Disarm (1) +
Florentine (1)
Reveal/Conceal (1) +
Parry (2) +
Subdue (3)
Avoid Trap (1) +*
Bow (2)*
Escape (3) *
Set/Disarm Trap (4) *
Lock-Picking (0)*
+ signifies a Skill that can be purchased multiple times
* signifies a True skill
Disarm (1): This melee-skill is directed at a victim’s weapon, causing her to drop her weapon for a duration of five seconds, at which point she may pick it back up. You may not disarm a shield that is strapped to the victim’s arm. A blow that completely misses its victim or strikes his body is not considered expended and may be reused.
This skill may be countered by Parry. Single-use skill.
Call: “Disarm” while striking the victim’s weapon
Florentine (1): You are able to wield two one-handed weapons simultaneously, one in each hand. One of the weapons may be no longer than 24 inches. You must have purchased the required weapon skill(s) as well.
Infinite use skill.
Reveal/Conceal (1): The Conceal skill allows you to hide one small object, such as a ring, a note, or a vial or poison, on your person that will not be found by a normal search. The item may not be in plain sight, and it remains concealed only until it is brought out into plain sight. The Reveal skill automatically negates every Conceal on the victim and gives you the location of all other objects on her person without a further search–the victim must immediately give you every in-game item in her possession. Note that it is pointless to use more than one Conceal on an item, and that Reveal works only on unconscious or dead bodies.
Single-use skill.
Call: “Conceal” as you hide the item, or “Reveal” while making contact with the victim’s shoulder or upper arm
Parry (2): You are able to counter the melee-skills Disarm, Maim, Shield bash, Crushing blow, Cleave, Stifle, Rend or Stun. You may save the skill until a moment of your choosing, but when you do use it, you must do so immediately after your opponent successfully strikes you with one of the skills listed above. Parry completely negates your opponent’s skill (effects and Vitality damage) and expends both one of your parries and one of whichever skill your opponent attempted to use against you. You must be holding a melee weapon in your hand to use this skill. Parry is not effective against skills that are not listed above. Single-use skill.
Call: “Parry” when you are hit with one of the following skills: Disarm, Maim, Shield bash, Crushing blow, Cleave, Stifle, Rend or Stun.
Subdue (3): You are able to attack so that a successful blow causes the victim to lose one Vitality and immediately fall unconscious. The blow must conform to the following standards to be considered successful:
- You must strike the center of the victim’s upper back, between her shoulder blades, with the butt of your weapon.
- The strike must take the victim by complete surprise.
- You may not deliver the blow while running, as it is a stealth attack.
Even if the blow is unsuccessful, it still deals one point of torso damage as long as it connects with the victim. The victim has no idea of who attacked him, but can make reasonable deductions (for instance, if you and the victim were the only ones in the room) or ask witnesses for clarification on the attacker’s identity. Note that a full metal helmet protects its wearer from one Subdue, at which point the helmet must be repaired.
This skill may not be countered by Parry. Infinite use skill.
Call: “Subdue”
Avoid trap (1): You can evade one trap after it goes off for each time this skill is purchased. This applies for all basic traps, including buzzers, poppers, and contact poison. Note that you may not avoid poisoned blades.
Single-use skill.
Call: “Avoid trap” immediately after the trap you wish to avoid goes off.
Bow (2): You are able to use a bow or crossbow (can be Nerf). Draw weight must be no more than 15 lbs. Arrows must be blunt, padded, and considered boff safe. Arrows deal 3 damage and may be blocked with a shield, but may not be actively swatted out of the air with a weapon. Any weapon struck with an arrow takes an Unstoppable (not resistable or parryable) Disarm.
Infinite use skill.
Escape (3): You are able to perform the following three actions:
- After ten seconds of role-play, you pull yourself free of the Bind spell.
- After five seconds of role-play, you free yourself from ropes, shackles, manacles, or other bonds. Note that this does not allow you to release another person or object from bonds. There are some bonds in-game that the skill Escape may not be effective against; you will be explicitly informed if this is the case.
- After five minutes, you escape pit traps.
Infinite use skill.
Set/Disarm trap (4): You are able to move and/or place explosive traps (represented by the prop of popper fireworks). You may also attempt to disarm any trap that you encounter in-game; only characters with this skill may disarm traps in-game, even if you understand how to disarm it on an out-of-game level. All traps must be acquired in-game. Any traps that go off while you are attempting to set or disarm them have their normal effects. Note that you are required to role-play that any trap you encounter is very dangerous and liable to go off at any time if mishandled. Setting and disarming traps should be role-played as very risky, even possibly lethal. We recommend that you handle explosive traps with tweezers or a similar instrument,
never with bare hands, and always with utmost caution.
Infinite use skill.