Skills
General and martial skills
Skills were abstractions of what a character could do. No scenario ever required a particular skill to resolve it, but the right skill gave an advantage or an insight.

Kinds of Skill
Skills came in three types: General, Martial, and Advanced Archetype.
Any character could buy General and Martial skills with character points, and the two tables on this page list them. Advanced Archetype skills belonged to their archetypes. Gathering and crafting skills are on the Crafting and Gathering page.
Rounding
Unless a skill said otherwise, discounts and reductions used true rounding, so 1.4 rounded down to 1 and 1.5 rounded up to 2.
Stacking Reductions
Percentage reductions that could stack were applied one after another and were not added together. The Infirmary, a building in the game, cut healing roleplay by 50%, and the Banner of Mercy cut it by 25%. A 20-minute skill therefore fell to 10 minutes and then to 7.5 minutes.
General Skills
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Academics - 1 | Represents the ability to pore through tomes and draw information from texts. Can read and write. Access level 1 lore with a signed syllabus in the subject and any other listed requirements. | None | 1 |
| Academics - 2 | Access level 2 lore with the relevant lore skill at level 2 and any other listed requirements. | Academics - 1 | 2 |
| Academics - 3 | Access level 3 lore with the relevant lore skill at level 3 and any other listed requirements. | Academics - 2 | 2 |
| Diagnose - 1 | Determine whether another character is poisoned or diseased, and read the matching card. Diagnoses level 1 diseases and poisons. | None | 1 |
| Diagnose - 2 | Diagnose level 2 diseases and poisons. | Diagnose - 1 | 1 |
| Diagnose - 3 | Diagnose level 3 diseases and poisons. | Diagnose - 2 | 1 |
| Disable Device - 1 | Pick locks with a lockpicking set. When drawing from a lockpicking deck, the character can use any letter in the Level 1 row. | Lockpicking kit | 1 |
| Disable Device - 2 | When drawing from a lockpicking deck, the character can use any letters in the Level 1 and 2 rows. | Disable Device - 1 | 2 |
| Disable Device - 3 | When drawing from a lockpicking deck, the character can use any letters in the Level 1, 2, and 3 rows. | Disable Device - 2 | 2 |
| Espionage - 1 | Gain 2 Espionage points per event at check-in. | None | 1 |
| Espionage - 2 | Gain 4 Espionage points per event at check-in. | Espionage - 1 | 1 |
| Espionage - 3 | Gain 6 Espionage points per event at check-in. | Espionage - 2 | 1 |
| Income - 1 | Gain 4 silver dragons per event at check-in. | None | 1 |
| Income - 2 | Gain 12 silver dragons per event at check-in. | Income - 1 | 2 |
| Income - 3 | Gain 20 silver dragons per event at check-in. | Income - 2 | 2 |
| Influential - 1 | Gain 1 Influence per event at check-in. | None | 1 |
| Influential - 2 | Gain 3 Influence per event at check-in. | Influential - 1 | 2 |
| Influential - 3 | Gain 5 Influence per event at check-in. | Influential - 2 | 2 |
| Medicine - 1 | Halt a player's Bleeding count and, after 10 minutes of uninterrupted roleplay, restore the player from Bleeding to Wounded. If interrupted, the Bleeding count starts again. | None | 1 |
| Medicine - 2 | Halt a player's Bleeding count and, after 8 minutes of uninterrupted roleplay, restore the player from Bleeding to Wounded. | Medicine - 1 | 2 |
| Medicine - 3 | Halt a player's Bleeding count and, after 6 minutes of uninterrupted roleplay, restore the player from Bleeding to Wounded. | Medicine - 2 | 2 |
| Perception - 1 | Gain information on an in-game space labeled Perception 1, shown on business card sized tags or letter sized documents. | None | 1 |
| Perception - 2 | Gain access to information gated by Perception 2. | Perception - 1 | 2 |
| Perception - 3 | Gain access to information gated by Perception 3. | Perception - 2 | 2 |
| Tracking - 1 | Determine the direction a being or object moved overland on a trail labeled Tracking 1, shown by stakes with colored tape or by tags. | None | 1 |
| Tracking - 2 | Track trails labeled with Tracking 2. | Tracking - 1 | 2 |
| Tracking - 3 | Track trails labeled with Tracking 3. | Tracking - 2 | 2 |
Academics and Lore
Lores were in-game props with a title, a type, a level from 1 to 3, and listed prerequisites. A character needed every prerequisite on the front of a lore to open its seal, and the character's Academics level had to meet or exceed the lore's level. A Religion - 2 lore required Academics - 2.
