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Skills
Skills are knowledge that a character may possess at creation or acquire/increase during the course of play though a teacher may be necessary for some. Must are mundane and encompass the various professions and studies of the day-to-day world of Fortune's Landing.
- Numbers in parentheses are the cost to buy the skill after character creation. This applies to Talents purchased with Brownie or any considerations other than starting Character Points (CP) and points from Disadvantages.
- When purchasing additional levels of a skill the number after the plus is added to the previous level of the skill to determine the cost. The modifier is then continuously added on for each additional level purchased.
- For example: When creating a character, Shawn wants to purchase three levels of Armorsmith. The first level costs 8 CP, the second is only 4 CP but the third is 8 CP. If Shawn later decided to purchase a fourth level of Armorsmith it would cost him 12 CP and so on.
- Skills marked with a (P) indicate that this is a "production talent". These talents allow character to invest in-game time and money to create in-game items, though physical representations of these items (phys-reps) are generally the user/creator's responsibility. These items may then be used or sold in game.
If you wish to buy a skill that completely includes a skill that you have already bought, you only need to pay the difference. For example, if you want to get Melee Mastery and you already have the skill Long Sword, you only need to pay the difference in cost. You may not get Character Points refunded to you if the total cost of the subsidiary skills is greater than the cost of the encompassing skill (i.e. Hammer, Mace, and Staff cost a total of 15 when bought separately, but if Blunt Mastery is later bought, the difference - 3 points - is not refunded).
No skill (other than the Lore skill) requires a teacher. However, we always recommend, for role-playing reasons, finding one anyway. Note that it is not necessary to include your teachers' names on your checkout sheet, with the exception of Lore skills. For the latter, the name of the teacher must be provided, and the teacher must initial the sheet. If the teacher is an NPC, someone from plot must initial it as well.
Appraisal:[6(9)] This skill allows the uses to determine the value of gems, ores, and jewelry. The character with this skill will be issued an appraisal sheet at the beginning of each event.
Armorsmith:[8(12)] A character must have a level of Craft (Blacksmithing) equal or greater than their level of armorsmithing. Armorsmiths are encouraged to phys-rep armorsmithing equipment in their cabins, especially if they possess a forge. A collection of tools such as small hammers, wire cutters for making chain links, any other such things used for making armor can help add to the atmosphere (in addition to being handy for real repairs to phys-reps!). Each level of armorsmithing allows the character to create one his/her level of armor, as illustrated below:
| Level |
Armour Type |
Armor Value |
| 1 |
Thin Leather, Thin Padding |
1 |
| 2 |
Thick Leather, Thick Padding |
2 |
| 3 |
Studded Leather, Leather and Chain |
3 |
| 4 |
Chain mail, Studded Leather with Plate or Chainp pieces |
4 |
| 5 |
Full Plate Mail |
5 |
A character with this skill is granted three production points per level per event, thusly a character with level 3 armorsmithing would have 9 production points per event. The production costs of a given item are listed in the Production. The use of a forge will greatly increase the amount of material that an individual can produce.
Brewing:[8(12)] This skill gives the character the ability to create magical potions and brews. A beginning brewer will start with two recipes, although additional recipes may be purchased at 3 CP per recipe. Starting recipes will be any two of the following list: Cure Disease, Glue, Intoxicant(Ingested), Light, Purification or Solvent. All brewers are required to know how to read and write and know the skill of herbalism. There are certain in-game herbs that will be useful in reducing the monetary cost in producing potions. These herbs will be marked with a card and the individual recipes will designate which herbs will provide what discount. Each recipe will list a monetary and production cost. For each level of Brewing taken, the possessor will gain three production points to use per event. The use of a stocked brewing lab will greatly increase the amount of material that an individual can produce. Brewers are encouraged to phys-rep brewing equipment in their cabins, especially if they possess a lab. A collection of different colored bottles and mortal and pestle can make an excellent phys-rep for a brewing lab. The production costs of a given brew are listed in the Production.
Avoid Trap:[6] This useful skill will allow it's user to avoid a triggered, non-area of effect trap that they inadvertently set off. Each level of this skill will allow the user to avoid one trap per event. This skill does not apply if the character is actively trying to disarm the trap. No more than 3 uses of this skill are allowed per an event for a given character, nor is a character allowed to use the skill more time than s/he has levels in it.
