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Definition
Victim can not use feet for movement |
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Definition
Can calm one natural enemy and speak to it for 30 minutes |
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Definition
Point value of armor increase for 25% (rounded down) until armor is taken off. |
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Definition
Fix up to 20 points of Armor at once, takes 5 minutes |
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Definition
1-h or smaller edged, strike from behind, does 5 times characters backstab, must call assail |
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Definition
Non-combat show of ability |
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Definition
Can tell how a body was killed |
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Definition
Hand specific, when hitting from behind, character adds one to damage, must call backstab |
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Definition
After a transaction is agreed on, if you shake hands, the other must offer you 10% more, or charge you 10% less. |
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Definition
All direct allys get +2 for duration of battle |
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Definition
After 5 minutes of RP, death count is extended 30 minutes past crit. |
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Definition
May calm one natural animal. Animal will be friendly, but not subservient |
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Definition
Use 2 vials of holy water, RP for 60 sec. Every believer gains 5 body, and the priest gains 1 faith point per believer |
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Definition
+20 Body, +2 Str for 10 minutes, immune to any pain and mind influencing attacks, immune to waylay. Will attack all enemies first (including anyone who touches them) then all friends. When 10 minutes are up, he falls down (if more than 20 body left, 0 body, if less than 20 body, then -1 body) |
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Definition
Only works if Blinded by an IG effect. May fight all opponents (even invisible ones) once activated. |
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Definition
2 foot globe of darkness around victims head for 5 minutes |
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Definition
Pushes person within arm's length back 10 feet. Do not touch, just point. |
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Definition
Bypasses armor. Must call body |
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Definition
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Definition
Hand Specific, must connect with a limb and call break limb |
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Definition
Hand specific, needs 1h or larger, must strike shield and say, can only buy 1 per strength bought |
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Term
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Definition
Character has one spell they can surge cast. |
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Definition
Lasts 5 minutes, allys are enemies and vice versa |
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Definition
May destroy either victims shield, victims sword, his armor, or both weapons if weilding two. Hand Specific |
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Definition
After talking for 1 minute, make victim your friend for 15 minutes. |
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Definition
Make one woodland animal your friend |
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Definition
Claws have a soak of twice their normal damage, and can block skills from weapons. |
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Definition
Can resist an attack that would normally shatter a claw. |
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Definition
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Definition
Does half the vctim's current body in damage or 10, whichever is greater. |
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Definition
Max height 20 feet. Must maintain contact with what you are fighting, can't attack, can't carry others |
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Definition
Yellow Headband. Must be in wooded area, crouching, near foliage. Can't make any sound or move. |
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Term
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Definition
Call it to see if there is essenses on beings. Takes 10 sec each to collect. |
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Definition
one sentance not contrary to the character, must be obeyed. |
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Definition
Two doses of the same alchemy in one bottle. |
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Term
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Definition
Character gets half punishment. May extend to one other character per event. Only execution if it's death for the first or second offense. |
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Term
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Definition
Immune to fear for the duration of an encounter |
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Term
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Definition
Lores: 1 gold, takes two events, 30 minutes each, plus 5 minutes at each event interviewing someone who knows. |
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Term
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Definition
Domains: 5 gold, takes two events, 30 minutes each, plus 10 minutes at each event interviewing someone who knows at least 2 from each rank of domain. |
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Term
Create Scroll/psalm/canticle/ballad |
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Definition
10 minutes RP, must know spell, be interviewing someone who knows spell, or have a codex. |
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Term
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Definition
Must have Adv. Lit for 1-3, 4th ranks, must be able to cast (spells for scrolls, prayers for psalms, etc) |
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Term
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Definition
non-combat skills of Smiths, Alchemists, physicians, and scholars each skill or track costs 5 gold, takes two events, 30 minutes each, plus 10 minutes at each event interviewing someone who knows at least 2 from each rank of track. |
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Definition
Does double your base damage, must call crit |
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Term
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Definition
does double your normal backstab damage when backstabbing. Must call Crit (damage) backstab |
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Term
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Definition
Does double your base damage, must call crit |
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Definition
deflect one melee or ranged attack. Must have weapon or shield in hand. |
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Term
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Definition
Non-direct allys suffer -2 to damage. |
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Definition
5 minutes studying person, you must have RM, and must have good reason to suspect. |
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Term
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Definition
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Definition
lets you see traps that are Concealed |
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Definition
must strike weapon, 2h needs two uses of this skill, may be used to retain against a disarm. May buy twice per weapon prof. Hand Specific. Bow just needs to stike, martial arts needs to hit between shoulder and wrist. |
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Term
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Definition
Simple Trap is disarmed Complex Trap, you need to guess between 1-10, the RM will have 3 numbers in mind. Failure means trap goes off. |
