform a ceremony to remove spiritual influences or the possession by a spirit from a person or object. You have to spend an amount of mana equal to the level of the spirit and the ceremony has to last for at least 1 minute per level of the ghost.

Weave Blessing 2

Requires Master and Write Runes

When you choose this skill you weave one of the spells you know permanently around you. When the enchantment is removed you only have to re-do the enchantment not the skill.

Avenger II 3

Requires Master

The weapons that the character uses do holy, spirit or unholy damage. When taking this skill the person has to choose the type, this cannot be changed. Also counts for arrows.

Mage skills

Mages can cast magic through one of two ways: Either you are a wilder and you use the elements or you have studied magic under the God Utpine. To learn skills you need a teacher who gets magic from the same origin (so a wilder cannot be taught by someone who has studied magic and vice versa).

Novice 3

You can cast level 1 spells of your path and detect magic. 

10 mana per day.

Adept 3

Requires Novice

You can cast level 2 spells of your path and counter magic.

20 mana per day.

Expert 3

Requires Adept

You can cast level 3 spells of your path

30 mana per day.

Master 3

Requires Expert

You can teach others of your path your skills.

40 mana per day.

Meditate 1

Requires Adept

Regain 5 mana for meditating for 5 minutes.

Use Glyphs 2

Requires Adept

You can read glyphs in text and use spells written in glyphs on scrolls.

Write Glyphs 2

Requires Adept and Use Glyphs

You can write spells in glyphs on scrolls for others to use.

Recognize magical object 1

Requires Expert 

You can recognize the origin, maybe some background and what is special about the object or what it does.

Blade of the Elements I 2

Requires Expert

Weapons that the character use can, after spending 1 mana, do Magic damage for five minutes. Arrows also do Magic damage.

Glyph mastery 2

Requires Expert and Write glyphs

You can imbue a special object with one of your spells through a ritual of about ten minutes. A short term imbue will make an object magical. A long term imbue can weave a spell into an object or make it magical for more than 1 event. 

Blade of the Elements II 3

Requires Master and Blade of the Elements II

Weapons that the character use do Magic damage. Arrows also do Magic damage.

Weave enchantment 2

Requires Master and Write Runes

When you take this skill you choose one of your spells and you permanently weave it around your character. When the enchantment is broken you have to re-do the enchantment, not the skill.

Druid

As a druid you revere nature and as such follow the deity Hodite. Your Druid skills and spells come from your spirit animal.

Novice 3

You can cast level 1 druidic spells

10 mana per day.

Adept 3

Requires Novice

You can cast level 2 druidic spells.

20 mana per day.

Expert 3

Requires Adept

You can cast level 3 druidic spells.

30 mana per day.

Master 3

Requires Expert

You can teach others the way of the druid.

40 mana per day.

Meditate 1

Requires Adept

Regain 5 mana by meditating for 5 minutes. 

Use Primal 2

Requires Adept

You can read Primal script and use spells written on scrolls written in primal.

Write Primal 2

Requires Adept and Use Primal

You can write your spells in Primal script on scrolls to be used by others.

Woad of Blood I 2

Requires Expert

You can apply woads to yourself and others with the blood of animals. Every woad costs 1 mana to apply. This has to happen in a ceremony or ritual and takes at least 5 minutes. You cannot wear multiple woads at the same time and every woad has to be visibly applied to the face. The woads last for 1 hour.

 Leopard: Nature’s disguise

Owl: Can see invisible creatures

Ox: Strength

Rat: Immunity to diseases, already existing diseases do not disappear

Sheep: Lobotomy

Sloth: Nature’s peace

Wolf: Immunity to fear

Primal Mastery 2

Requires Expert and Write Primal

You can imbue a special object with one of your spells through a ritual of about ten minutes. A short term imbue will make an object magical. A long term imbue can weave a spell into an object or make it magical for more than 1 event. 

Identify Natural Being 1

Requires Expert

You recognize the weak spots of natural beings (example: goblins, animals…) and your weapons do double damage on them.

Grow Enchantment 2

Requires Master and Write Primal

When you take this skill you choose one of your spells and you permanently weave it around your character. When the enchantment is broken you have to re-do the enchantment, not the skill.

Identify Unnatural Being 1

Requires Master and Identify Natural Being

You recognize the weak spots of unnatural beings (those do not come from the natural plane such as undead, fae, demons..) and your weapons do double damage on them.

Woad of Blood II 3

Requires Master and Woad of Blood I

You learn three more woads that use 2 mana to apply per person. Woads last for 1 hour.

Bear: Sunder

Stag: Strike I

Boar: Life points

Healer

Novice 3

You can discern wounds (normal, subdue or fatal and how many lifepoints are missing per location) and heal 5 lifepoint per location per hour.

Adept 3

Requires Novice

You can discern diseases (also levels of diseases) and heal 10 lifepoints per location per hour. 

Expert 3

Requires Adept

You can discern poisons and heal 15 lifepoints per location per hour.

