The Skills and Abilities List (P-Z)

Below, all the character skills and abilities (P-Z) 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.

Personal Item (x10)

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

Physical Defense (x50)

This powerful ability grants the player resistance versus physical damage. The character's body becomes hardier, stronger, and sturdier. Physical Defense reduces the damage type for all physical attacks made against the player. The player must have some Constitution before taking this ability.

With level one, all physical damage is reduced by one level to a minimum of Light damage. Therefore, Death hits are reduced to Mortal damage; Mortal hits are reduced to Critical damage; Critical hits are reduced to Light damage. Light hits will still do Light damage.

With level two, all physical damage is reduced by two levels to a minimum of Light damage. Therefore, Death hits are reduced to Critical damage; Mortal hits are reduced to Light damage; Critical hits are reduced to Light damage; and Light hits still do Light damage.

With level three, all physical damage is reduced by three levels to a minimum of Light damage. Therefore, Death hits are reduced to Light damage; Mortal hits are reduced to Light damage; Critical are reduced to Light damage. However, with level three, the player becomes immune to Light hits.

Remember, damage is always applied to magical protections first, then to the Physical Defense first, and then to any points of Constitution.

Furthermore, Physical Defense does not make the character immune to poisons but will reduce the damage type of a poison to a minimum of Light damage. Lastly, Physical Defense does not protect the character from inescapable death caused by effects such as the Body spell Slay or the Fire spell Disintegrate.

The Elder of the Realm must carefully adjudicate the use of this ability by player-characters.

Pick Pocket (x5/x1/x5)

This skill allows the character to secretly pilfer an object from another creature. The higher the level, the faster and easier it is to steal from someone.

level one: Pick Pocket in a count of 20, from a very easy location
level three: Pick Pocket in a count of 18, from an easy location
level five: Pick Pocket in a count of 15, from a difficult location
level seven: Pick Pocket in a count of 13, from a very difficult location
level ten: Pick Pocket in a count of 10, from a nearly impossible location

This skill requires the presence of an Elder.

To Pick Pocket, the player must show an Elder his or her skill card and tell the Elder exactly what he or she wants to pilfer. For example, if a player sees a pouch hanging from the belt of another person, he or she goes to an Elder and says, "I want to remove the Magic Key from that bag."

The player must then go over to the target and place his or her hand on the hit location as close as possible to the object to be picked for the appropriate count. The Elder is the one who counts and nods when the count is up. If the player is not discovered, the Elder will go to the victim a few moments later and ask that the pouch be emptied of the pilfered items. The Elder will give the items to the pick pocket at a later, discrete time.

No personal items may be stolen. Only transferable items can be taken. Pick Pocket cannot take objects the character cannot perceive such as those that have been hidden with Concealing.

Plant Lore (x1)

Plant Lore gives the character knowledge about the different types of plants and vegetation found in the Realm of Archaea. The character can identify the names of most plants, their properties, and possible uses. This skill does not allow the character to extract plant poisons or special properties.

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

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

Poison Lore (x1)

Poison Lore grants the character knowledge about different kinds of poisons and their antidotes. The character can identify most poisons, their symptoms, their origin, their toxicity, their potency, and if there is an antidote. This skill does not grant the character the ability to make poisons and antidotes.

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

level one: Light damage poisons, common lore
level three: Sleep and Paralysis poisons, uncommon lore
level five: Critical poisons, obscure lore
level seven: Mortal and Insanity poisons, rare lore
level ten: Death poisons, lost lore

Poison Research (x5/x2/x3)

Poison Research allows the character to create poisons and antidotes. See Chapter Four and the section on Poisons for details on the different types of poisons, their uses, and their effects.

The character must have the skill Poison Lore before he or she may buy Poison Research. The character's Poison Lore skill level must be equal or exceed the character's Poison Research skill level to a maximum of level ten. For example, to get to level four Poison Research, the character must have at least level four in Poison Lore. Furthermore, before the character can reach level seven Poison Research, he or she must have some skill in Animal Lore, Mineral Lore, and Plant Lore.

To create magical poisons and antidotes, the player must have some Magic Ability and some skill in Magic Lore and Magic Research. Magical poisons functions as per the normal poisons but cannot be resisted by Immunity to Poison and can only be purged magically. Magical antidotes can purge both normal and magical poisons of respective types.

Finally, characters must have a Research Kit in order to use this skill. The kit contains the necessary materials and equipment to use this skill. Initially, the character gains a free Research Kit. The Research Kit can be used over and over again. If the Research Kit is lost or destroyed, another one must be bought or found. A Research Kit has a base cost of 100 crowns.