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Term
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Definition
Same race, age, and gender. 5 minutes to disguise, lasts one hour, can not repeat same disguise. |
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Term
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Definition
Same race, 10 minutes to disguise, lasts one hour, can not repeat same disguise. |
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Term
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Definition
Any PC race, 10 minutes to disguise, lasts one hour, can not repeat same disguise. |
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Term
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Definition
Must have the Lore: Monster for the type of being. Any humonoid about your size, 10 minutes to disguise, lasts one hour, can not repeat same disguise. |
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Definition
makes a compound or potion appear to be something else. |
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Definition
1 minute per cubic inch cut out. |
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Definition
ONE of the following: five (5) strikes to lesser undead, OR three (3) strikes to normal undead, OR one (1) strike to a greater intelligent undead. Any successful strike immediately destroys the undead. This skill will deliver a maximum of 400 Damage (total, not 800 with Positive) to an Undead. |
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Term
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Definition
With this skill, a character can ignore the effects of a weapon strike or spell. Dodge does not protect you from psionics, ballads, or radius effects. |
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Term
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Definition
gives two insanity points to the victim, can be used to remove or add things to the body. |
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Term
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Definition
must be near unlocked window, and concetrate for 5 seconds |
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Term
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Definition
Can enter/leave through anypoint they can reasonably fit. Takes 10 seconds. Must be near the entry/exit |
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Term
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Definition
takes 30 seconds, as long as there is open space on the other side, they can make it. |
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Term
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Definition
10 seconds of concentration |
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Term
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Definition
Can tell +/-5 the armor value a target has. |
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Term
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Definition
Tell how much treasure and gems are worth. |
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Term
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Definition
1 minute of torture, next question will be truthful |
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Term
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Definition
Causes character to run until out of sight... can not face character for 30 minutes |
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Term
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Definition
Forces character to use a Parry, Dodge, or Deflect. Must strike opponent. |
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Term
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Definition
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Term
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Definition
10 seconds role-play, know victim's vitals. 1 minute bring non-critical neg body to 0 body, 5 minutes later, victim gets 1 body and wakes up. |
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Term
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Definition
Does Triple damage and Fire Damage. Can start small fires. |
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Term
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Definition
Get 20 strides during a hold away from current threat (not toward an objective) |
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Term
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Definition
dual weild.. one must be 1h or smaller, other must be small. |
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Term
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Definition
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Term
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Definition
10 minutes per page (or complete document if detecting). Baron or Cardinal or higher are immune to forgery. |
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Term
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Definition
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Term
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Definition
1 FP; Traits: None This prayer heals nine points of damage to the recipient. |
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Term
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Definition
1 FP; Traits: None This prayer cleanses a normal serving of food or drink of any poison with which it has been laced. |
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Term
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Definition
1 FP; Traits: None This prayer can be used to create a holy symbol, holy water, or to bless other objects used in mass rites. In addition, it can be used to perform baptisms. |
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Term
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Definition
2 FP; Traits: Defense, Latent This spell resists the surprise attack skill Waylay. The opponent’s attack fails and the attack ability is considered used. |
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Term
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Definition
2 FP; Traits: Latent, Weapon This prayer will imbue a weapon to strike for divine damage for a duration of five minutes. |
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Term
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Definition
Can see 1 yellow headband person in 10 feet. |
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Term
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Definition
All Goblinoids +10 BP, +1 Damage, and do not have to retreat if others do. |
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Term
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Definition
may bring cheating devices into game |
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Term
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Definition
inflicts a lesser curse on person responsible for curser's death, but can only be defended as if it was a greater curse. Only resist curse can resist it. |
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Term
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Definition
Places Trickster's Jib on target, only resist and obscurement defends against it. |
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Term
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Definition
Character puts on yellow headband. Must have no light colored clothing, must be in shadows or complete darkness, can not move or make noise. |
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Term
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Definition
Gain 10 BP and +2 Str immune to all fear and intimidation for 5 min. Will last for 5 minutes or until all enemies are fallen, anyone who touches them is an enemy, at end, falls into negative body count. |
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Term
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Definition
10 gold pieces an hour up to 4 hours. Must have a stated concrete goal. |
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Term
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Definition