Master 3

Requires Expert

You can teach your healer skills to others and heal 20 lifepoints per location per hour. 

Remove Fear 1

Requires Adept

You can remove all effects of Fear from someone.

Cure Disease 1

Requires Adept

You know how to cure a disease. Per level you have to spend 1 minute showing how you work to remove the disease from the body. 

Protection from Diseases

Requires Adept 2

You know how to protect yourself from diseases and for 1 hour you cannot get them. Diseases you already have, however, won’t be removed. 

Remove Paralysis 1

Requires Expert

You can remove the effects of Paralyze from the body.

Purge Poison 1

Requires Expert

You can remove 1 poison from the body per use of the skill, you have to name which poison you’re trying to remove from the body. Effects of the poison are not removed by removing the poison, wounds will still have to be healed. 

Protection from Poison 2

Requires Expert

You know how to protect yourself from poison. When you use this skill you are protected from poison for 1 hour. Poisons already in your body are not removed or suppressed.

Purge all Poisons 3

Requires Master

You know how to remove all the poisons from someone’s body. This will not heal wounds caused by the poisons.

Purify Body I 2

Requires Master

With a surgery of at least 10 minutes you can completely heal all wounds, poisons and diseases from somebody.

Can be used once per day.

Purify Body II 3

Requires Master and Purify Body II

With a surgery of 5 minutes you can completely heal all wounds, poisons and diseases from somebody.

Can be used once per day (stacks with I).

Ritualist

Ritualist requires being either a priest, a mage or a druid (so some way of getting powers). You use the powers from that same source to make stuff happen.

Novice 1

Requires either Novice Priest, Mage or Druid

You have powers and you can use them in a ritual, but you can’t lead a ritual yet.

10 mana of your flavour per day.

Adept 2

Requires Novice

You can lead a simple ritual that channels up to 30 mana of your flavour. If you go higher, there’s a 40% chance that it goes wrong, the % going up the more mana is in the ritual.

20 mana of your flavour per day.

Expert 2

Requires Adept

You can lead more complicated rituals of more than 30 mana of your flavour.

30 mana of your flavour per day.

Master 2

Requires Expert

You can teach your ritualist skills to others.

40 mana of your flavour per day. 

Ritual Leader 2

Requires Adept

You’re better in leading rituals. Every ritual that you lead, and put in at least 3 ritual mana, gets 5 bonus points. These 5 points do not count for your own maximum expense and cost no extra mana.

Circle Crafting 2

Requires Adept

You can create a ritual circle in places where it doesn’t exist yet. Crafting a circle costs 15 ritual mana, and the circle stays for an hour. Only the ritualist leading the ritual to craft the circle has to have the skill. 

Ritual Strength 2

Requires Adept

You feel more powerful in your skills as a ritualist and you get 5 more mana per day. This skill can be taken 6 times.

Channelling 2

Requires Expert

You can use ritual mana as normal mana and vice versa. You have to be in a ritual circle to use this skill. Every time you take this skill it enhances the maximum amount of ritual mana you can safely expend in 1 ritual with 5. Mana cannot change paths (so no changing spiritual mana for magical mana or primal mana)

Break barrier 2

Requires Expert and Ritual Leader

You can break open the barrier around a ritual place. Cite ritual verses for 30 seconds and spend 1 ritual mana. To break open a barrier the power of the ritualists within the barrier has to be surpassed. If the leader of the ritual has Ritual Leader the points go up with 5, if the ritualist who is breaking the barrier has Ritual Leader their points also go up with 5. For every ritualist within the barrier who helped close the barrier the leading ritualist gets 1 extra point. For every 5 ritualists outside of the barrier who help break the barrier the user of this skill gets 1 extra point.

Craft Barrier 2

Requires Expert and Ritual Leader

You know how to create a barrier for your ritual when you don’t want somebody to suddenly walk in. To break it you have to dispel it yourself, or someone has to use the skill Break Barrier and have more points than you. 

Braiding 2

Requires Master of one type of ritualist and at least novice of at least one other type

As your skill in using more than one type of power grows you now know how to use two types in one ritual without it blowing up. Any combination is possible, but you can only use mana of the types that you are a ritualist of (so if you’re not a Primal ritualist than you’re not able to braid it in your rituals). 

Destroy Circle 2

Requires Master and Craft Circle

You know how to destroy previously made circles (by you or someone else) so that nothing can use the circle to get onto this plane. Spend 20 mana to destroy a circle. 

Open Portal to Fae 3

Requires Master and Knowledge Fae

Through your mastery of rituals and your knowledge of the Fae you now know just how to reach them. You can create a portal to them through which you can talk to a Fae, if they wish to answer of course, or if they are very willing, they might even step out!

Alchemist

Novice 1

You can recognize herbs and at the start of every event you get 10 random herbs.

Adept 2

Requires Novice

You can brew and recognize healing potions. At the start of every event you get 20 random herbs.

