Color image of a Glibben head from the Terres Rising game

Skills

Skills are a large part of what defines a character. While there are a multitude of role-playing and personality attributes that shape and mold a character, what a character can do, defines how a character lives. The following list represents the skills commonly known or available to a starting character. Each set of skills is broken down by Header, which sometimes have a cost themselves, in order to permit purchasing any further skills within that Header. The Skill Point cost to purchase the skill, followed by the applicable Ability Point cost to use the skill, is listed after each skill. This list isn't exhaustive of all the skills that exist in Terres Rising, but are the skills that are widely available, or are available to starting characters.

General Skill Class

General Skills represent the skills that any character might know without specific training.

Ability Point – Cost: 7 SP
This skill increases a player's ability point total by one. This skill can be purchased multiple times. However, it becomes more difficult to increase your ability point pool each time this skill is purchased. It requires 3 SP more each time you purchase this skill (i.e. 7, 10, 13, 16, etc).

Acrobatics – Cost: 3 SP / 1 AP
This skill allows one to successfully complete a physical feat, such as jumping from one platform to another or walking a balance beam, that was actually attempted, but failed. This skill can also be used to resist the Trip effect. Additional purchases of this skill increase its level.

Disarm Trap – Cost: 3 SP
This skill allows a character to attempt to disarm a trap. APs for use of this skill varies depending on how much effort you would like to put into disarming the trap. Additional purchases of this skill increase its level.

Escape Arts – Cost: 3 SP / 1 AP
This skill allows a character to escape from physical bindings. Magical or psionic bindings cannot be escaped from using this skill. If one is bound, and they have this skill, they can spend a standard reset to escape. If you don't have this skill, you cannot attempt to escape from physical bindings (you may attempt to rip out, if you have a high enough strength rating). Additional purchases of this skill increase its level.

Faith – Cost: 1 SP
This skill represents devotion to a specific god. It could be prayers muttered that no one hears, or prayers that you only say in your own mind. It may be the unshakable faith that you have deep down in your soul that can't be measured by outside means. Faith can be bought multiple times to represent increased devotion to your god or gods. Each purchase of Faith represents a certain amount of dedication to a single divinity. Remember, faith is best expressed through role-playing, but this skill can help boost the rewards from the god worshipped.

First Aid – Cost: 2 SP
This skill allows a character to delay an unconscious character from bleeding out by touching their torso and stating out loud, and audibly, OOG: "First Aid. Reset your count". After one minute of uninterrupted attention from the skilled character, the character states out loud OOG, "You're stable" and the unconscious character awakens with one BP. With a willing or unconscious subject, First Aid can also determined the BP, or other health ailments that a subject has, but asking OOG, "What is your status?" First Aid works on both the living and the undead.

Foraging – Cost: 2 SP
With the foraging skill used in conjunction with crafting, mechanics or alchemical production points, the player is able to find non-common components during timeblocks, which can be used solely in timeblocks, for the production of items. Up to three purchases of this skill can be made, and each purchase halves the time needed to find a given component. This skill cannot be used for ritual magic.

Pick Lock – Cost: 3 SP
This skill allows a character to attempt to pick a lock. APs for use of this skill varies depending on how much effort you would like to put into picking the lock. Additional purchases of this skill increase its level.

Pickpocket – Cost: 3 SP / 1 AP
This skill allows a character to attempt to steal an ingame item from a target character. If someone has the pickpocket skill, Staff will provide them with a clip. If the skilled character is able to successfully attach the clip to another character without them noticing, the skilled character has succeeded. The skilled character must then inform a Staff member, immediately. (However, informing a Staff member prior to the attempt is acceptable, and advisable.) The area where the clip was placed will indicate where the attempt took place, such as, if a pouch is clipped, the staff member will remove one game item at random from the bag. The result of clipping an outer costume, such as a cloak, will be left to Staff discretion. Weapons, armor, or other openly noticeable items cannot be pickpocketed. An AP is used only on a successful attempt.

Read & Write – Cost: 4 SP
This skill allows Haroc or Wyldlings to read & write the common language of Ashriya (English). (Cost is 4 SP for Wyldling, 5 SP for Haroc)

Unarmed Combat, Basic – Cost: 3 SP
This skill allows one to fight without a weapon. This skill is represented with Phys reps 24" maximum in length, and should be black. No combat skills may be used with Basic Unarmed Combat except Parry and Disarm Foe.