Does half the current BP of an opponent or 10 BP, whichever is greater. Must use diety's weapon, once per weapon prof after prof 2 |
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Term
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Definition
The characters weapon must be sheathed for this skill to work properly. Character must yell Iaijutsu and unsheathe her weapon. Once the weapon is drawn she must immediately perform any attack at her disposal. As long as the attack was made within five seconds it cannot be countered by the parry skill. This skill is hand specific. This skill may only be used with a bladed weapon, and requires a sheath or sword frog to be used. |
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Term
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Definition
soak four points of damage from any attack that inflicts Ice damage |
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Term
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Definition
identify a disguised compound |
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Term
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Definition
determine the general nature (i.e., magical, druidic, mundane, etc.) of an item, its general composition (i.e., normal stone, mithril, jade, etc.) and any special properties it possesses |
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Term
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Definition
With this skill, a character can shrug off pain that would leave another person in shock. This skill can be used to resist any pain-inflicting skill or spell, or to ignore the effects of a broken limb for the duration of the current battle. |
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Term
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Definition
This skill allows a character to resist or pierce the effect of an arcane spell of the illusion sphere, with the exception of the spell Displacement |
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Term
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Definition
damage equal to the opponents current body points to a max of 200 damage, thus dropping them to zero This skill may be purchased once for every one weapon proficiency after the initial two weapon proficiencies for the prerequisite |
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Term
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Definition
You must be wielding a Small Weapon to strike with this skill. After successfully striking your opponent, she must writhe in pain for fifteen seconds and cannot take any action whatsoever. |
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Term
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Definition
This skill can be used to detect any non-magically hidden being - provided that the being emits body heat and that a more powerful heat source is not masking it (such as the heat from a fire). This skill can be maintained as long as the character remains in dark conditions; as soon as she is exposed to normal lighting or brighter conditions lasting longer than thirty seconds, the skill ends. To switch between normal vision and this skill, you must close you eyes for thirty seconds. |
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Term
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Definition
resists an attack that would cause the character to become uncontrollably enraged, or that would completely reverse her loyalties. |
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Term
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Definition
Removes fear effects in others, not usable if you are feared, lasts rest of battle. |
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Term
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Definition
yell a few insults at the target and then state Insult. The target must then stop whatever she is doing and attack the insulter. This lasts until one minute is up or until she has knocked the character unconscious, which ever comes first. |
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Term
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Definition
takes an attack meant for another. must use the skill within five seconds after the target is affected. She must touch the target's body, preferably the shoulder and say Intercept. Intercept may be used on any effect that affects another player, including area of effect, or a weapon attack on oneself. It can be used against Perfect Aim attacks. |
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Term
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Definition
10 minutes RP, next 3 questions answered truthfully. |
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Term
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Definition
5 seconds RP, then target can not perform offensive action toward you for 5 minutes. Target can defend. |
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Term
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Definition
skill provides 12 points of Armor for each rank bought |
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Term
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Definition
The player may block weapon blows with her martial arts claws without taking damage |
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Term
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Definition
lasts for 1 hour. The user can sense all beings on the same plane as himself within a 20 foot radius, hidden or otherwise. This does not allow the user to see the hidden being |
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Term
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Definition
jump a distance of up to thirty feet, reaching a maximum height of fifteen feet |
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Term
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Definition
levitate instantly to a height of twenty feet in the air for a duration of five minutes. The character can do nothing other than maintain the skill while levitating |
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Term
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Definition
A character can heal a maximum of four points of damage to herself or another person, so long as the total does not exceed half of the wounds that the recipient is suffering from. This skill can only be used on Jaxuarians or Kitierans. |
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Term
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Definition
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Term
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Definition
This skill can be used as a defense against any attack. A marshal must be present to decide the outcome of this skill when used in a role-playing situation |
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Term
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Definition
the character must affix her holy symbol to the opponent, who must be rendered immobile by some means. She is unable to cast prayers or utilize any divine abilities for as long as the character’s holy symbol remains affixed. |
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Term
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Definition
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Term
Martial Arts Proficiency +1 |
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Definition
+1 damage with both fists when used with the Martial Arts skillcan press and squat an additional 50lbs. This additional lifting ability is only applied to the first proficiency |
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Term
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Definition
delivering a sermon for 10 minutes, along with 10 minutes of religious ceremonies Rank 1 Altar: All attendants receive the first-rank prayer Blessing. Rank 2 Altar: All attendants receive the second-rank prayer Aid. Rank 3 Altar: All attendants receive a single latent Willpower. Rank 4 Altar: All attendants receive a single latent Resist. Rank 5 Altar: All attendants receive a +5 Minutes to each stage of their Death Count for 24 Hours |
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Term
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Definition