Expert 2

Requires Adept

You can brew and recognize poisons. At the start of every event you get 30 random herbs.

Master 2

Requires Expert

You can teach your skills to others. At the start of every event you get 40 random herbs.

Gather herbs 1

Requires Adept

You go looking for herbs and get 3 random herbs per level. 

At the start of the event you get 5 random herbs per level.

Prepare herbs 1

Requires Adept

You can prepare 5 herbs per level to be kept for a year and a day.

Apply potions 2

Requires Expert

You can apply one of your potions to things. This will work for one strike/use within 15 minutes. One potion per item per time (so you can only apply another potion to the same item after it has been used or the time has expired).

Brew Quicker 2

Requires Expert

You are able to halve the time necessary to brew potions.

Immunity to poisons 3

Requires Master

You are immune to all poisons.

 

Extreme Toxicity 2

Requires Master

You know how to distill your potions better and make them stronger. Your healing potions do double healing and your poisons are twice as strong.

Merchant

Novice 1

You can choose 1 type of component and you recognize them.

10 copper and 5 silver at the start of an event, and 3 random components of your chosen type.

Adept 1

Requires Novice

You can recognize 2 types of components.

15 copper and 10 silver at the start of an event and 3 random components of each chosen type.

Expert 1

Requires Adept

You can recognize 3 types of components

20 copper and 15 silver at the start of an event and 3 random components of each chosen type.

Master 1

Requires Expert

You can teach your merchant skills to others.

25 copper, 20 silver and 5 gold at the start of an event and 6 random components of each chosen type.

Recognize component 1

Requires Adept

You can have learned to recognize another type of component you did not previously know.

Can be taken multiple times.

Recognize special object 1

Requires Adept

You can recognize special objects made with your chosen components.

Shady Deals 2

Requires Expert

You have made contacts that can give you things for good prices, or are they? If you’re looking for something and can’t find it, you can talk to a GM explain that you want to make a shady deal. If it’s possible they’ll make the deal for a good price. 75% chance that the deal will come back to haunt you.

Invest 2

Requires Expert

Sometimes people need money, sometimes you might be willing to assist them. For every 10 gold you invest in something, you can get a return of 1 gold. (if you make the deal with an NPC, you will get that return at the start of every event).

Charm 2

Requires Master

The longer you keep talking to someone, the more likely they are to make a deal with you. At the start of every merchant conversation you have to say something with ‘Charm’ and every 5 minutes you have to say your price, after 15 minutes they have to accept your price.

Connections 2

Requires Master

You have made enough connections that you know just where to get something. You can buy your components from the GMs at half the market price.

Crafting

There are a couple different types of crafting: Bookbinder, Woodworker, Jeweler, Tailor & Leatherworker, Weaponsmith and Armoursmith. For each type of crafting you have to go through the entire line, but you can learn multiple, you only have to learn the extra skills once to know them for all your crafts. 

Novice 1

You can forage and recognize all necessary components and craft and repair items of low quality, will only withstand one event before breaking.

You receive 5 random components.

Adept 2

Requires Novice

Craft and repair items of normal quality, cannot hold extra powers.

You receive 10 random components.

Expert 2

Requires Adept

Craft and repair items of high quality, can hold extra powers.

You receive 15 random components.

Master 2

Requires Expert

Teach your skills to others. 

You receive 20 random components.

Recognize special objects 1

Requires Adept

You only need to take this skill once to have them for all your crafts and you can recognize special objects of your crafts.

Extra Components 1

Requires Adept

You can forage for extra necessary components for your craft. Go to a GM say what type of components you’re foraging for, go play it out for 15 minutes, come back to the same GM and see what you’ve found.

At the start of every event you get 5 random components.

Assist  2

Requires Expert

You have seen so many items with special powers that you know how to help someone put them in there. It takes that person half of the requirements to imbue an item or make it something in a ritual, as long as you are actually there in the process and/or the ritual.

Waste not 2

Requires Expert

You know so much about working with the material that you can make the same things with less material. Items require only half of the components to make. 

Extraordinary 3

Requires Master

Your skill in crafting is so good that you can make items that can hold two special powers.

Kindly Assisting You 2

Requires Master and Assist

You know so much about creating higher level items that you can now help crafters of lower rank, even from a different craft, create items of a higher quality. So a novice with your help can create a normal quality item that does not disintegrate after 1 event, and an adept with your help can create a higher quality item that can contain 1 special power.

Building your character

As a starting player you can only be up to Expert of any given skill set, Master always has to be learned in the game, or you have to come with a very convincing argument to the gamemasters. 

The number written after the name of the skill denotes how much XP the skill costs. You can have 2 XP points left over after character creation to buy skills you can only learn in the game. You start your character creation with 15 points. 

For information on whether or not you can take a certain skill (such as wealth or knowledge), send an email to the GMs at fearlessgm@gmail.com and they will get back to you.