Unskilled Profession – Cost: 1 SP
This skill allows you to choose an unskilled profession, which will provide a character with a way to earn money and an opportunity to role-play. Generally, most unskilled professions will yield a two Drake per day wage. Examples: Street sweeper, stable cleaner, heavy object lifter, grave digger, dung remover, guy in corner looking tough.

Wear Armor – Cost: 3 SP
This skill allows a player to wear 1 point of armor above racial maximum. This skill can be purchased multiple times to a maximum armor of 10 points. The phys rep worn must be worth the appropriate amount of Armor Points for the player to wear their max.

Willpower – Cost: 3 SP / 1 AP
This skill allows a character to resist Sleep, Charm and Dominate. Additional purchases of this skill increase its level. If a character is struck with a higher level of effect, a higher level of this skill is needed to resist it. A Level 3 Charm, requires 3 purchases of Willpower to resist it.

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Artisan Skill Class

Artisan Skills represent the skills that a person obtains with a specific chosen art. These skills usually require a header, which confer basic knowledge, and the header serves as a prerequisite to other skills underneath the header.

Alchemical Lore – Cost: 2 SP

This represents the fundamental knowledge needed to identify substances and combine alchemical components into potions, poisons, or other such chemical combinations. By spending time blocks, the Header can be used to find common components used for alchemical substances. The physical representation of alchemical attack is a packet of cornstarch.

Alchemy Development – Cost: 2 SP
This production skill allows a character to create and produce alchemical substances. Additional purchases of this skill increase its level.

Astrology Header – Cost: 2 SP

Astrology is the secret art of charting the planets and constellations in order to glean their secrets. The successful astrologer may receive a boon from the stars. The most common form of these boons is a prediction of future events, though other boons have been known to exist. The nature of the boon is not known until it is granted. A player who has the Astrology skill will receive an Astrology rules system that contains all the information a player will need to decipher a star chart. At the beginning of each event, a character will receive a star chart, which they can decipher to glean a secret of the stars, provided that the player has spent at least three days in time blocks, charting the stars and planets and drawing the chart.
Prerequisites: Read & Write

Astrology Adept – Cost: 2 SP
A character who purchases astrology adept is more proficient at predicting the future and gathering information from the stars. By spending an additional three time block days observing the stars, the adept may receive another boon, in addition to what they may discover from the star chart. Additional purchases of this skill increase its level. Other means are said to exist to affect the number and power of boons granted to someone with the Astrology Adept skill.

Craftsmanship Lore – Cost: 2 SP

This represents the fundamental knowledge necessary for being a skilled craftsman. By spending time blocks, the Header can be used to find common components used to craft items.

Craftsman Development – Cost: 2 SP
This skill allows the character to craft weapons, armor, and finely crafted items. Additional purchases of this skill increase its level.

Repair Armor – Cost: 2 SP
This skill allows a character to repair damaged armor. In order to repair armor, you must use a Phys Rep of tools, and role-play the repair. Additional purchases of this skill increase its level. There are two types of armor repair. The fast field repair requires one minute to repair, where the armor can be left on, and can be repaired to one half of Max Armor, rounded up. For a full repair, the armor must be taken off and repaired for five minutes. Arm guards or leg guards may be removed to represent taking off the armor, but the player will have 0 armor points until the piece has been replaced.

Mechanical Lore – Cost: 2 SP

This skill represents the fundamental knowledge necessary for creating mechanical items. By spending time blocks, the Header can be used to find common components used to create mechanical items.
Prerequisites: Alchemy Development, Craftsman Development

Mechanics Development – Cost: 2 SP
This skill allows the character to craft weapons, armor, and finely crafted items. Additional purchases of this skill increase its level.

Professional Header – Cost: 2 SP

This represents what the character has gained in training for a skilled profession, which will provide a character with a way to earn money and/or an opportunity to role-play.