include up to four other people role-play discussing the plan for at least ten minutes for each participant participants can enhance any one of their skills that were learned from a Rogue profession |
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Term
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Definition
teach multiple people at the same time. You must role-play with the character for five minutes for each point of build the skill costs for the student. |
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Term
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Definition
After torturing the character for fifteen minutes, the victim gains one insanity point. |
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Term
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Definition
the role-playing time required of the physician to perform the treatment is reduced by half |
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Term
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Definition
This skill requires the use of a red headband. An ability that pierces a red headband concealment will reveal the presence of the character within the water, but will be unable to provide a clear distinction between them such that the character could be targeted directly. |
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Term
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Definition
You must role-play melding with the tree for at least twenty seconds. A character that is melded with a tree is able to perceive her surroundings with all of her senses, and heals wounds at a rate of five Body Points for every hour she remains melded. If the tree is damaged while the character is melded with it, the character suffers half of the damage from each attack. If a character is knocked unconscious while melded with a tree, she immediately separates from the tree and falls to the ground in her original form. This skill requires the use of a red headband. An ability that pierces a red headband concealment will reveal the presence of the character within the tree, but will be unable to provide a clear distinction between them such that the character could be targeted directly. |
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Term
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Definition
pin an opponent’s arm to a wall or other substantial object, or her foot to the floor or ground for a duration of five minutes. You must strike the opponent with an edged thrown weapon, arrow, or bolt, and the opponent must be within five feet of a wall, tree trunk, or similar object if you want to pin an arm. The opponent’s arm or foot becomes fixed in place. The opponent can choose to free herself before the duration has expired with Strength +2 or greater, but suffers five points of Direct Body damage as a result. |
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Term
Negative Energy Resistance |
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Definition
With this skill, a character is immune to all innate claw or bite special effects of Negative Energy beings, such as a paralyzing strike, lycanthropy curse, or the ability to inflict Direct Body damage. |
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Term
Negative Energy Fortitude |
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Definition
character must concentrate for five seconds before using this skill, which can be the same five seconds of concentration required to charge the skill Positive Energy Concentration, if the character wishes. When active, this skill grants the character a soak of five against the claw or bite attacks of Negative Energy beings; this soak can be stacked with other soaks. In addition, the character is immune to all innate claw or bite effects that the being might possess, such as a paralyzing strike or the ability to inflict Direct Body damage. These protections have a duration of ten minutes. |
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Term
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Definition
opponent to be paralyzed for one minute |
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Term
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Definition
parry any one non-surprise physical blow dealt to the front of your body. You must have a melee weapon in hand to use this skill. This skill is not hand specific. |
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Term
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Definition
This skill allows a character to open a basic lock. You must role-play picking the lock for a duration of thirty seconds, after which the lock is opened and unbroken; anyone can lock it again instantaneously by touching the location of the lock and stating the action. |
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Term
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Definition
You must role-play picking the lock for a duration of one minute, after which the lock is opened and unbroken; anyone can lock it again instantaneously by touching the location of the lock and stating the action. |
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Term
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Definition
You must role-play picking the lock for a duration of five minutes, after which the lock is opened and unbroken; only someone who knows how to work the specific lock (listed on the Area Note or Item Card), or the rogue who picked it, can lock it again. |
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Term
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Definition
You must clip a black clothespin within 6 inches of or directly on the pouch or pocket you are attempting to pick, and the pin must remain attached for a duration of ten seconds without being detected by the victim. A Rules Marshal must supervise the use of this skill. If the attempt to pick the victim’s pocket succeeds, the Rules Marshal will retrieve one item at random from the pouch or pocket that was picked |
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Term
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Definition
allows you to push a toxin or poisonous substance out of your body through whatever means it entered. If the poisoned entered through a wound, the wound would expel the poison, if it was ingested, vomiting would occur, if inhaled, coughing would occur, etc.. If the poison is instantaneous, the character has 5 seconds in which to announce the use of this skill. |
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Term
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Definition
Negative energy creatures, such as Undead, Lycanthropes, and True Warlocks, cannot pass through the barrier on any plane of existence A Greater Undead, Lycanthrope of Tier III or higher, or True Warlock possessing the knowledge of True Form can choose to pass through the barrier or remain contained by it, but if it elects to cross the barrier, it suffers 400 Direct Body damage - which cannot be resisted in anyway. The character must role-play inscribing the barrier for at least one second per foot of length, and must call out the skill every five feet, as the process of creating the barrier is visibly obvious. Furthermore, the presence of the barrier must be announced to anyone who enters the vicinity of the barrier. A character can create a barrier that is equal in length to three times her level, and that lasts for a maximum duration of five minutes times her level, provided that the character that created it remains within fifty feet of it, and conscious, throughout. The barrier can be of any shape, but must be inscribed on the floor or ground. |
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Term
Positive Energy Concentration |
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Definition
To use this skill, the character must concentrate for five seconds, after which she may strike for +1 damage - with the blows inflicting the positive energy (Posi) damage type - for a duration of ten minutes. This skill can be charged simultaneously with the skill Negative Energy Fortitude. |
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Term
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Definition
negate the effects of one prayer that targets her |
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Term