Level 1 lore held basic information known to most educated people. Level 2 held rare or detailed information. Level 3 held very rare information that few could reach.
| Lore | Subject |
|---|---|
| History | Arnesse's past, whether locations, people, or events. |
| Religion | The faiths of Arnesse. |
| Languages | The languages, grammar, and related arts of Arnesse. |
| The Vale | Geography, demographics, social customs, and current events. |
| The Welkin | The otherworldly realms beyond the Vale and their denizens. |
| Mythology | Stories of the ancient past, which often held a grain of truth. |
| Metaphysics | The eldritch itself: strange phenomena beyond the reach of science. |
Gaining Lore Skills
Lore skills cost no CP. The first level came from finding a lore called a Syllabus. Higher levels came from turning in unique lore props: six at level 1 for level 2 of that lore, and nine at level 2 for level 3. The player then signed the lores, kept them, and could no longer lose them to theft.
Example. Metaphysics - 2 took six unique Metaphysics lores of level 1, and reading level 2 Metaphysics lore also took Academics - 2.
Diagnose
Players with Diagnose held a cipher that listed the poisons and diseases in the game, with each one's code, name, duration, cure, and virulence. An afflicted character carried a card with a code and symptoms. The diagnosing player matched the code and told the patient as much or as little as they chose.
Disable Device
Disable Device, also called lockpicking, used a personal deck of cards marked with letters and a Lockpicking Kit with ten uses. The deck could not be looted or traded, but the kit could. Locks were item tags with letters on them.
A player shuffled the deck and drew. Each card offered letters up to the character's skill level, and a matching letter counted as a success. One card could match only one letter on the lock, and every draw spent one use of the kit. A picked lock stayed in place face down and could be relocked by its owner. A lock tag lying away from anything it could lock was fair game for theft.
Espionage
Espionage made a character an information broker. It could be traded but never looted, and players turned in any they found lying around. It had four uses.
- Rumors. Points bought draws from a rumors box at check-in. Rumors of levels 1, 2, and 3 cost 1, 2, and 3 points, and the level set their quality.
- Counterintelligence. Two points in a Decisive Moment box negated 1 Influence.
- Information gathering. Six points bought a question about the game, a plot, or a module.
- Settlement Events. Some modules and events required Espionage to unlock.
Influence
Influence stood for power and favors. The coins were white poker chips with a crown on them, and any character could use and trade them. They could not be looted. A player might ask, "Would you aid me with some of your influence?" and name a figure by hand gesture or in writing.
- Rank. Influence paid for rank advancement.
- Bribes and favors. One Influence bought a minor favor, two a moderate one, and three or more a major one, such as moving a faction against someone.
- Retainers. Salaries were almost always paid in coin or Influence.
- Decisive Moments. Influence placed in a box counted toward that side.
- Settlement Events. Some modules and events required Influence to unlock.
Medicine
Medicine and related healing skills required a Chirurgeon's Kit, which was both an item tag and a physical prop with period bandages. Each use took one of the kit's ten uses. Healers roleplayed the treatment for the full duration and asked permission before any physical contact.
Medicine stopped a Bleeding count and left the patient Wounded. It could not heal the Wounded state, mend limbs, or stop a Dying count. Those needed the skills of Magisters, Mercy Knights, or Veterans.
Perception and Tracking
Perception opened documents and cards labeled with a Perception level, which held information other characters could not see. Tracking followed stakes marked with colored tape and read cards labeled with a Tracking level. Green tape marked Tracking 1, yellow marked Tracking 2, and red marked Tracking 3.
Martial Skills
Martial skills gave the ability to use equipment but did not supply it. A character still needed an item card for any weapon or armor.
| Skill | Effect | Requires | CP |
|---|---|---|---|
| Archer | Can use a bow. Gain access to the Stun active martial skill with the bow, with one Stun per Refresh. Arrows ignore Armor Value and Tough on their targets. | None | 1 |
| Armor Proficiency - 1 | Can wear armor of any type. Light armor gives its full listed Armor Value. Medium armor gives the listed AV of light armor of the same tier, or 3 AV, and heavy armor gives 4 AV. | None | 1 |
| Armor Proficiency - 2 | Get maximum AV from any light or medium armor. Heavy armor gives the listed AV of medium armor of the same tier, or 4 AV, whichever is higher. | Armor Proficiency - 1 | 2 |
| Armor Proficiency - 3 | Get maximum AV out of any armor worn, light, medium, or heavy. | Armor Proficiency - 2 | 2 |
| Combat Agility - 1 | Gain +1 Armor Value (AV) on light and medium armor. | Armor Proficiency - 1 | 1 |
| Combat Agility - 2 | Gain +1 AV on light and medium armor. | Combat Agility - 1 | 1 |
| Combat Agility - 3 | Gain +1 AV on light and medium armor. | Combat Agility - 2 | 1 |