Skilled Profession – Cost: 3 SP
This skill represents a player’s chosen profession. Players with this skill can come up with their own vocation. There are no definite answers as to what can be gained by a chosen profession, but any player can find a way to use it to his or her advantage. This skill can be taken multiple times in the same job to signify increased knowledge and skill, and incresed wages. Most skilled professions will start at a three Drake per day wage. Others, such as Merchant, may be four or more Drake per day. Some Professions may have pre-requisites, which will be determined when a player elects a particular profession. Additionally, some professions, such as Tracker, Herbalist, Geologist, or Apothecary, allow one to procure components during timeblocks, which do not expire, and bring them into game. One purchase of these professions allows you to procure common and uncommon components, two allows you to procure scarce, and three allows you to procure rare, and get a lead to exceptionally rare. The actual time in timeblocks, varies based on what component you seek. More information is available if you are interested.

Surgeon – Cost: 3 SP
After 1 minute, and a character has bled out, but before then ten minutes where the spirit must leave the body, a Surgeon can attempt to bring the patient back to life. After 5 minutes of working on the patient, the Surgeon pulls a stone from an OOG "surgery bag" (provided by Staff) to determine success or failure. If successful, the patient will awaken with one BP, but suffer from the Curse and the Slow effects, for 5 more minutes. If the surgery fails, then the patient dies, and must go immediately to Death. The Surgeon skill may be purchased up to three times to improve the chance of success. Surgeons must supply their own surgical tool phys reps. The Surgeon skill does not work on undead. Only one surgeon may work on an unconscious victim. A surgeon can also fix a maimed limb, after spending one minute with a patient. The patient must be prone during the treatment.
Prerequisites: First Aid, Read & Write

Undead Surgeon – Cost: 3 SP
Same as the Surgeon Skill, but only works on Undead.
Prerequisites: First Aid, Read & Write

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Weapon Skill Class

Weapon Skills are simply, that, skill in a weapon, or class of weapons. The headers for each group of weapons are free, but each class of weapons must be purchased separately.

Heavy Weapons Header – Cost: 0 SP

Axe Class – Cost: 1 SP
The skill represents knowledge of all Axe types, Halberds, etc. Can use one-handed versions of these weapons.

Blunt Class – Cost: 1 SP
This skill represents knowledge of all blunt weapons. Can use one-handed versions of these weapons.

Heavy Weapons Master – Cost: 2 SP
This skill represents knowledge of all heavy weapons.

Sword Class – Cost: 1 SP
This skill represents knowledge of all swords. Can use one-handed versions of these weapons.

Light Weapons Header – Cost: 0 SP

Close Range Class – Cost: 1 SP
This skill represents knowledge of all small melee weapons. (Daggers, Dirks and Cudgels).

Light Weapons Master – Cost: 2 SP
Knowledge of all light weapons

Spear Class – Cost: 1 SP
This skill represents knowledge of all spear types. Can use one-handed versions of these weapons.

Staff – Cost: 1 SP
This skill allows the character to use a two handed staff in combat. When striking one hand must be kept within two feet of the center. The staff can also be used defensively by placing one end on the ground and pivoting it with one hand, allowing a free hand for casting, but otherwise both hands must be on staff to use.

Projectile Weapons Header – Cost: 0 SP

Bow Class – Cost: 1 SP
This skill allows a character to use bow and arrows and/or crossbow and bolts. Bows used are either an approved Nerf Bow or a bow of not more than 20lb, with approved padded golf tube arrows. For a bow to be approved it must be decorated to look like it is constructed from non-plastic materials.

Projectile Weapons Master – Cost: 2 SP
Knowledge of all Projectile weapons

Thrown Weapons, Large – Cost: 1 SP
This skill allows a character to wield all large thrown weapons. This includes all large weapons, such as spears, up to boulder sized rocks. You cannot use any thrown weapon to power strike. Any rock bigger than 8" requires 2 Strength to lift, and does 2 Crushing damage. Any rock that is larger than 4 feet in diameter requires 3 Strength to lift, and does 3 Crushing damage.

Thrown Weapons, Small – Cost: 1 SP
This skill allows a character to wield all small thrown weapons. This includes Close Range Class weapons, up to 8" sized rocks. You cannot use any thrown weapon to power strike. All such thrown weapons do 1 normal damage.