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Definition
You may ignore the effects of any one psionic attack. You may only purchase this skill once for each Attack Rank you know (4 Maximum). |
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Term
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Definition
It inflicts double a character’s normal weapon damage, in Direct Body damage, to an opponent. When attacking with this skill, the proper way to call damage is to say “Puncture Armor x Body”, where x is the damage total. |
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Term
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Definition
1 target running away. Call Hold and you may pursue this target up to 20 strides. This skill may also be called during a hold used for the skills flee, jump, and leap. When this is done, take 20 strides towards the player who called the first skill. This skill is only used to pursue a target running away; it can not be used in an offensive or re-positional manner like the skills celerity or abundant step. |
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Term
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Definition
With this skill, a character is knowledgeable on the subjects of algebra, geometry, music, and astronomy |
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Term
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Definition
You must tag the opponent on both shoulders with your hands to strike with this skill. A character must have appropriate material to bind the opponent, such as rope or cloth, on her person when this skill is used. The opponent is bound by the hands and feet and gagged, rendered completely immobile and unable to speak. The bindings can be cut loose with an edged weapon, broken loose by the opponent if she has Strength +4 or greater, or slipped out of by the opponent if she has the skill Escape Restraints. |
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Term
Ranged Weapon Proficiency +1 |
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Definition
do an extra point of damage when attacking with one specified type of Ranged Weapon. This skill is weapon-specific. A character with this proficiency can press and squat an additional 50lbs. This additional lifting ability is only applied to the first proficiency purchased |
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Term
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Definition
extend the duration of her disguise by an additional hour. You must role-play adjusting and fixing the disguise for one minute, which must take place within the last 15 minutes of the disguise’s original duration. This skill can be used twice on a single disguise, with the second use occurring within the last 15 minutes of the first extended duration. |
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Term
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Definition
This skill allows a character to discover information by consulting one or more Manuscripts, Tomes, or other complex, written works. A rules marshal or plot marshal (where appropriate to the context) is required to oversee the use of this skill. The character must have access to one or more resources that specifically contain the information you wish to investigate, and must study it or them for at least thirty minutes. After completing the study, you can ask and receive answers to five questions concerning the subject. All questions must be posed during the study session; none can be saved for later use. The questions can be prepared with the help of others before the research begins. The character learns no further information regarding the subject other than what was gained from the five questions. |
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Term
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Definition
This defense skill resists a weapon, claw or fist attack that inflicts physical harm. The opponent’s attack fails and the attack skill is considered used. |
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Term
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Definition
You can use this skill to retry any gambling experience that involves luck, such as re-rolling dice or re-drawing a hand of cards. In the game world, the first try never happened and the result of the retry is the only thing that takes place. |
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Term
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Definition
This attack skill injures an opponent’s limb, severing it and causing severe pain and leaving no part of the limb attached to the opponent’s body. You must strike the opponent’s limb that you wish to sever for this attack to be successful. The opponent’s limb is lopped off and she can make no attempt to use it. This skill is hand and weapon specific and you must wield a One Handed or larger Edged Weapon to strike with this skill. |
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Term
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Definition
This attack skill breaks an opponent’s weapon and renders it useless. You must be wielding a weapon of equal or greater size than the opponent’s weapon and must strike the opponent’s weapon for this attack to be successful. The opponent can no longer wield the weapon in any manner, and must immediately sheath or drop it. |
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Term
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Definition
This attack skill knocks an opponent back ten feet from the character. You must be wielding a shield to use this skill; call the skill by gesturing in the direction of your opponent without touching her at all. You must be within arm's length of your target for the attack to be successful. |
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Term
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Definition
With this skill, a character snatches a small item that is out in the open, without notice. The item being snatched cannot be bigger than the palm of your hand. A Rules Marshal must supervise the use of this skill. To use this skill, you must stand within arm’s reach of the item for five seconds, after which the Rules Marshal will take the item for you and give it to you as soon as possible afterward while remaining discrete |
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Term
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Definition
This attack skill inflicts Divine damage to an opponent equal to double the character’s normal base damage plus five. If the character is using her deity's holy weapon, she instead deals triple her normal base damage plus five. This skill inflicts a maximum of forty points of damage |
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Term
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Definition
When this skill is used, the character gains thirty Body Points, can add two to her normal weapon damage, and can strike for Direct Body damage. The effects of this skill last for the duration of the battle in which it is used. When Spirit of the Dragon expires, the character is dazed for ten minutes. |
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Term
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Definition
This skill allows a character to move while using the skill Hide in Shadows. The character must remain in the shadows and can only move at a heel-to-toe rate while concealing herself with this skill. If the character takes offensive action towards another being, she becomes immediately visible. This skill requires the use of a yellow headband, and must be used with the skill Hide in Shadows. |
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Term
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Definition
With this damage augmenting skill, a character is stronger than a normal person, and can add one to her normal weapon damage. A character with this skill can press one hundred fifty pounds and squat two hundred pounds, plus an additional fifty pounds to each for each additional purchase of it. |
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Term
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Definition