Chirurgery:[8(12)] This non-magical means of healing requires the use of an in-play chirurgery kit that consists of a minimum of thread and needle, but may have other instruments as the character see fit that would be used in healing. Use of this skill will allow one wound per use to be healed. This skill takes five minutes per wound to apply, during which time the Chirurgerer must role-play using his kit to bind and sew up the wounds of the victim. This skill cannot bring characters back from the dead, and the character must be stabilized before Chirurgery can begin. A character may not move faster than a slow walk or use any special abilities or combat skills for one hour after the completion of Chirurgery, or the wounds that were treated are immediately reapplied to the victim. Healing Ways is a prerequisite for this skill
Craft:[4] This character is skilled in a given craft. This is a very wide-ranging skill that covers any and all active jobs, but may not be used to duplicate the effect of another skill, advantage, or disadvantage. Some example crafts would be: Blacksmithing, Hunting, Tracking, Basket weaving, Furrier, Weaving, etc. Any craft can be used as an IBGA to generate 1 Silver Ring per level of the skill by the beginning of the next event. Craft skills are designed to be the means by which characters earn a living. On some occasions, with the approval of a guide, Craft skills may provide some in-play benefit, but no in-play benefit is ever guaranteed. Having multiple levels of a Craft skill gives no additional in-play bonus; the multiple levels instead determine how much money a character makes. A player may never call a Hold in order to use a Craft skill in any in-play manner. Craft (Tracking), in particular, has the following restrictions: one may not use this in a heavily traveled area; one may not track someone over a surface where there would be no tracks (i.e. pavement, cobblestones, through water, etc); you may not use this skill to attempt to conceal yourself or your tracks.
Escape Artist:[8]
This skill will allow a character to escape from various bonds and restraints dependant on their skill level. Each level of the skill allows the user to escape quicker from lower level restraints and allows a new category of restraint that can be defeated. Each use of this skill requires the use to declare, "Beginning Escape Artist".
- Escape Artist 1: Ropes and non-metal bonds. Requires 1 minute of obvious effort.
- Escape Artist 2: Shackles and metal bonds. Requires 5 minutes of obvious effort.
- Escape Artist 3: Magical restraints that bind no more than 2 hit locations (e.g. "Foot" spells, Iron Bands). Requires 5 minutes of obvious effort without taking any damage, or 1 minute of obvious effort and 1 wound to each bound location. May escape from a level 1 restraint without obvious effort.
- Escape Artist 4: May escape from a level a 1 restraint in 30 sec. Can escape from a level 2 restraint without obvious effort.
- Escape Artist 5: May escape from a level a 1 restraint in 15 sec. Can escape from a level 2 restraint without obvious effort in 2 min. Can escape from a level 3 restraint without obvious effort.
- Escape Artist 6: May escape from a level 1 restraint at will. Can escape from a level 1 restraint without obvious effort. Can escape from a level 3 restraint without obvious effort in 2 min.
Gardening:[8(12)] This skill allows the character to successfully replant and grow from cuttings in-game herbs. Without this skill a character must rely on random chance to encounter in-game herbs. A phys-repped garden is required for this skill. The production costs of a given item are listed in the Production.
Gunsmith:[8(12)] Characters with this skill may construct guns. Gunsmiths gain 3 production points per level per event. A Firearms workshop will boost the amount of items that a gunsmith can produce in an event. This skill is required to Maintain, Repair, and Produce guns and their ammunition, though only the Firearms skill is actually necessary to fire a gun. These production points can be used only on guns and bullets. Because Guns are such a new technology, Plot approval is required before taking this skill. The production costs of a given item are listed in the Production.
Healer's Touch:[8(12)] Anyone who has this skill automatically cuts the required healing time of any victim they treat the wounds of in half. i.e. A normal wound requires 6 hours of rest to recover from. An Accelerate Healing administered by some one with Healer's Touch would cut the time to 30 minutes, 1 hour for the Accelerate Healing, cut in half by Healer's Touch. A character must have the Chiurgery skill, before they can take Healer's Touch.
Healing Ways:[6(9)] This minor healing ability will allow a character to determine if a person is still alive, and to stabilize the wounds of a bleeding character. Stabilization will immediately stop the bleeding and prevent a character from bleeding out. The character with Healing Ways must role-playing binding the wounds for a minimum of one (1) minute per wound. Each wound must be bandaged separately.
Herbalism:[6(9)] This skill allows the character to harvest the useful parts of in-game herbs for the use in potions and brews. Without this skill a character cannot tell the difference between an in-game herb and an out of game plant. Characters with this skill may spend a few moments harvesting the plant. As harvesting a plant will kill it, the character should take the phys-rep of the plant and return it to plot at their earliest convenience.
Jewelcrafting:[8(12)] Characters possessing this skill can increase the value of uncut gemstones by working them into pieces of jewelry. This skill give the character 3 jewelcrafting production points per level per event. The production costs of a given item are listed in the Production.
