The Skills and Abilities List (A-E)

Below, all the character skills and abilities (A-E) 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)

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.

Characters must have an Aid Kit in order to use the Aid skill. The kit contains bandages, basic medicines, and the necessary materials to use the skill. Initially, the character gains a free Aid Kit. The Aid Kit can be used over and over again. If the Aid Kit is lost or destroyed, another one must be bought or found. An Aid Kit has a base cost of 10 crowns.

The character must fully concentrate while using this skill and touch the recipient of the Aid. Neither aider nor aidee can move, fight, or use another skill. The time required to use this skill is represented by a count. The player must count clearly and out loud.

level one: bind a Light wound in a count of 60, wake a waylaid person
level two: bind a Critical wound in a count of 60
level three: bind a Mortal wound in a count of 60
level four: heal a Light wound in a count of 120, detect Feign Death
level five: slow poison or disease in a count of 60
level six: bind a wound in a count of 45
level seven: bind a wound in a count of 30
level eight: bind a wound in a count of 15
level nine: heal a Critical wound in a count of 120, restore a point of Constitution
level ten: purge poison or disease in a count of 60

Binding a Light wound will stabilize the damage done and thus keep the Light from progressing to worse wounds.

By binding a Critical wound, the recipient of the Aid can function as if the Critical wound were a Light wound. Thus, a limb with a bound Critical wound can be used to fight with. The wound is still a Critical wound, however, and any further damage will accrue normally.

Binding a Mortal wound stabilizes the person from dying. The character still has a Mortal wound and cannot move, fight, use any skills or abilities, or exert himself or herself in any way.

At level four, Aid can be used to sufficiently treat and bandage a Light wound that the damage is considered healed. At level nine, this skill can be used to heal a Critical wound or restore a point of Constitution.

At level five, the character can slow the effects of a poison or disease. The character must treat the victim before the poison or disease has taken full effect. With treatment, the time required for the poison or disease to work is doubled. Magical or potent poisons or disease may be resistant to treatment.

At level ten, the character can purge a poison that was delivered by a bite, a wound, or ingestion. Poisons delivered by contact, inhalation, or magic cannot be purged by this skill. This skill does not allow the character to make or identify poisons or antidotes.

Also at level ten, the character can purge or greatly reduce the symptoms and effects of a non-magical disease. With some special or magical diseases, the duration of the illness may be reduced with treatment.

It is recommended that this skill be used in the presence of an Elder.

Animal Lore (x1)

A character with this skill has knowledge about animals and creatures of the Realm. The character gains information about a creature such as general behavior, temperament, habitat, feeding habits, and special abilities (e.g. being poisonous or magical). This skill allows the character to identify animals and creatures by sight or by their tracks or remains.

The higher the character's skill level, the more information he or she will receive. This skill requires the presence of an Elder.

level one: knowledge of common, non-magical creatures, common lore about animals
level three: uncommon non-magical creatures, uncommon lore about animals
level five: rare non-magical creatures, obscure lore
level six: common magical creatures
level eight: uncommon magical creatures, rare lore
level ten: rare magical creatures, lost lore

Appraising (x3/x1/x3)

First, this skill allows the character to determine the worth of an object.

Second, this skill allows the character to identify the authenticity of an item. Appraising can only be used to determine the authenticity of artisan-created objects such as weapons, coins, or carvings. Appraising cannot determine the authenticity of forged handwriting or documents. To determine the authenticity of an object, the character's Appraising skill must be equal to or greater than the skill level used to create the object.

Third, this skill allows the character to determine the items likely place of origin or manufacture.

Next, this skill allows the character to determine how the object was made (e.g. by hand or by magic) and the materials used to make the item; with the use of complementary skills such as Plant Lore, Mineral Lore, and Magic Lore, an item's appraisal will be more accurate.

Lastly, with experience, the character will be able to determine whether or not the item is of magical nature; this skill does not allow the character to identify the nature of the magic but may give some insight as to the possible uses of the item.

The character must be able to make a close inspection of the item to use this skill. This skill requires the presence of an Elder.

level one: determine the worth of an object
level three: determine the object's authenticity
level five: determine the object's place of origin
level seven: determine how the object was made and the materials used
level ten: determine the object's nature and possible uses, basic familiarity with Tradespeak

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.