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

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. Characters of Rule of Knowledge automatically gain the ability to Read Magic. This skill does not give the character the ability to cast spells or create scrolls.

This skill need only be bought once. This skill may require the presence of an Elder.

Status (x5)

Status grants the character the perks and advantages associated with social rank and good birth. Characters with a high Status will often be treated with more respect and shown greater favor. Status grants the character some access to the life of the upper crust though, without the skill Courtier, the character is without social graces. Finally, Status is complimentary to the character ability Wealth. The player should decide how the character gains in status (e.g. earned through experience, favor from the Sar, officially recognized by the family).

The greater the character's Status, then the greater their social and political standing. The character's standing can range from favored family, who are not true nobility but have earned the admiration, trust, or acknowledgment of the aristocracy (or the Sar), to the status of heir, a prince or princess in line to be Lord Sovereign of a province or to the Crown itself. Remember, however, that a high Status can be a disadvantage (e.g. more public scrutiny, target for assassination, competition for power, responsibility to the family or Crown).

level one: Lord or Lady, favored family
level two: Baronet, lesser nobility
level three: Baron or Baroness, lesser nobility
level four: Viscount or Viscountess, middle nobility
level five: Count or Countess, middle nobility
level six: High Count or High Countess, middle nobility
level seven: Marquess, high nobility
level eight: Duke or Duchess, high nobility
level nine: High Duke or High Duchess, high nobility
level ten: Grand Duke or Grand Duchess, Prince or Princess, heir

Streetwise (x1)

A character with Streetwise has knowledge and experience with the darker and seamier side of civilization. The character can gain information from underground and black market sources. The character is aware of the rumors and movement of rogues, con men, spies, and organized crime. 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, basic familiarity with Thieves' Cant

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. This skill also gives the character very basic familiarity and knowledge of the plants, animals, and resources of the land.

At level one, Survival grants skill at starting a small fire and skill at swimming.

Survival also allows the character to forage enough food for one meal for one person. The Elder may modify the amount of food depending on the season and terrain. The higher the character's level, the more food foraged.

Survival also allows the character to fashion out of found materials a temporary Aid Kit to be used by the Aid skill. The temporary Aid Kit can only be used once and is represented in-game by a small bundle of leaves. The higher the character's level, the more kits can be foraged in a day. The foraged kit must be used immediately and cannot be saved.

At level two, the character can locate or fashion a basic shelter in easy terrain. The higher the character's level, the better the character can survive in tougher terrain and harsher conditions. Also at level two, the character can locate fresh or potable water.

At level three, the character can hunt as well as forage for food. The skill at hunting grants the character basic knowledge of how to find and hunt animals and may grant bonuses to skills such as Tracking or Animal Lore or Find/Remove Traps.

At level four, the character can forage enough material for a simple Mending Kit to be used by the skills Armorsmithing or Weaponsmithing to fix only cloth, leather, or wood items. Like the temporary Aid Kit, the foraged Mending Kit can only be used once and must be used immediately. The higher the characer's level, the more kits can be foraged in a day. The temporary Mending Kit is represented in-game as a small bit of leather and wood.

At level five, the character can perform simple first aid to bind a Light or Critical wound as per the Aid skill. However, the time required to use the skill is a count of 120. The Survival skill does not allow the character to bind a Mortal wound or heal wounds. The character must have an Aid Kit to perform first aid. If the character already possesses the Aid skill, then Survival shortens the count to bind a Light or Critical wound by 5.

At level seven, Survival allows the character to make simple home remedies to slow poison and disease (as per the Aid skill). The time required to use the skill is a count of 120. This skill does not allow the character to purge poison or cure disease. The character must have an Aid Kit to use a remedy. If the character already possesses the Aid skill, then Survival shortens the count to slow poison or disease by 5.

At level eight, the foraged Mending Kit can now include materials to mend metal items.