Weapon Styles Header – Cost: 0 SP

Shield – Cost: 2 SP
This skill allows a character to use a shield as a means of defense. Shields have the ability to block any numerical damage causing weapon or packet delivered attack, except Crushing Damage. If an attack is delivered that destroys a shield, the damage is not delivered to the wielder of the shield, except for Crushing Damage. Shields will stop only numerical damage from spells (ex. 5 Fire, 3 Lightning, etc.) Spells which cause effects, will go through shields, and affect the character. This skill can be bought twice, first time allows use of 24 inch or smaller shield, second allows use of shield of 36 inches or smaller.

Two Weapon Style – Cost: 2 SP
This skill allows a character to wield two one-handed weapons at the same time. The person can strike once with each weapon before taking a mandatory one-second combat pause. (i.e. strike, strike, pause).

Two-Handed – Cost: 2 SP
This skill allows the character to wield all two handed weapons in the class(es) they have knowledge.

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Combat Skill Class

Combat Skills are skills used in conjunction with traditional weapon strikes, where the attacker swings, and adds an additional effect to the normal attack. Notably, combat skills that add additional damage to an attack, such as Power Strike, Precision St

Brute Strength Skills Header – Cost: 2 SP

Brute Strength skills represent an individual's ability to harness one's physical strength in combat.

Berserker Rage – Cost: 3 SP / 1 AP
This skill allows one to resist the Maim, Stun, and Waylay effects.

Crushing Blow – Cost: 3 SP / 1 AP
This skill allows one to call the "crushing" effect with a successful strike. This skill can only be used with blunt weapons. This skill is stackable with other skills.

Destructive Blow – Cost: 5 SP / 2 AP
This skill allows one to call the "Destroy" effect. This can also be attempted on game items. The item must be struck for the effect to take place.

Fatal Strike – Cost: 7 SP / 3 AP
This skill allows one to call the "Fatal" effect, upon a successful hit with a melee weapon upon the target's torso.

Maim – Cost: 5 SP / 2 AP
This skill allows one to call the "Maim" effect. A limb must be struck in order for the Maim to take effect.

Power Strike – Cost: 5 SP / 1 AP
This skill allows one to attack for 2 additional points of damage. For each additional point of Strength, add one point of damage. After one lands a blow, one calls out the total damage from the strike. Thus, a 3 Strength character swings for 5 damage. The character should merely call "5". Power Strike does not work with ranged weapons.

Resist Disarm – Cost: 3 SP / 1 AP
This skill allows one to resist the disarm effect

Strength – Cost: 3 SP
Each purchase of this skill increases the physical strength by 1. All characters start with a base of 1. This can be purchased 3 times. Bonuses gained as result of race do not count as purchases of this skill.

Stun – Cost: 5 SP / 2 AP
This skill allows one to call the "Stun" effect. The torso must be struck in order for the Stun to take effect. Stun effects must be delivered with a blunt weapon.

Endurance Skill Header – Cost: 2 SP

Conditioning allows one to tolerate physical hardship.

Body Stabilization – Cost: 5 SP / 2 AP
This skill allows one to prevent themselves from bleeding out, by automatically putting themselves into a Coma. After one minute of bleeding out, the skilled character will be in a coma for 10 minutes. After 10 minutes, they will be conscious with 1 BP. In the coma, one is still subject to effects (such as Maim, or being delivered to Death), but is unaffected by numerical damage and cannot be awakened. This skill is automatically activated if the 1 minute bleed out time has expired, and the character has the AP available.

Regeneration – Cost: 3 SP / 1 AP
Regeneration allows you to heal yourself. After activating the Regeneration skill, you must rest for 1 minute per BP either sitting quietly or lying down. No movement is allowed, or the regeneration skill is stopped at the amount of body you have gained.

Resist Disease – Cost: 3 SP / 1 AP
Allows one to resist one Disease effect. If a character is struck with a higher level of effect, a higher level of this skill is needed to resist it. A Level 3 Disease, requires 3 purchases of Resist Disease to resist it.

Resist Pain – Cost: 3 SP / 1 AP
The Resist Pain skill allows the defender to ignore 3 points of body damage per ability point spent, up to a total of 9 points of body damage for 3 AP used.

Resist Toxin – Cost: 3 SP / 1 AP
Allows one to resist one toxin effect. If a character is struck with a higher level of effect, a higher level of this skill is needed to resist it. A Level 3 Toxin, requires 3 purchases of Resist Toxin to resist it.

