Chapter Three: Rule of Knowledge (p.1)

Characters begin with 30 building points to "buy" skills and abilities. These skills and abilities represent the knowledges, training, talents, and advantages that the character possesses or gains through experience.

To gain a skill, building points must be spent. Depending on the character's Discipline and the cost multiplier of the skill, the number of points required or the "cost" of the skill will vary. The player must spend all 30 building points. Building points cannot be saved for use at a later time.

Buying a Skill and Skill Levels

Some skills need only be purchased once to show the character has gained a proficiency or ability. However, most skills in the game can be purchased multiple times to increase its level of power, effectiveness, or depth of understanding. Each skill description in the skills list contains what a character can or cannot do at each level.

Generally, skills and abilities are rated in levels from one through a maximum of ten. Some skills will have levels beyond ten. The higher the level, the more information the character gains or the more the character can do or the better the character can perform the skill.

The cost of a skill or ability depends on the skill's cost multiplier and the level to be bought. The cost multiplier is listed in parenthesis after each skill name (e.g. x1, x2, x3, x5, or x10). To initially buy the skill, the character must spend points to purchase level one. Therefore, the cost of the skill is equal to the level times the cost multiplier (level 1 x 3 multiplier = cost of 3). To buy the next level, the cost is equal to the new level times the same cost multiplier and so on.

For example, a character of the Rule of Arms buys the skill Aid. Aid has a cost multiplier of x2. Therefore, initially, to buy the skill costs only 2 points. To buy level 2 costs 4 points (level 2 x 2 multiplier = cost of 4). To buy level 3 costs 6 points and so on.

No starting character can begin with any skill or ability above level three.

Using Skills in Game

Each skill and ability description will contain pertinent information on use in game. Pay attention to those skills that may require components, specific situations, special procedures, or the presence of an Elder.

To keep track of a character's skills, each player will be given skill cards, which represent the different knowledges and abilities the character possesses. A character cannot use a skill if the player does not have a skill card for that particular ability. The cards must be kept with the player at all times. At times, a skill may require that the card be shown or presented at the time of use.

Skill cards are not transferable and cannot be used by another player. Furthermore, skill cards are considered out-of-game, out-of-character information.

Gaining New Skills and Abilities

If a player wishes to acquire a new skill that he or she did not buy at the start of the game, then Experience Points must be spent. Experience Points are spent just like building points and the cost of the skill or ability is what is listed for the character's particular Discipline. The player should always have good reason why the character gains a new skill or ability.

The Skills and Abilities List

Below, all the character skills and abilities are listed in alphabetical order. Each entry contains the skill name, the cost multiplier for each Discipline in parenthesis, and a complete description. Remember, the cost multipliers are listed: (Arms/Skill/Knowledge); if only one cost multiplier appears then it is the same for all Disciplines.

Aid (x2)
Animal Lore (x1)
Appraising (x3/x1/x3)
Armorsmithing (x1/x2/x3)
Artisan (x3/x2/x3)
Astrology (x3/x3/x1)
Climbing (x2/x1/x3)
Concealing (x3/x1/x3)
Constitution (x5/x10/x10)
Contact (x3)
Courtier (x1)
Disguise (x5/x3/x5)
Feat of Luck (x30/x20/x30)
Feat of Magic (x20/x15/x10)
Feat of Speed (x5/x5/x10)
Feat of Strength (x5/x10/x10)
Feat of Will (x10/x5/x5)
Feign Death (x5/x3/x5)
Find/Remove Traps (x3/x1/x5)
Forgery (x5/x1/x5)
History (x1)
Immunity to Disease (x5)
Immunity to Fear (x3/x5/x5)
Immunity to Paralysis (x5)
Immunity to Poison (x5)
Increased Damage (varies)
Killing Strike (x5/x5/x10)
Language (x3/x2/x1)
Leadership (x3/x5/x5)