This skill may require the presence of an Elder.

level one: start a small fire, skill at swimming, find food for 1 person, fashion a temporary Aid Kit
level two: find shelter in easy terrain, find fresh water, find food for 2 people, fashion 2 Aid Kits
level three: skill at hunting, find food for 3 people, fashion 3 Aid Kits
level four: find shelter in moderate terrain, find food for 4 people, fashion 4 Aid Kits, fashion a simple Mending Kits (cloth, leather, and wood items)
level five: skill at first aid, find food for 5 people, fashion 5 Aid Kits
level six: find shelter in difficult terrain, find food for 6 people, fashion 6 Aid Kits, fashion 2 simple Mending Kits
level seven: skill at home remedies, find food for 7 people, fashion 7 Aid Kits
level eight: find shelter in scarce/harsh terrain, find food for 8 people, fashion 8 Aid Kits, fashion 3 simple Mending Kits (metal items)
level nine: find food for 9 people, fashion 9 Aid Kits
level ten: find shelter in severe terrain, find food for 10 people, fashion 10 Aid Kits, fashion 4 simple Mending Kits

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. The character can tell from the tracks how many have passed, how long ago, and roughly what made the tracks. Without the skill Animal Lore, the character cannot exactly identify a creature by its tracks. The higher the level, the more information the character receives. This skill requires the presence of an Elder.

Tracking can be used to cover and hide tracks as well. The player must take the time and effort to hide is or her tracks and can only move at a slow walk. A Tracking skill level higher than the character's skill level will discover the tracks. Furthermore, Tracking can be used to discover those hidden with Concealing. The player's Tracking skill level must be greater than the Concealing skill level.

level one: follow easy tracks, general information about the tracked
level three: identify the number of tracks and age of tracks
level five: track in difficult conditions, identify general condition, disposition, and nature of tracked (e.g. tired, wounded, searching, fleeing, stealthing)
level seven: identify a few out of many tracks
level ten: track in near impossible conditions, identify one out of many tracks

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.

The presence of an Elder is recommended when using this skill.

First, the player may strike the target on the back and shout "WAYLAY!" The strike on the back represents a strike to the head or neck; players should never actually hit another player in the head or neck. If the target is wearing head or neck armor, the Waylay maneuver will not work. Waylay will not affect a target under the protection of spells such as Barkskin or Armor; however, the Waylay does count as a hit. The character ability Constitution will protect a target versus Waylay; however, the Waylay does count as a Light hit. Finally, Waylay will ignore the first two levels of the ability Physical Defense; if a target has enough Physical Defense to be immune to Light weapons, he or she becomes immune to a Waylay strike.

On the other hand, the player may make a grapple and submission hold. The player must grab the target in a bear hug and call "WAYLAY!" and count to ten out loud. The hug represents a choke hold, a submission hold, a pressure point hold; players should be very careful when grappling. If the target does not break free from the hold by the count of ten, he or she is rendered unconscious. If the target is wearing bulky or rigid neck armor, the Waylay maneuver will not work. However, a grappling Waylay will ignore Barkskin, Armor, Constitution, and Physical Defense.

This skill allows the character to knock a target unconscious once per day. This skill can be bought multiple times to increase the number of Waylay maneuvers the player can make per day. The character may have a maximum of 10 Waylay attacks.

Wealth (x5)

A character with Wealth gains the perks and benefits of having money. In game terms, the character gains income per event. The player should decide how the character gains his or her money (e.g. from a business, from a rich family, from a personal benefactor).

Depending on the level of Wealth, the income earned will vary:

level one: Layman's Wealth, 1 crown per skill level per event (the player must choose one appropriate skill to represent the character's profession; the skill level determines the crowns earned per event)
level two: Merchant's Wealth, 20 crowns per event
level three: Merchant's Wealth, 30 crowns per event
level four: Noble's Wealth, 40 crowns per event
level five: Noble's Wealth, 50 crowns per event
level six: Aristocrat's Wealth, 60 crowns per event
level seven: Aristocrat's Wealth, 70 crowns per event
level eight: Aristocrat's Wealth, 80 crowns per event
level nine: Aristocrat's Wealth, 90 crowns per event
level ten: Heir's Wealth, 100 crowns per event

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.

Characters must have a Mending Kit in order to use the Weaponsmithing 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 weapon the character can mend and the time required will vary. The time required is represented by a count. The player must touch the weapon to be mended and count clearly out loud. The character must fully concentrate to use this skill. The character cannot move, fight, or use another skill while mending his or her weapon.

level one: mend a Light weapon in a count of 120, mend an arrow in a count of 30
level two: mend a Critical weapon in a count of 120
level three: mend a Mortal weapon in a count of 120
level four: mend a Bow or Crossbow in a count of 120
level five: mend a Death weapon in a count of 120
level six: mend any non-magical weapon in a count of 105, mend an arrow in a count of 15
level seven: mend any non-magical weapon in a count of 90
level eight: mend any non-magical weapon in a count of 75
level nine: mend any non-magical weapon in a count of 60
level ten: mend a magical weapon in a count of 120 (granted the enchantment has not been broken)

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