Lockpicking:[8(12)] Any player attempting to pick a lock must possess a lockpick phys-rep with a tag identifying the object as a lock pick. Each level of Lockpicking gives the player three numbered codes (between 1 and 35). No character can ever have more than ten levels of Lockpicking (limiting the number of codes to thirty). This means that there is always a chance of failure.
All locks have five codes. The level of the lock (1 to 10) determines how many of these codes must be matched by the character. A level one lock only requires the character to have one of the five codes while a level five lock requires the character to have all five.
When attempting to pick a lock the character must wait one minute per level of the lock before the lock codes can be examined. (Characters with level five Lockpicking or higher can reduce this time by one minute. This reduction in time is not cumulative once the character gains levels higher than five.) During this time the player should concentrate only on role-playing that she is picking the lock. A character cannot fight, cast spells or take any action beyond minimal conversation while picking a lock. If the player can actually pick the lock is less than the required time he/she can look at the codes as soon as the lock has been picked.
Any character with Lockpicking can determine the level of a lock with just a cursory physical examination.
Example: Sven the thief is attempting to pick a lock that is on a cabin door. The Guide informs Sven that it is a level three lock. Sven kneels before the door and begins fiddling with the lock while his partner, Mordan, keeps a look out. After three minutes have passed Sven asks to look at the codes for the lock. Having two levels of Lock Picking Sven has the following codes: 01, 10, 13, 18, 21 and 34. Upon looking at the lock codes he sees that it has the numbers: 04, 06, 13, 27 and 34. Sven has two of these codes, but he needs three to open the lock. Cursing at his failure, Sven informs Mordan that he cannot open the lock. Mordan tells Sven to keep watch while she gives the lock a try.
Mordan has not been allowed to look at the lock codes so she does not know if her codes will allow her to open the lock. Rather than spending the three minutes Mordan actually attempts to pick the lock. A few seconds later the lock springs open with a satisfying click. The Guide now allows Mordan to compare her own codes to the locks. Mordan has the following codes: 03, 06, 10, 17, 19, 21, 24, 27 and 34. Mordan matches three of the codes (06, 27, and 34), the same as the level of the lock, which means that she successfully opens the lock. If Mordan had not been able match the codes she would not have been able to open the lock, even though her player was able to.
Locksmith:[8(12)] This skill allows the character to create actual in-game locks. The player is responsible for providing approved phys-reps for all locks made with this skill. A character must possess an equal level of Lock Picking in order to purchase this skill. The production costs of a given item are listed in the Production.
Lore:[6] A Lore is a discreet set of knowledge about a specific topic. Characters may learn a Lore from any Plot approved source. Typically, these include teachers, manuscripts, or specific experiences on the part of the PC. The knowledge that a Lore Skill represents is NOT knowledge possessed by the player, but instead by only the character. Thus, ANY access to that knowledge REQUIRES the involvement of a Guide. Many people confuse information gained inplay by the player as qualification for a Lore Skill. Lore knowledge represents information that is not in the player's hands until they request specific answers to specific questions from a Guide.
| New Level |
Cost (Total CP cost) |
| Novice |
6 (6) |
| Apprentice |
10 (16) |
| Journeyman |
18 (34) |
| Expert |
26 (60) |
| Master |
34 (94) |
Novice: This level of lore is equivalent to someone with a hobby level interest in the topic. Example: A Novice Lore in Human social Structure would know the names of the various tribes as well as significant current leaders and normal migratory patterns for the nomadic groups.
Apprentice: This level of lore is equivalent to a Bachelor's degree in the topic. Example: An Apprentice Lore in Human Social Structure would know the names and a fair amount of the history of the various tribes/clans, as well as the current political structure and potential troublespots between the various clans.
Journeyman: This level of lore is equivalent to a Master's degree in the topic. Example: A Journeyman Lore in Human Social Structure would know the most likely points of conflict between teh various clans as well as between the other races. It would also allow the Lore user to know who the common employers of Human mercenaries are, and make projections of who are likely future Khans or Shans from among the current leadership.
Expert: This level of lore is equivalent to a PhD in the topic. Example: An Expert Lore in Human Social Structure would know even the more obscure and rare Human legends and who the significant human figures the world over are. It would also indicate likely trade alliances and where there may be people behind the scenes manipulating the public faces of power.
Master: This level of lore indicates that the character is on the absolute cutting edge of the topic. This level is impossible to reach with study alone. The character must spend time and money conducting experiments and/or traveling and talking with people to maintain this level of expertise. Example: A Master Lore in Human Social Structure would be able to identify where and who one would have to pressure to in order to make something happen on a tribe or even wider basis. The character is probably known to those in power with the Humans, and is a recognized expert on the Human condition.