Second Wind – Cost: 3 SP / 1 AP
If one is reduced to zero BP or less, this skill allows one to instantly regain consciousness immediately with 1 BP, This skill must be used within 5 seconds of dropping unconscious.

Finesse Skills Header – Cost: 2 SP

Finesse based skills represent speed and skill used to outmaneuver an opponent.

Disarm Foe – Cost: 3 SP / 1 AP
This skill allows one to call the "Disarm" effect with a successful strike to a wielded object. In order to use this skill, the attacker must have a weapon in hand.

Parry – Cost: 5 SP / 2 AP
This skill allows one to call the "Parry" effect in order to defend against any weapon based attack, except for effects "Waylay" and "Fatal" delivered with the Back Stab skill. In order to use this skill, the character must have a weapon or shield in hand.

Precision Strike – Cost: 5 SP / 1 AP
This skill allows one to attack for 2 additional points of damage with edged or projectile weapons per purchase of the skill. After one lands a blow, one calls out the total damage from the strike. Thus, a character with two purchases of this skill swings for 5 damage. The character should merely call "5". This skill can only be purchased three times, at character creation.

Riposte – Cost: 3 SP / 2 AP
This skill allows one to call the "Riposte" effect. (Rhymes with "coast", not "cost"). The Riposte skill can counter any non-ranged weapon with the "Riposte" effect. The Riposte skill cannot be used against the Waylay, Critical Strike, Back Stab or Assassinate Skills. A riposte can only be "Parried" if the person calling the "Parry" is using two weapons, and uses the non affected weapon to perform the parry.
Prerequisites: Parry

Trip – Cost: 5 SP / 1 AP
This skill allows one to call the "Trip" effect when striking a leg with a weapon.

Stealth Combat Skills Header – Cost: 2 SP

Patience and surprise combine to incapacitate an opponent.

Back Stab – Cost: 7 SP / 3 AP
This skill allows one to cause the Fatal effect when striking someone in the back. The call is "Backstab". Cannot be used with two handed or blunt weapons. This skill cannot be parried or riposted.
Prerequisites: Critical Strike

Critical Strike – Cost: 5 SP / 1 AP
This skill allows one to attack for 3 additional points of damage, when attacking a target from behind. Surprise is not necessary to deliver this attack.

Dodge – Cost: 7 SP / 3 AP
This skill allows a character to use the "Dodge" effect to avoid any non-line-of-voice or radius based attack. Some sort of move, twirl, or twist must be done to represent the dodge. A player can not lunge into an attack to save his/her friend and utilize a dodge.

Shadow Cloak – Cost: 3 SP / 1 AP
The skill Shadow Cloak allows one to hide in shadows. This skill is only useable in the dark, and while trying to hide. One must cross their arms over their chest and cannot move. If someone asks you or makes an action against you, you must respond "Shadow Cloak". The person attempting to see someone shadow cloaked must role-play that you are not there. One must be hiding, not moving, with arms crossed for 5 seconds before the shadow cloak takes effect.

Waylay – Cost: 5 SP / 2 AP
This skill allows a character to deliver the "Waylay" effect. The attack must be delivered from behind, tapping the victim on the back between the shoulder blades, with either a cudgel or dirk, and calling "Waylay." This effect is stackable with other skills.

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Magic Skill Class

The magical energy of Ashriya, surrounds and penetrates all things. Without spells, magic is just so much un-harnessed energy. Magic allows a character to do almost anything, and spells are the blueprints for action.

Magic Blast – Cost: 3 SP / 1 AP
This skill allows a character to focus magic into a blast of raw energy. For each ability point focused in this manner, the blast will cause two points of damage. There is no limit to the amount of ability points that can be used in this fashion.

Magic Shield – Cost: 5 SP / 2 AP
This skill allows a character to resist any Magic based effect, and can be used on effects in progress.