Legend Lore (x1)
Lock Picking (x3/x1/x3)
Looting (x3/x1/x3)
Magic Ability (x10/x5/-)
Magic Lore (x3/x2/x1)
Magic Research (x5/x3/x2)
Mineral Lore (x1)
Mistic Ability (x10/x10/x5)
Mistic Lore (x5/x5/x3)
Music Lore (x1)
Nautical Lore (x1)
New Armor Prof. (-/x5/x10)
New Shield Prof. (-/x5/x10)
New Weapon Prof. (-/x5/x10)
Organization (x10)
Personal Item (x10)
Physical Defense (x50)
Pick Pocket (x5/x1/x5)
Plant Lore (x1)
Poison Lore (x1)
Poison Research (x5/x2/x3)
Read Magic (x10/x5/-)
Status (x5)
Streetwise (x1)
Survival (x1)
Tracking (x2/x1/x5)
Waylay (x3/x3/x5)
Wealth (x5)
Weaponsmithing (x1/x2/x3)

Aid (x2)
This skill allows the character to bind wounds, stabilize dying characters, and treat minor illnesses. Depending on the level of the skill, the effectiveness of Aid will vary.

Animal Lore (x1)
A character with this skill has knowledge about animals and creatures of the Realm.

Appraising (x3/x1/x3)
This skill allows the character to determine the worth of an object, the authenticity of object, the origin of an object, and the nature of an object.

Armorsmithing (x1/x2/x3)
The Armorsmithing skill grants the character knowledge of the care and construction of armor and shields. On the battlefield, the character can make quick, emergency repairs to damaged or destroyed armor and shields so that they can be used again.

Artisan (x3/x2/x3)
Artisan gives the character skill in a craft such as metalsmithing, gemcutting, pottery, woodcutting, or stonecutting.

Astrology (x3/x3/x1)
Astrology grants the character knowledge of the stars, planets, constellations, and other celestial bodies in the sky as well as their positions, significance, and mystical meanings.

Climbing (x2/x1/x3)
Characters with the Climbing skill can climb over walls or obstacles usually not scalable by those without the skill. This skill is useful for climbing into forts, over barricades, and over town walls.

Concealing (x3/x1/x3)
This stealthy skill allows the character to hide him or herself or to hide items from normal means of discovery.

Constitution (x5/x10/x10)
This hearty ability allows the player to withstand an additional point of damage as if wearing 1 hit-point of armor.

Contact (x3)
A Contact is a person who the character knows and who can, at times, provide information, assistance, or resources to help the character.

Courtier (x1)
A character with Courtier is involved with the upper class, the aristocracy, and often can gain gossip and other inside knowledge from being around the gentry. Courtier also gives the character knowledge of courtly etiquette, fashion, and customs.

Disguise (x5/x3/x5)
This skill allows the character to change his or her appearance through make-up, costumes, and props to look like someone else. Furthermore, Disguise also allows the character to change mannerisms, speech, and behaviors to act like someone else.

Feat of Luck (x30/x20/x30)
With this uncanny ability, the character can exert once a day a moment of incredible fortune or luck.

Feat of Magic (x20/x15/x10)
With this ability, the character can exert once a day a moment of supernatural power or magical focus.

Feat of Speed (x5/x5/x10)
With this ability, the character can exert once a day superhuman dexterity and swiftness.

Feat of Strength (x5/x10/x10)
With this ability, the character can exert once a day incredible strength.

Feat of Will (x10/x5/x5)
With this ability, the character can exert once a day supernatural willpower and mental focus.

Feign Death (x5/x3/x5)
Feign Death allows the player to simulate death.

Find/Remove Traps (x3/x1/x5)
This skill allows the character to inspect an object or area for traps, identify the type of trap, and if possible, disarm the trap.

Forgery (x5/x1/x5)
This skill allows the character to forge and to recognize forged documents.

History (x1)
This skill gives the character knowledge about the history of the Realm of Archaea. The breadth of knowledge includes ancient history, important events, historical figures, and cultural history.

Immunity to Disease (x5)
This ability grants the character the ability to resist most diseases and sicknesses. Some potent magical diseases may still affect the character.

Immunity to Fear (x3/x5/x5)
This ability grants the character the ability to resist magical or special attacks that induce fear or use fear and terror.

Immunity to Paralysis (x5)
This ability grants the character the ability to resist the Body spell Touch of Paralysis and any other magical or special attacks that cause paralyzation.

Immunity to Poison (x5)
This ability grants the character the ability to resist most toxins, poisons, and venoms except for those classified as Death poisons.

Increased Damage (varies)
With great physical prowess and great combat skill, this potent ability allows the character to increase the damage of a favored weapon.