| Gunner | May use an approved prop firearm in combat. Bullets send targets directly into their Dying Count regardless of hit location, Tough, or Armor. Bullets apply one Sunder to shields that are hit. | None | 1 |
| Master of Arms - 1 | Gain +1 use of any one active martial skill per Refresh. Can wield a one-handed weapon in both hands, except for a bow. | At least ONE of the following: Archer, Gunner, One-Handed Weapons - 1, Two-Handed Weapons - 1, Shields - 1 | 1 |
| Master of Arms - 2 | Gain +1 use of any one active martial skill per Refresh. Each level may choose the same or a different skill at each Refresh. | Master of Arms - 1 | 2 |
| Master of Arms - 3 | Gain +1 use of any one active martial skill per Refresh. Each level may choose the same or a different skill at each Refresh. | Master of Arms - 2 | 2 |
| One-Handed Weapons - 1 | May use a small or medium weapon. Gain access to the Stun active martial skill with a small or medium weapon. May use one Stun call with a small or medium weapon per Refresh. | None | 1 |
| One-Handed Weapons - 2 | Gain access to the Stagger active martial skill. May use one Stagger call with a small or medium weapon per Refresh. | One Handed Weapons - 1 | 2 |
| One-Handed Weapons - 3 | Gain access to the Disarm active martial skill. May use one Disarm call with a small or medium weapon per Refresh. | One Handed Weapons - 2 | 2 |
| Resilience - 1 | Add 1 minute to the duration of the Bleeding count. | None | 1 |
| Resilience - 2 | Add 3 minutes to the duration of the Bleeding count. | Resilience - 1 | 2 |
| Resilience - 3 | Add 5 minutes to the duration of the Bleeding count. | Resilience - 2 | 2 |
| Shields - 1 | May use shields. Shields cannot be disarmed. Shields can block bullets but receive a Sunder when they do. Shields can block all weapon strikes and arrows. | None | 1 |
| Shields - 2 | Gain access to the Stun active martial skill, with one Stun per Refresh delivered with a melee weapon from the front or back of the opponent. Shield bashing is not allowed, although the Stun may be mimed with the shield. | Shields - 1 | 2 |
| Shields - 3 | Gain access to the Resist active martial skill. May use one Resist call with a shield per Refresh. | Shields - 2 | 2 |
| Tough - 1 | Gain +1 point to the Armor Value total. This natural toughness needs no armor and refreshes with active martial skills. | None | 1 |
| Tough - 2 | Gain +1 point to the AV total. | Tough - 1 | 1 |
| Tough - 3 | Gain +1 point to the AV total. | Tough - 2 | 1 |
| Two-Handed Weapons - 1 | May use large weapons. Two-handed weapons cannot be disarmed. | None | 1 |
| Two-Handed Weapons - 2 | Gain access to the Sunder active martial skill. May use one Sunder call with a large weapon per Refresh. | Two-Handed Weapons - 1 | 2 |
| Two-Handed Weapons - 3 | Gain access to the Cleave active martial skill. May use one Cleave call with a large weapon per Refresh. | Two-Handed Weapons - 2 | 2 |
Armor Value
Armor Value was the number of strikes armor could take before it broke. Only a Blacksmith could restore AV lost from armor. Tough was also counted as AV but needed no armor, and armor was depleted first. Strikes after that went to the body, as the Combat page describes.
| Material | AV | Type | Attributes | Examples |
|---|---|---|---|---|
| Leather, chainmail, or cloth gambeson | 1 | Light | None | Leather garment, leather lamellar, boiled leather, studded leather, chainmail, cloth gambeson |
| Scale mail or coat of plates | 3 | Medium | May negate two Cleave calls. Repair restored this benefit. | Brigandine, coat of plates, metal scale mail, metal lamellar |
| Iron plate | 4 | Heavy | May negate all Cleave calls until the armor was damaged. | Plate with mail, plate, polyurethane plate |
Refreshes
A Refresh restored active martial skills and some other skills during an event. Refreshes came from Construction Projects and applied to everyone once the buildings stood. The Tavern provided one at noon on Saturday, and Housing provided one at midnight on Friday. Until those were built, an event had no refreshes.
Active Martial Skills
Active martial skills, or calls, were spoken aloud before a strike. A missed strike still spent the call. Resist alone was defensive and was called in response to another call.
The target was responsible for taking the call, because only the target knew which calls could be negated. Players who suspected otherwise waited until the fight was over to talk to the player or a staff member. Full wording is on the In-Game Effects page.
| Call | Effect |
|---|---|
| Cleave | Went through any Armor Value on the target, as if the target had no AV from worn armor or Tough. It did not go through shields. |
| Disarm | The target dropped a weapon and could pick it up as soon as able. Claws, two-handed weapons, and shields could not be disarmed. |
| Resist | Negated an active martial skill and its damage. It could not counter Curses, Diseases, Fear, Paralyze, Poisons, Sleep, Weakness, or normal damage. |
| Stagger | The target stepped back two large steps, even if the strike was blocked. |
| Stun | The target acted dazed for 3 seconds. A Stun had to come from directly behind the target, unless a skill allowed otherwise. |
| Sunder | Broke or damaged weapons and shields. Some could negate one or more Sunders. |
Resist had to be called aloud, like the other calls.
Uses and Tough from a skill marked temporary were spent before all others. They could not be refreshed and lasted until the end of play.