Characters must have a Mending Kit in order to use the Armorsmithing skill. The kit contains all the necessary materials and tools to use the skill. Initially, the character gains a free Mending Kit. The Mending Kit can be used over and over again. If the Mending Kit is lost or destroyed, another one must be bought or found. A Mending Kit has a base cost of 50 crowns.

Depending on the level of the character's skill, the type of armor or shield the character can mend and the time required will vary. The time required is represented by a count. The player must touch the area to be mended and count clearly out loud.

When repairing armor, the time required is per hit location (e.g. a limb, head, torso). When repairing a shield, it is one shield per mending period. The character must fully concentrate to use this skill. The character cannot move, fight, or use another skill while mending his or her armor.

level one: mend Leather in a count of 120 per hit location
level two: mend Ring Mail and Studded in a count of 120 per hit location, mend a Shield in a count of 120
level three: mend Metal Scale and Brigandine in count of 120 per location
level four: mend Chain Mail in a count of 120 per location, mend a Shield in a count of 90
level five: mend Banded/Splint in a count of 120 per location
level six: mend a Shield in a count of 60
level seven: mend Plate in a count of 120 per location
level eight: mend all armor in a count of 90 per location
level nine: mend all armor in a count of 60 per location
level ten: mend all armor in a count of 30 per location, mend a shield in a count of 30

Artisan (x3/x2/x3)

Artisan gives the character skill in a craft such as metalsmithing, gemcutting, pottery, woodcutting, or stonecutting. The skill grants the character knowledge about the tools and materials used in these artistic trades. Though the character is not limited to one particular craft, the player should choose one skill to be the character's concentration.

This skill can not be used to mend armor, weapons, or shields.

Characters must have an Artisan Kit in order to use the Artisan skill. The kit contains all the necessary materials and tools to use the skill. Initially, the character gains a free Artisan Kit. The Artisan Kit can be used over and over again. If the Artisan Kit is lost or destroyed, another one must be bought or found. An Artisan Kit has base cost of 50 crowns.

To make certain items, the player must have enough game money to cover the cost of production (listed below). This skill requires the presence of an Elder. Once an item is made, the Elder of the Realm will give the character an Item Card signifying the creation of the object; a prop will also be made for or by the player. An item created by Artisan is transferable.

Depending on the level of the item to be created and the level of the character's skill, the number of items the character can make will vary. For example, if the character's Artisan skill level is 5, he or she can make one level 5 object; or one level 3 object and two level 1 objects; or five level 1 objects. Objects of less than fine quality require at least one full event to create. Objects of fine quality or better require at least three full events to create. For complex objects, the Elder may require more time. For every additional player with Artisan of similar level helping to make the item, the time required is reduced by an event to a minimum of one event. The character gains the Item Card at the start of the next event.

In order to make an item of Good Quality or better, the character must have some skill in Animal Lore, Mineral Lore, Plant Lore, or Poison Lore depending on the type of object to be made. To make armor or weapons, the character must have the appropriate level in Armorsmithing or Weaponsmithing needed to repair the type of armor desired. To make items to receive magical enchantment, the character must have some skill in Magic Lore. To make magical items, the character must also have the skill Magic Research.

level one: make an item of Poor quality, make an Aid Kit, make a level 1 lock (costs 10 crowns to make)
level three: make an item of Common quality, make a Grappling Hook, make a level 3 lock (costs 30 crowns to make)
level five: make an item of Good quality, make a level 5 lock, make a Mending Kit, make an Artisan Kit, create a Seal for Forgery (costs 50 crowns)
level seven: make Lock Picks, make Trap Tools, make a level 7 lock, (costs 70 crowns)
level ten: make an item of Fine quality, make a level 10 lock, make a Research Kit, create Crown Molds for Forgery (costs 100 crowns)
level fifteen: make an item of Superior quality, make a level 15 lock, (costs 300 crowns)
level twenty: make an item of Mythic quality, make a level 20 lock, (costs 500 crowns)

For complex or large objects (e.g. armor), the Elder may increase the required cost.

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.

This skill can be used to read the patterns of the stars to interpret their influence on an individual or a situation. Time, date, season, and situation will influence the interpretation of the astrological signs. The forecasts and portents gained from Astrology are often ambiguous or puzzling and ever shifting.

