Applicable base headers are listed under each skill. (* indicates a true skill)
Armor Expertise (3): You are more familiar with physical armor than the average person, and are therefore able to maneuver more efficiently while wearing it. Your armor cap is doubled and you gain one additional point of armor for each piece of physical armor that you are wearing in accordance with the armor rules. There are advanced skills that characters can learn with proper in-game study.
Infinite use skill.
Soldier*
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.
Soldier, Brute, Duelist, Spy
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.
Soldier, Brute, Duelist, Spy
Cheap Vitality (0): Vitality never becomes more expensive; you are able to purchase all of your Vitality at a one CP to one Vitality ratio.
Infinite use skill.
Brute*
Cleave (3): This melee-skill deals five points of torso damage to its victim. A blow that completely misses its victim or strikes his weapon is not considered expended, and may be reused.
This skill may be countered by Parry. Single-use skill.
Call: “Cleave” while striking any part of the victim’s body, except the head, groin, feet, or hands
Brute*
Crushing blow (1): This melee-skill deals one point of Vitality damage and knocks its victim to the ground for five seconds. While on the ground, you may only defend yourself, not attack. This skill may only be delivered with a blunt weapon. A blow that completely misses its victim or strikes his weapon is not considered expended and may be reused. Crushing Blow works even if the weapon is blocked by a shield.
This skill may be countered by Parry. Single-use skill.
Call: “Crushing blow” while striking any part of the victim’s body, except the head, groin, feet, or hands
Brute
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
Soldier, Duelist, Rogue, Assassin
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.
Duelist, Rogue, Assassin
Great Weapon (3): Enables you to use a two-handed version (43 – 66″) of a weapon type that you have already purchased. Not applicable to Staff or Polearm weapons. Two-handed weapons must always be used with both hands. You may not in any way use a two-handed weapon with one hand, not even in defense. Two-handed weapons are infinitely resistant to the skill Disarm as long as they are being wielded with both hands.
Infinite-use skill.
Brute*
Knockback (1): Can only be called using a Great Weapon. The target must move away from the hit 5 full steps. Try your best to step in the direction the hit would have “thrown” you. This is to be done safely and calmly, not flying through the air. If for any reason you are unable to move the 5 steps, take this skill as a Crushing Blow. This skill goes through Shields and can be Parried. Single-use skill.
Call: “Knockback” while striking any part of the victim’s body, except the head, groin, feet, or hands
Brute
Maim (2): This melee-skill deals one point of Vitality damage and breaks its victim’s limb. If the limb is an arm, the victim cannot hold anything in that hand. If the limb is a leg, that leg becomes broken. The victim may hobble extremely slowly if only one leg is broken (you may not hop on one leg). If both legs are broken, the victim loses mobility and must fall to the ground. A blow to the torso, while failing to break anything, counts as a successful blow and as such uses up the skill. The victim should role-play serious pain. Maimed limbs can only be healed via the Tend skill. A blow that completely misses its victim or strikes his weapon is not considered expended and may be reused.
This skill may be countered by Parry. Single-use skill.
Call: “Maim” while striking one of the victim’s limbs (excluding hands or feet)
Duelist, Assassin
Mutilation (3): You automatically double your Maim count by purchasing this skill.
Infinite use skill.
Duelist*
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 the skills Slay, Poison, Subdue, or Assassinate. 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.
Soldier, Brute, Duelist, Spy, Rogue
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.
Soldier, Brute, Spy
Rend (Physical) (1): This call signifies that the associated weapon strike is meant to cause pain. Rend does not deal any Vitality damage on its own. The victim must role-play a feeling of intense, incapacitating pain, falling to her knees for five seconds and yelling out. You may not use any of your offensive abilities during these five seconds, but you may defend yourself. A blow that completely misses its victim or strikes his weapon is not considered expended and may be reused.
This skill may be countered by Parry. Single-use skill.
Call: “Rend” while striking any part of the victim’s body, except the head, groin, feet, or hands
Duelist*
Retreat: This skill allows you to withstand the effects of a Slay. When successfully struck by a slay, instead of losing all Vitality and falling unconscious, treat the blow like an irresistible crushing blow, as per the crushing blow skill. Note that different creatures or headers may have access to different kinds of retreats.
Single-use skill.
Call: “Reduce” when struck with a successful Slay
Brute*
Shield (4): You are able to carry and use a shield. Shields must be no wider than the width of your shoulders. Rectangular shields may be no longer than the distance from the base of your neck to your mid-thigh. Teardrop shields may be no longer than the distance from the base of your neck to your knees. Round shields are the exception, but may be no wider than a typical round plastic sled. Every edge must be padded with foam. Shield-bearers who have purchased Shield bash must completely pad their shields.
Infinite use skill.
Soldier*
Shield bash (1): You are able to use your shield to deliver a crushing blow to a victim, as per the crushing blow skill. A blow that completely misses its victim is not considered expended, and may be reused. Shield Bash works even if the shield is blocked by a weapon or shield.
This skill may be countered by Parry. Single-use skill.
Call: “Shield bash” while striking any part of the victim’s body, except the head, groin, feet, or hands
Soldier*
Slay (4): This melee-skill causes the victim to immediately lose all Vitality and one point of armor (if wearing any), and fall unconscious. The blow must conform to the following standards to be considered successful:
You must strike the victim’s torso within the area covered by a tank top, front or back.
A blow that completely misses its victim or is blocked by his weapon is not considered expended and may be reused.
This skill may not be countered by Parry, but it may be countered by Retreat. Single-use skill.
Call: “Slay” while striking the victim’s torso within the area covered by a tank top, front or back
Soldier*
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.
Brute, Spy
Silence (2): This melee-skill causes the victim to lose the ability to speak for a duration of five minutes, as though he had been struck in the throat with the flat of a sword or a blunt weapon. The blow must strike the victim on the front of the torso that would be covered by a tank top to be considered successful. The victim may not speak or cast spells during this time, and should role-play throat pain. The effect is broken if the victim is tended, as per the Tend skill. A blow that completely misses its victim or is blocked by his weapon is not considered expended and may be reused.
This skill may be countered by Parry. Single-use skill.
Call: “Silence” while striking the victim on the front of the torso
None
Stun (2):This skill causes the victim to stop and stand still in place for five seconds, as though stunned. During these five seconds, the victim may not take any action, but may monitor his surroundings by turning his head slowly. You should role-play an appropriate reaction. The blow must conform to the following standards to be considered successful:
You must strike the victim’s torso within the area covered by a tank top, front or back.
This skill may be countered by Parry, if delivered via weapon, or by Spell shield, if delivered via spell packet. Single-use skill.
Call: “Stun” while striking the victim’s torso
Duelist*
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.
Soldier, Brute, Duelist, Spy
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.
Soldier, Spy, Assassin
Toughness (3): You have a tough constitution and must be hit twice (rather than once) in the torso before going unconscious. This does not give you any additional Vitality; it just means that your last Vitality can only be lost through a torso hit. You may also ignore the Zero Vitality Weakness rule.
Infinite use skill.
Brute
Two Weapon (3): You are able to wield any two one-handed weapons simultaneously, one in each hand. You must also purchase one instance of each of the weapons that you wish to wield.
Infinite use skill.
Duelist*