Read Magic – Cost: 2 SP
There are two basic functions of Read Magic. First, Read Magic is needed to learn a spell from a learnable scroll. Second, if you choose not to learn the spell, but still wish to cast it, you can use Read Magic to consume the learnable scroll, simply by casting the spell. However, the scroll must be in your hand, visible to read, and there must be enough light to read by. Some non-learnable scrolls do not require the use of Read Magic, and will be indicated on the scroll. These scrolls will have only the spell effect written on the scroll and possibly the level of the spell. Anyone of any level can cast the spell from that scroll, but they must have the skill Read & Write.
Prerequisites: Read & Write

Channel Magic – Cost: 2 SP

The Channel Magic header is a prerequisite for all of the other Magic skill sub-headers. To cast a spell, the player must first "Channel Magic" to create magic points from their ability points, which is to converting 1 AP into two Magic Points.

Learn Spell – Cost: 1 SP
The cost to purchase a spell depends on the level of the spell, which is one Skill Point for every three levels of the spell. Example: It costs 1 SP to learn a 1-3rd level spell, 2 SP for a 4-6th level spell, 3 SP for 7-9th, etc. Starting characters can only begin with spells level 1-3. A listing of all available starting spells is in the Appendix. At least one spell from each level must be purchased to buy a spell of the next level higher. You cannot purchase a third level spell until you have both a first and second level spell. Spells can be learned from a teacher in- game, or through learning from a scroll. If the spell is learned through a scroll, the person must have the skill Read Magic, the scroll will be destroyed, and the spell is permanently learned. You can only learn a spell equal to your character's level, modified by racial bonuses or penalties. Casting the same spell that has lasting effects on a single target does not "stack" the effects of the spell, regardless if it is being cast by a different caster or the same caster. A single target can only have one of each spell on them at a given time. However, casting different spells which have similar or even identical effects can enable you to "stack" effects. For example, you can only cast the first level Weapon Shield spell once, on any given person. However, if you were to cast a different spell which were to give 3 weapons shields, then that can be stacked with the first level spell, giving a total of 4 weapon shields. You cannot cast the first level spell 4 times for 4 weapon shields. You can teach another character a spell, if the spell level is at least three levels below your character's level. In order to cast a spell, one must use 1 MP per two levels of the spell.

Spell Sub-Header – Cost: 2 SP
In order to learn a spell, you must first have the sub-header which that spell falls under. Simply, if you want to learn the spell Cure Wound, you need to learn the Healing Spells sub-header, first. There are six basic different types of spell schools, which can be learned upon character creation, each with its own set of spells: Battle Spells, Protective Spells, Healing Spells, Mental Spells, Necromancy Spells, and Discord Spells.

Ritual Lore – Cost: 3 SP

Ritual Lore is the prerequisite skill that permits a character to perform any kind of Ritual Magic. It includes the rudimentary knowledge of the Ritual alphabet, Lexicon, and starting knowledge of Ritual Glyphs. A character with Ritual Lore may lead one Ritual per day. In game, the Ritual system utilizes a combination of symbols, magical writings, and components. Ritual magic is performed in- game and can be very beneficial or very disastrous. If you learn this skill, contact staff, who will provide you with a Ritual Lore packet.

Ritual Development – Cost: 2 SP

With the purchase of Ritual Development, a character enhances his ritual abilities. Rituals can only be conducted during an event. In game, Ritual magic only seems to work when the star Terres has risen. A character can lead one additional ritual per day, per purchase of this skill. This skill may be purchased additional times, but must be learned in-game from a teacher.
Prerequisites: Ritual Lore

Ritual Affinity – Cost: 3 SP / 1 AP
This skill represents advanced mastery at safely weaving the threads of magic during ritual work. A character with this ability is less affected by variations in his or others' performances during the ritual. A Ritualist may actively use this skill to rectify a single error they have made in their gesturing, per AP used. Additionally, a Ritual Leader may actively use this skill when they perceive that a participant has made an error in their gesturing. The skill is used by uttering the word "Affinity" during the Intonation phase of a Ritual.
Prerequisites: Ritual Development

Ritual Theory – Cost: 2 SP
This skill represents an accumulation of enough practice in rituals while Terres is risen, so that a Ritualist can study and practice ritual work when Terres is not in the sky. This skill allows a player to submit ritual related questions in timeblocks and to aid their abilities to alter or create new rituals successfully. The Ritualist may submit experimental combinations to staff, and may also permit players to ask out-of-game questions to staff members, regarding rituals. Once purchased, this skill may be purchased additional times without a teacher, and will increase the efficiency of answers to questions and experiments. Must have Ritual Development x 3.
Prerequisites: Ritual Development

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Psionic Skill Class

Psionic Affinity Header – Cost: 2 SP

The Psionic Affinity header is a prerequisite for all of other psionic skill sub-headers. All psionic skill effects (except as noted under Psychokinesis) may be delivered through a pre-existing contact, or through an instantaneous packet attack, unless otherwise noted in the skill's description.