The higher the skill level, the more detailed the knowledge and the more the character will know or learn. This skill requires the presence of an Elder.

level one: common knowledge, read immediate influences, information is vague
level three: uncommon knowledge, read influences within a week
level five: obscure knowledge, read influences within a month, information is more specific
level seven: rare knowledge, read influences within the year
level ten: lost knowledge, read influences within a lifetime, information is very specific

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. Depending on the level of the skill, the time required to climb over the wall varies. The time required is represented by a count. The player must place both hands on the wall and count clearly out loud. The player must have both hands and arms free to climb. While climbing, the player cannot fight or make any action that would jeopardize their hold on the wall.

Metal Scale or Brigandine armor or better (6 hit point and up) covering fifty percent or more of a player's body doubles the count required. However, a player may not climb a wall in full plate armor or while wielding a shield. Exceptionally tall walls will increase climbing time. Extremely difficult surfaces will require a higher Climbing skill level.

A player with a grappling hook (made by the Artisan skill) may reduce his or her count by 5.

level one: a count of 60 to climb over a wall, scale easy walls with many handholds
level three: a count of 50 to climb over a wall
level five: a count of 40 to climb over a wall
level seven: a count of 30 to climb over a wall, scale difficult walls with few handholds or in not ideal conditions
level nine: a count of 20 to climb over a wall
level ten: a count of 15 to climb over a wall, scale nearly sheer or slippery walls

In game, walls to forts, castles, and towns are usually signified by a rope stretched around an enclosure. To climb a wall, the player must touch a section of the wall and quickly count. Once finished, the player may crossover to the other side of the rope.

Concealing (x3/x1/x3)

This stealthy skill allows the character to hide him or herself or to hide items from normal means of discovery.

To conceal him or herself, the player must have a base amount of cover such as overgrown foliage or thick shadows. This skill cannot be used in an area barren of cover (e.g. an open field, an empty room). The player must attempt to physically hide as best as possible. The time required to get under cover is represented by a count. If the player is interrupted or stops counting, he or she must start again. Depending on the character's skill level, the amount of time and the amount of cover needed to successfully use Concealing will vary. Once 'hidden', the player cannot speak, cast, or make any action without breaking the Concealing. The player may tell passersby that they cannot see him or her. Onlookers must ignore a concealed character. Once the player makes an action, he or she is no longer concealed. However, if a passerby actually misses the player and makes no notice, the player need not announce that he or she can be seen. A Tracking or Concealing skill greater than the character's level will reveal the player's location.

To conceal an object--mainly from the skill Looting--the player simply hides the object on his or her person as usual. Objects that normally would not be easily concealed (e.g. something too large) cannot be hidden. Again, the time required to use Concealing is represented by a count. Once the item is hidden, it cannot be found by physical search and can only be found by a Looting skill greater than the character's Concealing level. Once the item is removed from hiding, the player must take the time to hide it again. Without Looting, Concealing used by itself to find a hidden object on another person can only be used to look through pouches and bags. See the skill Looting for more details.

It is recommended that this skill be used in the presence of an Elder.

level one: hide an item from Looting level 1, hide oneself in thick cover (in a count of 60)
level three: hide an item from Looting level 3, hide oneself in thick cover (in a count of 50)
level five: hide an item from Looting level 5, hide oneself in moderate cover (in a count of 40)
level seven: hide an item from Looting level 7, hide in moderate cover (in a count of 30)
level ten: hide an item from Looting level 10, hide in light cover (in a count of 15)

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. The added point of protection lasts until the character takes damage, no matter what hit location, and is gone. Once the benefit of the Constitution is gone, the character suffers damage normally.

For example, a warrior without armor but with 2 points of Constitution is struck by a Light weapon in the arm. Since, a Light weapon does 1 point of damage, then the character has 1 point of Constitution left. The warrior is then struck by a Critical weapon (2 points of damage) to the chest. His remaining Constitution point protects him against 1 point of damage, but 1 point gets through and affects the character as a Light to the torso. See Chapter Four for rules on combat.

Constitution can be defined as a honed physique or a superhuman will to survive. The protection acts like armor but is not armor. Thus, Constitution points protect against spells that normally ignore armor.

For example, the sixth level Fire spell Fireball does Mortal damage, which ignores armor. However, if the character has 2 points of Constitution, the Mortal damage is applied to the Constitution. Since a Mortal hit does 4 points of damage, the character's Constitution soaks 2 point leaving 2 points that affect the character normally. In the end, the character would suffer a Critical wound to the torso.

