Axe (1)
Blunt (1)
Florentine (1)
Pole weapon (1)
Reveal/Conceal (1) +
Staff (1)
Sword (1)
Parry (2) +
Thrown weapon (2)
Subdue (3)
Poison (3) + *
Escape Bonds (1) *
Class Study (0) *
Spy (5) +*
Lock-Picking (2)*
+ signifies a Skill that can be purchased multiple times
* signifies a True skill
Axe (1): You are able to wield a one handed axe. Axes must be between 18 and 42 inches in total length.
Infinite use skill.
Blunt (1): You are able to wield a one handed blunt weapon, which is characterized by a blunt head atop a narrow neck, including but not limited to maces and hammers. Blunt weapons must be between 25 and 42 inches in total length.
Infinite use skill.
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″. 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
Pole weapon (1): You are able to wield a pole weapon. Pole weapons must be between 60 and 66 inches in total length.
Infinite use skill.
Staff (1): You are able to wield a staff. Unlike a Wizard staff, you may not hold a regular staff while casting. Staffs must be between 48 and 66 inches in total length, and should not bear a head of any sort.
Infinite use skill.
Sword (1): You are able to wield a one handed sword. Swords must be between 25 and 42 inches in total length.
Infinite use skill.
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.
Thrown weapon (2): You are able to wield thrown weapons. You must have an appropriate weapon skill to accompany this skill (Dagger if you intend to throw daggers, Blunt if you intend to throw hammers, etc.). The entire projectile may be made only of foam and tape; no hard cores or objects may be inside the projectile; and the projectile must be soft and uncompressed when ready to throw. This skill must only be purchased once, but you do have to purchase each type of weapon you wish to throw.
Infinite use skill.
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”
Poison (3): You receive one vial of poison for each time you purchase this skill at check-in, representing your ability to make and bottle poison between events. Note that dying does not refresh your supply of poison; you must acquire more vials in-game. Vials are considered in-game items and may be sold, traded, stolen, transferred, etc. Anyone may apply a single vial of poison to an edged weapon, which remains on the blade until the very first successful blow is struck, at which point the poison is expended. Poison may never be applied to a blunt weapon. When struck with poison, the victim falls unconscious in five seconds, and dies after five minutes unless someone casts Purify on him. Poison bypasses armor.
This skill may be countered by Purify. Single-use skill.
Call: “Poison” while striking any part of the victim’s body, except the head, groin, feet, or hands
Clarify: Once you have opened a vial of poison, rip the paper inside of the vial in half to indicate that it has been used. If a vial accidentally opens (the stickers holding the lid closed rip or come undone), you should role-play that the vial broke and the poison inside leaked out.
Escape bonds (1): 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 bonds may not be effective against; you will be explicitly informed if this is the case.
Infinite use skill.
Class study (0): As a trained Spy, you have studied another class so thoroughly that you are able to mimic a few of its skills. You must specify one other class, at which point you are able to select two skills under that header, one true and one non-true. You may then purchase those skills at an increased CP cost: +2 for true skills and +1 for non-true skills.
Spy (5): One purchase of this between-game skill (BGS) gives you five Spy Points (SP) that you may then choose to spend among five different categories:
Contact agent
- – The ability to ask an agent in a completely different location to do something or find something out, or to carry a message to someone.
Counter-spy
- – The ability to know when another person is spying on you, and potentially to prevent it.
Encrypt/decode
- – The ability to code or decode a message, detect the signs of a mage who is working in a given area, understand runes (through contacts who can give basic explanations about them), etc.
Gather information
- – The ability to gather character profiles, place profiles, or interesting facts, or to intercept other spies’ agents, etc.
Misinformation
- – The ability to insert false or fabricated information into game.
You may re-allocate your SP between events to tailor your abilities to what you need or want to do. The boundaries of the skill are extremely broad and coordination with staff is mandatory.
Single-use skill.