You must role-play concentrating your mind and strength for at least five seconds, after which the character strikes for twice her normal weapon damage for the next five attacks. |
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This attack skill renders an opponent stunned for five seconds. You must strike the opponent on her torso for this attack to be successful. |
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This attack skill allows a character to grapple an opponent and render her held. You must strike the opponent on both shoulders with the character’s fists for this attack to be successful. If the opponent has a greater Strength than the character, then the opponent can break out of the hold at any time. The opponent that is held by this skill cannot move, attack, or use any other type of ability that requires the user of her limbs. The character that is using this skill cannot attack or use any other type of ability, and can only move with the opponent at a heel to toe pace. This skill lasts until the character releases the opponent, by whatever means that occurs. |
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You must role-play teaching the subjects for at least five minutes for every two points of build that the skill costs. |
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You must strike with a Two Handed Edged weapon, Two Handed Blunt weapon, Pole-Arm, or Staff for this attack to be successful. The opponent is thrown ten feet from the character. To use this skill with Martial Arts or Brawling, you must strike the opponent with both of the character’s fists simultaneously. |
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The character must role-play torturing the victim for at least five minutes before forcing truthful answers from her, and must continue to torture the victim throughout the questioning. The victim can only be questioned on one particular subject, but will answer any question pertaining to that subject truthfully. The coercion lasts for ten minutes or until the character stops torturing the victim, whichever comes first. Once the torture ceases, the victim falls unconscious for ten minutes. |
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This skill allows a character to follow the tracks of another person or creature. A Rules Marshal must supervise the use of this skill. The character may or may not succeed, depending on a number of factors; refer to the Tracking section of the Supplemental Rules for complete details on how tracking is performed. |
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When a character uses this skill, she detects the presence of all treasure within ten feet of her. A Rules Marshal must supervise the use of this skill, and will ask each person and inspect each container within the radius of the skill for treasure. You will be told if the treasure is worth less than five gold pieces, or five gold pieces or greater. |
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This skill allows a character to perform a feat of marksmanship. The character can shoot an apple off of someone’s head, a cup out of someone’s hand, or perform a similar maneuver. This skill can only be used for non-combat purposes. A Rules Marshal may rule whether or not the Trick Shot is possible. |
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This damage augmenting skill allows a character to add one to her normal weapon damage with one specified weapon wielded in one specified hand. A character can only learn this skill from someone with a Weapon Proficiency in the same weapon and hand that she wishes to learn it with. A character with at least one instance of this skill can press one hundred fifty pounds and squat two hundred pounds. |
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This defense skill allows a character to resist a mental attack or mind-influencing ability. In addition, the character is immune to that attack or ability for thirty minutes. |
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This defense skill blocks a ranged weapon attack that is delivered to the front of the character’s body and is not a surprise attack. The opponent’s attack fails and the attack skill is considered used. |
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2 FP; Traits: Attack, Ranged This prayer dispels the effect of an active prayer upon the subject. This prayer cannot reverse damage or other effects that occur instantaneously, only prayers that remain active upon the subject for a specific duration. The caster must state the effect she is targeting with the dispel, and if the recipient or opponent is not under that effect, then the dispel is expended with no result.
(Prayer, Rank II, Sacrament Domain)
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3 FP; Traits: Augment This prayer bestows a threshold of five upon the recipient for a duration of five minutes.
(Prayer, Rank III, Sacrament Domain)
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4 FP; Traits: Caster This spell creates an impenetrable barrier around the caster through which only sound and air can pass. Any effect that is delivered by sound or air (i.e., a bard song or poison gas) will bypass the sanctuary. The caster can include one other person inside the sanctuary, provided that the person is within reach of her outstretched arm at the time of casting and is conscious and willing. The sanctuary appears instantly in place, has a radius equal to the length of the caster’s outstretched arm, and molds around all inanimate objects that have a greater length or width than the sanctuary’s radius, leaving them outside the sanctuary. The sanctuary will remain in existence for as long as the caster stands with one arm outstretched, palm facing out; the caster cannot switch hands once the spell has been cast, but can choose whichever she prefers at the time of casting. The caster cannot move while maintaining this spell. The additional occupant cannot leave the sanctuary, but must wait until it is dispelled; she can move around to the extent possible within the sanctuary, however, allowing her to reposition herself behind the caster, for example.
(Prayer, Rank III, Sacrament Domain)
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3 FP; Traits: Attack, Ranged This prayer will instantly transport any lesser or normal extra-planar being – except for the caster herself, if applicable - back to the being’s natural plane of existence.
(Prayer, Rank III, Sacrament Domain)
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6 FP; Traits: Defense, Latent This prayer allows the recipient to resist the effects of a prayer. The opponent’s prayer fails and is considered used.
(Prayer, Rank IV, Sacrament Domain)
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Divine Sphere of Protection |
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Definition
6 FP; Traits: Caster This prayer creates an impenetrable sphere in a ten-foot radius around the caster, through which only sound and air can pass. Any effect that is delivered by sound or air (i.e., a bard song or poison gas) will bypass the sphere. The sphere appears instantly in place and molds around all inanimate objects that have a greater length or width than the sphere’s radius, leaving them outside the sphere. It will remain in existence for as long as the caster stands motionless, head down, chanting the prayer words of her deity. Any interruption in the chanting, unless during an official hold in game-play, will cause the sphere to dispel.
(Prayer, Rank IV, Sacrament Domain)
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1 FP; Traits: Attack, Ranged This prayer terminates any rage skill, spell, or ability affecting the opponent. The opponent is brought to the end of the ability’s duration and is subject to any detriments that normally occur at the end of it.
(Prayer, Rank I, Authority Domain)
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1 FP; Traits: Attack, Ranged This prayer forces an opponent to her hands and knees in the position of a supplicant. The opponent must remain in this position for a duration of five seconds, or until attacked, which ever happens first.
(Prayer, Rank I, Authority Domain)
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2 FP; Traits: Caster, Latent, Defense This prayer resists a mental attack or mind-influencing ability.