Contact – Cost: 1 SP
Contact represents being able to make a mental link with a target. Contact is established via a packet attack, after which the psionicist says "Contact". This effect does not go through shields or weapons and must hit the target directly. If contact is established with a target, an attack can be delivered by voice. Once an attack is carried out, the contact with the target is broken, and must be reestablished. A psionicist who breaks visual contact with the target loses the contact. The target of a contact will be aware that contact has been made, if they have the Psionic Affinity header. Contact can be maintained with only one individual at a time.

Crushing Contact – Cost: 3 SP / 1 AP
This skill is identical to contact, except it will go through shields and weapons.
Prerequisites: Contact

Psionic Shield – Cost: 5 SP / 2 AP
Allows a character to resist any Psionic based attack.

Clairsentience Sub-Header – Cost: 2 SP

Detect Living/Undead – Cost: 3 SP / 1 AP
The Detect Living/Undead skill allows the Clairvoyant to reach out with their mind to determine the presence of others in the area. A minute of concentration must be used to get a clear reading. This skill can be used to detect another being within a 30-foot radius. An approximation (a few, a bunch, a large group) can be discerned, as well as general direction - front, back, right, left. (A Staff member must be present.)

Detect Magic – Cost: 3 SP / 1 AP
Using the Detect Magic skill one can concentrate for a minute to determine if there is a magical energy with in a 15-foot radius. This skill can be used to detect items, rituals, protective spells, enchanted runes, magic focus points, etc... One can determine which direction the source is emanating from, however, one cannot tell what type of magic has been used. (A Staff member must be present.)

Detect Poison – Cost: 3 SP / 1 AP
The Detect Poison skill allows one to detect the presence of a poison. This skill is useable to examine food, a body, and in module situations (i.e. Locked box). A minute of concentration must be taken, to determine if a toxin is present. The property of the toxin cannot be determined. (A Staff member must be present.)

Detect Traps – Cost: 3 SP / 1 AP
The Detect Traps skill allows one with the skill to detect the presence of a trap. This skill is useable in module situations (i.e. Locked box). A minute of concentration must be taken, to determine if a trap is present. This skill will provide exact knowledge of the location of a trap, but will not provide the necessary knowledge to discern the effects of the trap or how to disarm it. (A Staff member must be present.)

Eagle Eye – Cost: 3 SP / 2 AP
With one purchase of Eagle Eye, the user may see a Shadow Cloaked individual. With a second purchase, the user may avoid a Waylay.

Object Reading – Cost: 3 SP / 1 AP
Object reading allows one to concentrate for a minute on a particular object, to glean a sense of what the history of the object is. After focusing on the object in question, one can sense if the object is magical, cursed, was particularly cherished to someone, etc. However, one cannot determine anything particular about an object, such as magical properties, or who the owner was. (A Staff member must be present.)

Spirit Commune – Cost: 3 SP / 1 AP
This skill allows one to communicate with recently departed spirits that have not yet resurrected. The conversation can be normal, however it should be muted - whispers back and forth that no one else can hear. This skill DOES NOT force a spirit in anyway to communicate with the person trying to commune. Each attempt to commune with a spirit uses up one ability point. Will not work on assassinated subjects.

Psychokinesis Sub-Header – Cost: 2 SP

Contact CANNOT be used with any of these skills, except choke. A packet attack is required.

Choke – Cost: 7 SP / 2 AP
This skill causes the Choke Effect. The attacker must hold out their arm as if they were grasping their opponent's throat. If the arm is put down, or hit, the effect is broken. Contact with a target may be established before this skill is used.

Control Earth – Cost: 5 SP / 1 AP
This skill allows one to manipulate the earth to trip an opponent (as per Trip Effect). You must state the skill "control earth" before throwing the packet. Call out "trip" upon hitting a target.