Open Secret Doors:[8(12)] A character that possesses this skill can attempt to open any secret door she discovers. Many secret doors may require the character to solve a puzzle before it can be opened. Possessing this Talent gives the character the opportunity to open the door, but does not necessarily confer any special knowledge as far as any puzzles are concerned. Three basic types of secret doors exist:
- Obvious secret doors are obvious to everyone but only a character with the Open Secret Doors skill can locate the hidden catch that allows the door to be opened. A green tag or sticker that is visible only to characters with this skill usually indicates the location of the catch.
- Hidden secret doors can only be spotted by a character with the Open Secret Doors skill. In such cases the door (or at least the trigger) will be indicated by an orange tag or sticker that is visible only to the character with this skill.
- Puzzle secret doors can theoretically be either type of door described above, but can only be opened by solving a puzzle. Only a character with this skill can attempt to solve the puzzle.
Read/Write:[6(9)] It is assumed that all characters can speak the common tongue, though the Read/Write skill must be taken in order to be able to read or write. Characters who do not possess this skill cannot read at all.
Once this skill is bought it is assumed that the character knows how to read and write the written common language. The spoken forms of other languages have been lost due to the Night of Wind and Fire. Some smatterings of words and phrases still exist, but that is all. Characters can learn the written forms of other languages. Written languages that can be learned are: Beradai, Denzorali, and Illuthian. If Jenisari or Shenn ever had a written language it is currently unknown. Languages will be phys-repped by using a specific font. Pages written in language will have a tag or label indicating that only characters who possess that language Talent can read it. There must always be a valid in-game reason for a character to learn one of these languages. Any player who wishes their character to learn one of these languages must first get their request approved.
Note also that characters with the Disadvantage Illiterate may NEVER buy Read/Write.
Studia Mortis:[8(12)] This skill allows a character to determine some basic facts about a character's cause of death (beyond what everyone can tell).
A player being examined by a character with Studia Mortis should never volunteer information; only those questions asked should be answered. This ability only works on dead bodies; it cannot be used to examine Wounds of the living. After examining a dead body for a full minute (60 seconds) the player may ask any or all of the following questions:
- Did a blunt weapon, a bladed weapon, claws, etc. kill you?
- Did you die while under the effects of an ingested poison?
- Did an ingested poison kill you?
- Did you die while under the effect of a blade poison?
- Did a blade poison kill you?
- Did a contact poison kill you?
- Were you affected by damaging Necromantic spells when you died?
- Were Necromantic spells the cause of death (this does not include Rend Spirit)?
- Were you killed by damaging Necromancy (this does not include Rend Spirit)?
- Were you affected by damaging Elemental spells when you died?
- If so, what type of Element?
- Were you killed by Elemental spells?
- If so, what kind of Element?
- Were you under the effects of any healing magic or brews when you died?
- Were you under the effects of Healing Ways or Chirurgery when you died (if so, which)?
- Did you die of apparently natural causes (this includes the Necromantic spell Rend Spirit)?
- Did you die of drowning, suffocation, etc.?
A character with this skill that also possesses Alchemy can determine the exact nature of a poison that affected a character, assuming the character has been dead less than one hour. A character is required to have skill in both Healing Ways and Herbalism before taking this skill.
Trap Building:[8(12)] This skill allows the character to create traps. Characters with multiple levels of Trap Building can create progressively deadlier traps. Characters with Trap Building are encouraged to phys-rep Trap Building equipment in their cabins, especially if they possess a trap workshop. A collection of tools such as wire snips, springs, weights, needles and small weapons can help to add atmosphere. The production costs of a given item are listed in the Production.
Trap Removal:[8(12)] This skill allows the player to attempt to disarm a trap, though it does not guarantee success. You must possess this skill in order to even attempt to disarm a trap.
Trap Removal requires a bit of "real world" expertise. Characters without the ability to remove traps can still spot them, though any attempt to remove the trap immediately sets it off. Some simple tools such as a knife, candle or scissors can be extremely helpful in removing traps. Small folding scissors can be purchased in most fabric stores.
Weaponsmith:[8(12)] This skill allows the character to create and repair weapons. Character with high levels of this skill can even create weapons that can resist damage or of superior quality. The amount of time needed and the cost of materials vary depending upon the type of weapon being made. Weaponsmiths are encouraged to phys-rep weaponsmithing equipment in their cabins, especially if they possess a forge. A collection of tools such as small hammers, a "whetstone", plus duct tape, extra foam and other such things used for making weapons can help to add atmosphere (in addition to being handy for real repairs of phys-reps!). The production costs of a given item are listed in the Production.
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