(Prayer, Rank II, Authority Domain)
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2 FP; Traits: Attack, Ranged This prayer causes an opponent to become too afraid of the caster to attack her. The opponent cannot take any offensive action against the character for a duration of five minutes. If the character attacks the opponent, she can try to defend herself from the character’s strikes, but cannot attempt to counterattack.
(Prayer, Rank II, Authority Domain)
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4 FP; Traits: Attack, Ranged The target of this prayer must defend the caster for a duration of ten minutes. The target must protect the caster from any form of attack to the best of her ability, including risking and causing her own death to do so. In protecting the caster, the target will fight against anyone who tries to hurt the caster. In addition, she will not leave the caster’s side under any circumstances, nor will she take any action that is not directly related to protecting the caster. Whether the target obeys commands from the caster is up to the target, and whether she believes that obeying the command will have a direct impact on protecting the caster.
(Prayer, Rank III, Authority Domain)
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3 FP; Traits: Attack, Ranged This prayer instantly binds and gags an opponent. The opponent is bound by the hands and feet and gagged, rendered completely immobile and unable to speak. The bindings are not very secure, and can be cut loose with an edged weapon, broken loose by the opponent if she has Strength +4 or greater, or slipped out of by the opponent if she has the skill Escape. The bindings will disintegrate completely after five minutes.
(Prayer, Rank III, Authority Domain)
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Definition
6 FP; Traits: Caster This prayer creates an aura of authority around the caster that prevents any sentient being from attacking her, or making an attack that would knowingly affect her, for a duration of thirty minutes. If the caster takes any action that affects another being, the prayer is dispelled. A character can choose to expend a Willpower to ignore the effect of this prayer.
(Prayer, Rank IV, Authority Domain)
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6 FP; Traits: Attack, Ranged This prayer places an opponent under the caster’s control for a duration of one hour. The caster can order the opponent to take any action she desires, and can issue complex instructions that the opponent must fulfill to the best of her ability; the opponent must apply her best efforts to accomplishing the orders given to her, to the extent of using abilities that the caster may not have been aware of, but would aid in performing an assigned task. The opponent has no free will of her own whatsoever and cannot act on her own initiative, except where that initiative would directly aid in successfully completing an order given to her by the caster. The opponent can only be coerced into answering three questions by means of this prayer, after which the opponent is able to refuse to answer – though she if she chooses to answer she cannot lie. The opponent possesses a complete memory of the experience of being under this prayer.
(Prayer, Rank IV, Authority Domain)
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1 FP; Traits: None This prayer negates the effect of any skill, spell, or ability that constrains the recipient’s behavior to a calm or orderly manner. It cannot restore the recipient to a state of rage or other effect that she may have been under when constrained by the negated effect.
(Prayer, Rank I, Chaos Domain)
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1 FP; Traits: Caster This prayer renders the caster immune to truth compelling skills, spells, or abilities for a duration of one hour. The caster cannot lie and escape detection, but merely is able to resist any compulsion to speak the truth, and can choose to remain silent.
(Prayer, Rank I, Chaos Domain)
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2 FP; Traits: Latent, Defense This prayer resists the effect of any skill, spell, or ability that constrains the recipient’s behavior to a calm or orderly manner.
(Prayer, Rank II, Chaos Domain)
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2 FP; Traits: Attack This prayer will taint a normal serving of food or drink with a touch of chaos. Any character that consumes at least one third of the serving will fly into a blind rage for a duration of five minutes, and must immediately begin attacking those around her, starting with the nearest and proceeding from one to the next only on the basis of who is nearest. The victim must expend her best abilities to harm others, and must expend defenses as needed to remain conscious and capable of fighting.
(Prayer, Rank II, Chaos Domain)
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4 FP; Traits: Attack, Ranged This prayer turns an opponent’s feelings toward one other person to complete and boundless hatred for a duration of ten minutes. The caster must indicate the subject of the opponent’s hatred at the time of casting either by naming her, or by pointing directly to her. The opponent is not compelled to take any specific course of action, but must do whatever she would normally do in response to bearing total hatred towards someone.
(Prayer, Rank III, Chaos Domain)
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3 FP; Traits: Attack, Ranged This prayer inflicts 25 points of Divine Lightning damage to an opponent.
(Prayer, Rank III, Chaos Domain)
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6 FP; Traits: Attack, Ranged This prayer is represented by five spell packets, each of which inflicts confusion upon an opponent. All affected opponents are Dazed for a duration of one minute.
(Prayer, Rank IV, Chaos Domain)
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6 FP; Traits: Latent, Defense This prayer resists a mental attack or mind-influencing ability. In addition, the opponent that delivered the attack suffers one minor Insanity Point.
(Prayer, Rank IV, Chaos Domain)
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1 FP; Traits: Defense, Latent This prayer allows the recipient to resist an attack that would force her into a rage effect, or would specifically alter her relationship towards other people in any way.
(Prayer, Rank I, Compassion Domain)
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1 FP; Traits: Attack, Ranged This prayer terminates any rage skill, spell, or ability affecting the opponent. The opponent is brought to the end of the ability’s duration but is not subject to any detriments that normally occur at the end of it.