Control Sound – Cost: 5 SP / 2 AP
This skill allows one to cause a sonic vibration, which stuns an opponent (as per Stun Effect). You must state the skill "control sound" before throwing the packet. Call out "Stun" upon hitting an opponent.

Control Wind – Cost: 5 SP / 1 AP
This skill allows one to manipulate the winds to disarm an opponent (as per Disarm Effect). You must state the skill "control wind" before throwing the packet. Call out "Disarm" upon hitting a target.

Create Object – Cost: 3 SP / 1 AP
This skill allows one to create simple objects from raw material. Wood and stone can be bound together to create useful items such as clubs or staves or shields. Objects made from metal or other processed materials cannot be made. An item created lasts for a reset, and then falls apart, back into the everyday materials.

Destroy Object – Cost: 5 SP / 2 AP
The Destroy Object skill allows the user to call the Destroy effect. The effect can be called on a weapon, armor or shield. This skill can also be attempted on game items.

Force Barrier – Cost: 7 SP / 2 AP
This skill allows one is create a barrier of force around oneself. The psionicist must have their arms outstretched, palms facing outward and cannot move. As long as the force barrier is up, the psionicist cannot be hurt by physical attacks per the "weapon shield" effect. One can be harmed by magic and psionics.

Psychometabolic Sub-Header – Cost: 2 SP

Adrenalin Surge – Cost: 7 SP / 3 AP
The skill Adrenaline Surge allows you to focus of all of the strength in one’s body. After activating this skill, one can perform unlimited Power Strikes for 1 minute. One must scream loudly at the beginning of this attack. At the end of this minute, one is subject to an incurable exhaustion that inhibits the character from using any In-Game skills.

Body Stabilization – Cost: 5 SP / 2 AP
Same as the Endurance Skill, "Body Stabilization".

Disease Absorbtion – Cost: 3 SP / 1 AP
This skill allows one to absorb a disease and render it inert. This can be done instantaneously. This skill can be purchased multiple times. If a character is struck with a higher level of effect, a higher level of this skill is needed to resist it. A Level 3 Disease, requires 3 purchases of Disease Absorption to resist it.

Displacement – Cost: 10 SP / 3 AP
With this skill one is able to temporarily turn themselves incorporeal. This skill can be used to avoid one weapon or packet delivered attack and can be used in reaction to the attack. When hit by an attack, call out "Phase" to signify that the attack was phased.

Flesh Armor – Cost: 5 SP / 1 AP
Flesh Armor represents the hardening of the skin as a result of concentration. This is a skill that improves as one develops. The base armor for the Flesh Armor skill is 3 points, but can advance through in game means. Flesh Armor cannot be reset, but an ability point can be expended at any time to bring the Flesh Armor back up to full. No other armor can be worn while Flesh Armor is active. This skill is not stackable.

Heal – Cost: 3 SP / 1 AP
Heal allows you to heal yourself. After activating the Heal skill, you must rest for 1 minute per body point, either sitting quietly or lying down. No movement is allowed, or the Heal is stopped at the amount of body gained.

Poison Absorbtion – Cost: 3 SP / 1 AP
This skill allows one to absorb a poison effect and render it inert. This can be done instantaneously. This skill can be purchased multiple times. If a character is struck with a higher level of effect, a higher level of this skill is needed to resist it. A Level 3 Toxin, requires 3 purchases of Poison Absorption to resist it.

Telepathy Sub-Header – Cost: 2 SP

Inflict Pain – Cost: 7 SP / 1 AP
This skill allows the psionicist to inflict excruciating pain to a chosen target. Three points of body damage is inflicted per ability point, up to 3 ability points may be used with a strike. If not using contact, damage must be stated before throwing the packet.

Psionic Blast – Cost: 7 SP / 3 AP
The Psionic Blast causes the Curse effect. Contact with a target may be established before this skill is used. When attacking someone with a Psionic Blast state "Psionic Blast - Curse"

Shun – Cost: 3 SP / 1 AP
This skill allows one to target an individual with the Shun effect.

Tranquil Mind – Cost: 3 SP / 1 AP
The Tranquil Mind skill calms and heals the mind of others. Through this ability, the telepath can remove the Curse caused by Psionic Blast, Berserk caused by any means, and calm some states of agitation. Once Contact is broken, the target may revert to their previous state if they are still subject to the effect.

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