Constitution protects the character from damage caused by poisons but not from the poison itself. For example, a Light poison inflicts 1 point of damage per minute for the duration of the poison; if the character has 1 point of Constitution, then they may take one minute of the poison's damage before suffering bodily harm. To be resistant to poisons, the character must have Immunity to Poison. Furthermore, Constitution may protect the character from a poisoned weapon's damage but it may not prevent the poison taking affect. For example, the character has one point of Constitution and is struck by a poisoned dagger; the dagger strike is soaked but the character is still pierced or scratched enough for the poison to enter the character's body.

The third level Body spell Heal Critical Wound will restore a point of Constitution. Multiple healings will restore multiple points of Constitution. Furthermore, a character with Aid level 9 can also restore a point of Constitution.

When struck, the player must call "CONSTITUTION!" or "CON!"

The character may have up to 10 points of Constitution.

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.

The full description of Contact can be found in the full-version of the Archaea sourcebook.

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. The Courtier skill does not grant the character any rank, status, or nobility (see Status). The higher the level, the more information the character discovers.

This skill requires the presence of an Elder.

level one: rumor, common information, some truth
level three: uncommon information, half truth
level five: information from good sources, privileged information
level seven: information from reliable source, most truth
level ten: information from source itself, all truth, highly secretive information

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.

The changed appearance is represented in game by a surcoat designed with an appropriate symbol. For example, the character disguises himself or herself to be from the province of Eban; therefore, the surcoat would bear the province symbol of Eban. Or for example, the character wishes to pretend to be from the House of Healers; therefore, the surcoat would bear the House's organization symbol. When approached by another character, the player describes his or her disguised appearance. Since Disguise also allows the character to change manners and speech, the player must describe any noticeable behaviors and sound of voice. Furthermore, the Disguise skill also allows the character to bear arms, armor, and shields not normally usable by his or her discipline. The player may wear and hold equipment beyond the means of his or her discipline but cannot use them or gain benefit from them in combat-weapons are used too clumsily, movement in armor is awkward and the armor offers no protection, and shields are too unwieldy. Attempting to use equipment outside of the character's discipline will break the Disguise.

Though this skill is representational and depends on the cooperative imagination of everyone in-game, Disguise should be supplemented by good role-playing. The player may supplement the surcoat with added costume, make-up, and equipment changes as well as attempt to act and speak like his or her impersonation.

Furthermore, style of dress, details of etiquette, changes in behavior, and knowledge of customs to create a convincing Disguise comes from the skills Streetwise, Courtier, History, Language, or an appropriate Lore. Depending on the nature of the Disguise, the character's complementary skill must be of the same level. For example, the character wishes to disguise himself or herself as an aristocrat from a different city; therefore, the character must have Disguise level 5 and Courtier level 5. Without the complementary skill, the Disguise may be flawed or unconvincing.

At level one, Disguise can only change basic features. The character still looks basically the same though he or she can be a little older or a little younger or perhaps a close relative.

At level three, Disguise can change minor features. The character can look like a different person of his or her home (or birth) city or province.

At level five, Disguise can change moderate features including hair color, skin color, and eye color. The character can look like a different person from a totally different city or province. At level five, Disguise can change basic manners, behaviors, and speech.

At level seven, Disguise can change major features. The character can alter his or her height, weight, and age. The character can even change gender. At level seven, Disguise allows the character to act and speak completely different from himself or herself.

At level ten, Disguise can change significant features. The character can become a different humanoid such as an animan. The character can create a convincing impersonation of another person, even another character.

A Disguise skill greater than the character's level will reveal the impersonation.

The time required to put on or take off a Disguise is represented by a count. If the player is interrupted, then he or she must start the count over. Characters must have a Disguise Kit in order to use the Disguise skill. Initially, the character gains a free Disguise Kit. The Disguise Kit can be used over and over again. If the Disguise Kit is lost or destroyed, another one must be bought or found. A Disguise Kit has a base cost of 50 crowns.

It is recommended that this skill be used in the presence of an Elder.

level one: change basic features (e.g. to look like someone of the same family such as a brother, sister, or cousin) (in a count of 500)
level three: change minor features (e.g. to look like someone of the same province as the character) (in a count of 450)
level five: change moderate features (e.g. to look like someone of a different province) (in a count of 400)
level seven: change major features (e.g. significantly change height, weight, age, even sex) (in a count of 350)
level ten: change significant features (e.g. to become a different humanoid creature) (in a count of 300)

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