(Prayer, Rank I, Compassion Domain)
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2 FP; Traits: Attack, Ranged This prayer forces the subject to overlook her differences with one other person for a duration of one hour. The caster must indicate the other person at the time of casting either by naming her, or by pointing directly to her. This prayer does not prevent the subject from defending herself if attacked, only from initiating hostility against the selected person.
(Prayer, Rank II, Compassion Domain)
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2 FP; Traits: Attack, Ranged This prayer prevents the subject from delivering a killing blow or from striking an opponent with an attack that would put her directly into the critical stage of her death count for a duration of one hour.
(Prayer, Rank II, Compassion Domain)
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4 FP; Traits: Defense, Latent This prayer resists a mental attack or mind-influencing ability.
(Prayer, Rank III, Compassion Domain)
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4 FP; Traits: Attack, Ranged This prayer turns an opponent’s feelings toward one other person to complete true friendship for a duration of ten minutes. The caster must indicate the subject of the opponent’s hatred at the time of casting either by naming her, or by pointing directly to her. The opponent is not compelled to take any specific course of action, but must do whatever she would normally do in response to bearing profound friendship towards someone.
(Prayer, Rank III, Compassion Domain)
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6 FP; Traits: None This prayer releases all who hear it from any mental effects that are currently compelling them to fight against their will, or against their true allies. This release applies even to mental effects that do not specifically force a subject to fight, but are being so employed at the time that the prayer is called.
(Prayer, Rank IV, Compassion Domain)
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6 FP; Traits: Attack This prayer calms all people within a ten-foot radius of the caster for a duration of ten minutes. Anyone affected by this prayer is unable to initiate hostile action of any kind for a duration of one hour. If a subject comes under attack in any way, the effect of the prayer is immediately dispelled for her, and she is free to act however she wishes.
(Prayer, Rank IV, Compassion Domain)
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1 FP; Traits: None This prayer creates a lesser undead that is under the complete control of the caster.
(Prayer, Rank I, Corruption Domain)
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1 FP; Traits: Attack, Ranged This prayer renders an opponent unable to attack or focus any attention on the caster for a duration of one minute. If the caster attacks the opponent or forces her to interact, then the effect is dispelled.
(Prayer, Rank I, Corruption Domain)
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2 FP; Traits: Attack, Ranged This prayer suppresses all special qualities of a weapon for a duration of five minutes. The weapon will deliver only its base amount of normal damage, though bonuses to damage that the wielder possesses are still applied. None of the weapon’s special abilities are accessible for invocation or use. The weapon’s essential nature remains the same, however – the weapon is not rendered mundane or changed in material composition. To deliver this prayer, the caster must strike the opponent by any means of spell casting available to her, and then indicate the weapon to be affected.
(Prayer, Rank II, Corruption Domain)
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2 FP; Traits: Attack, Ranged This prayer instantly rots an opponent’s tongue, leaving her Mute. A tongue can be healed by any means that would restore a severed limb without the presence of the limb.
(Prayer, Rank II, Corruption Domain)
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4 FP; Traits: Attack, Ranged The target of this prayer must defend the caster for a duration of ten minutes. The target must protect the caster from any form of attack to the best of her ability, including risking and causing her own death to do so. In protecting the caster, the target will fight against anyone who tries to hurt the caster. In addition, she will not leave the caster’s side under any circumstances, nor will she take any action that is not directly related to protecting the caster. Whether the target obeys commands from the caster is up to the target, and whether she believes that obeying the command will have a direct impact on protecting the caster.
(Prayer, Rank III, Corruption Domain)
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4 FP; Traits: Attack, Ranged This prayer instantly rots an opponent’s limb - of the caster’s choosing - such that it falls off and is completely removed from her body.
(Prayer, Rank III, Corruption Domain)
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6 FP; Traits: None This prayer creates a greater undead that is under the complete control of the caster.
(Prayer, Rank IV, Corruption Domain)
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6 FP; Traits: Attack, Ranged This prayer severs an opponent’s tie to any divine-sourced powers for a duration of one hour. The opponent cannot use any skills, prayers, or abilities that draw upon divine power. Skills that do not have a divine source on such a list are not lost to the opponent as a result of this prayer. An opponent affected by this prayer is still susceptible to attacks or abilities that normally only affect a target with divine-source powers – she simply does not have access to her own abilities.
(Prayer, Rank IV, Corruption Domain)
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1 FP; Traits: None With this prayer, the caster can repair an item that has been broken or shattered. The item must be of large shield size or smaller and constructed of normal materials.
(Prayer, Rank I, Creation Domain)
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1 FP; Traits: None This prayer allows the recipient to create an item for one half the normal cost of CPs or PPs, provided that the item can be completed in 2 hours or less, and does not require the permanent expenditure of CPs or PPs. A person can only receive the benefit of this prayer once per period.
(Prayer, Rank I, Creation Domain) |
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