Killing Strike (x5/x5/x10)
Killing Strike allows the player to increase the effectiveness of a single piercing hit allowing the strike to bypass a target's armor and defenses.

Language (x3/x2/x1)
This skill allows the character to read, write, and understand the language other than the Sar's Tongue, the common tongue of Archaea, and their native tongue.

Leadership (x3/x5/x5)
The Leadership ability allows the character, through words, actions, and presence, to influence others to stand in the face of fear.

Legend Lore (x1)
A character with Legend Lore is familiar with the folktales, myths, fairy tales, and famous stories told by the different provinces of Archaea.

Lock Picking (x3/x1/x3)
A character with this skill has the ability to pick locks.

Looting (x3/x1/x3)
The skill Looting allows the character to quickly search the body of a helpless character or creature for any items of value without having to actually physically search through another player's things.

Magic Ability (x10/x5/-)
Only characters of the Discipline Rule of Knowledge begin with the ability to wield magic. However, with Magic Ability, characters of Rule of Arms and Rule of Skill can gain the power to cast and understand the arche.

Magic Lore (x3/x2/x1)
A character with Magic Lore has studied the history of magic and magical research.

Magic Research (x5/x3/x2)
Magic Research allows the player to create scrolls, potions, magic items, and eventually new spells.

Mineral Lore (x1)
Mineral Lore gives the character knowledge about rocks, stones, minerals, crystals, and metals.

Mistic Ability (x10/x10/x5)
This unique ability grants the character the ability to use the rituals of misticism, to understand the mysterious power of ordainments and curses, and to draw mythical influence from the Three Paths and Mists itself.

Mistic Lore (x5/x5/x3)
This skill gives the character knowledge about the Mists that surround the Realm, the Three Paths, mistics, and misticism.

Music Lore (x1)
Music Lore grants the character knowledge about the history of music, musicians, and the legends and lore hidden in song and dance.

Nautical Lore (x1)
This skill gives the character knowledge about sailing, ships, shipbuilding, navigation, trade routes, and other things related to life on the sea. This skill also gives the character some skill in swimming.

New Armor Proficiency (-/x5/x10)
This skill allows the character to gain the use of additional armor types.

New Shield Proficiency (-/x5/x10)
This skill allows the character to gain the use of additional shield types.

New Weapon Proficiency (-/x5/x10)
This skill allows the character to gain the use of an additional weapon outside of what he or she normally, by Discipline, is allowed to use.

Organization (x10)
Buying this character perk allows the character to petition and join an organization of the Realm.

Personal Item (x10)
This special perk allows the player to designate a transferable game item as a personal object making it non-transferable.

Physical Defense (x50)
This powerful ability grants the player resistance versus physical damage.

Pick Pocket (x5/x1/x5)
This skill allows the character to secretly pilfer an object from another creature.

Plant Lore (x1)
Plant Lore gives the character knowledge about the different types of plants and vegetation found in the Realm of Archaea.

Poison Lore (x1)
Poison Lore grants the character knowledge about different kinds of poisons and their antidotes.

Poison Research (x5/x2/x3)
Poison Research allows the character to create poisons and antidotes.

Read Magic (x10/x5/-)
This skill allows the character to read the language of magic. This skill is required to be able to use magical scrolls.

Status (x5)
Status grants the character the perks and advantages associated with social rank and good birth.

Streetwise (x1)
A character with Streetwise has knowledge and experience with the darker and seamier side of civilization.

Survival (x1)
The Survival skill allows the character to live off the land, to find shelter, to subsist in wilderness away from civilization, and to perform simple tasks with no or rudimentary tools and materials.

Tracking (x2/x1/x5)
This skill allows the character to find and identify tracks left by individuals, groups, or creatures across most types of terrain.

Waylay (x3/x3/x5)
This maneuver allows the character to render a target unconscious either with a strike to the head from behind or by grappling and a submission hold.

Wealth (x5)
A character with Wealth gains the perks and benefits of having money.

Weaponsmithing (x1/x2/x3)
The Weaponsmithing skill grants the character knowledge of the care and construction of blades, axes, bows, fletching, polearms, staves, and other weapons. On the battle field, the character can make quick, emergency repairs to damaged or destroyed weapons so that they can be used again.

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