Miscellaneous
General utility skills, trades, crafting, swimming, and universal abilities.
This skill turns the non-combinable Strength Bonus of the Superior Strength skill to a combinable Strength Bonus.
Each purchase of this skill allows the character to repair 6 Armor Points of cloth, leather, or metal armor. It takes the character 5 minutes to repair up to 6 Armor Points; so if a character has three purchases of this skill, it will take them 5 minutes to repair 1 to 6 Armor Points, 10 minutes to repair 7 to 12 Armor Points, and 15 minutes to repair 13 to 18 Armor Points. The character may break up their repair points any way they wish up to their maximum number of repair points.
This skill is not used if the character is inside an armory when repairing armor.
This skill will also allow the character to make a new piece of armor. For every purchase of this skill, the character can make a piece of leather or metal armor worth up to 6 Armor Points; so a character with three purchases of this skill can make a piece of leather or metal armor worth up to 18 Armor Points.
Four purchases of the Armor Smith skill is needed for Elven Crafting, Dwarven Crafting, Bone Crafting, and Enchantment Quality. Five purchases of the Armor Crafting skill is needed for Mithril Crafting.
For every purchase of this skill, the character can spend 1 minute to restore Body Points to a character. The character may use this skill any time they wish on any living character, including themselves so long as the character is awake and not restrained. For every purchase of this skill the character can restore 12 Body Points. No matter how many Body Points restored, the character need only take 1 minute to use this skill. The character can restore any amount of Body Points they wish with this skill up to their maximum amount. To use this skill, the character can use any available cloth, like tearing a piece of their costume, to bandage the wound. If a character uses clean white bandages that are at least 2 feet long and 2 inches wide will gain a bonus of 50%, rounded down, to the Body Points restored. One area of the body per use of this skill (or per 12 Body Points restored) is required. The player using this skill is responsible for providing the bandages, which are an in-play item and do not require a tag. The target character must keep the bandages on for at least 1 minute. If the bandages are removed or fall off before the 1 minutes are up, the Body Points healed with this skill are lost and the use of this skill is still expended.
One complete (12 Body Points) use of this skill can be used to indefinitely stabilize a living character who is Mortally Wounded or at the Brink of Death. The character should place their hand on the target character’s torso and call “Battle Surgery”. As long as the character maintains contact, the target character’s Death Count stops.
Thirdly, if a character wishes, they can restore Body Points when using their First Aid skill. When using First Aid on a target character, the character can opt to use points of their Battle Surgery Body Point Tags to heal the target character. Combining the use of these skills takes 1 minute and the target character will wake up at the end of the minute, bypassing the 5 (or 21⁄2 with bandages) minutes of wake up time normally required with the First Aid skill.
Lastly, the character can use 6 points from their Battle Surgery Body Points to splint a leg that is broken – NOT SEVERED!!! – and allow the injured character to slowly walk on the leg moving no faster than one step per second.
A character may not walk on two broken legs, without help, even if both are splinted. A character can only be battle surgeried by one character at a time and a character can only battle surgery one character at a time. The use of this skill requires the character to concentrate while they are using this skill. The player should look at the character they are using this skill on and can only talk and invoke Latent spells while battle surgering someone.
The bandage is in-game, does not have to be purchased, must be white, and must be larger than 2 feet by 2 inches. The character must either have their hand on the target character or be bandaging to use this skill.
This set of skills allows a character to create in-game commodities not covered elsewhere in these rules. The character needs to pay 100% of the production cost only, not the 110% non-craftsman must pay to the Treasure Manager obtain the item. The Treasure Manager will then give the character a tag for their product.
A player may never charge in-game money for an out-of-game physical representation of the commodity, but may charge out-ofgame money for it.
For example, Juno the Baker wishes to sell her brownies in-game. The player pays the production cost to treasure and receives her tags. Now she can charge the going rate of 1 cp and $0.50 per brownie, she may not charge extra ingame money for the actual brownie.The list of approved craftsman skills is listed below. If a character wishes to have a skill not listed below the new skill must be approved by the normal process of adding a new skill to the game.
| Craftsman Skill | Description |
|---|---|
| Brewer | Allows the character to make any flavor of beer, ale, or lager |
| Vintnet | Allows the character to make any flavor of wine, mead, or sparkling wine. |
| Distiller | Allows the character to make any flavor of brandy, whiskey, or hard spirit |
| Cook | Allows the character to make any kind of food including desserts and candy |
| Gem Cutter | Allows the character to cut a gem into two gems of any value each with a combined worth of 10% less than the original. Each time a gem is cut, the total value is reduced by 10%. |
| Jeweler | Allows the character to combine refined metals and/or gems into jewelry. There is no net increase in the value of the piece of jewelry. Costume jewelry or jewelry with no in-game intrinsic value can be made for free. |
For a player’s character, there is never any net profit in making any of the above commodities; the raw material cost is the intrinsic value of the product. It is assumed the character does not have the time, resources or production facilities to make profitable merchandise.
By taking 10 minutes of in-game roleplay, the character is able to see into the beyond and divine the fate of a character. This skill is rather unreliable, not all predictions come true and those that do, rarely the way the characters expected. Once the diviner is finished with their reading, they should write down their prediction on a sheet of paper and hand it to a Plot Marshal. The Plot Marshal, at their own discretion and under no obligation, may or may not act on the information and should they chose to act, they are under no obligation to use it the way the character would wish or think.
Knowing this skill allows the character to use any divination tools they wish to, for example: tarot cards, dice, bones, tea leaves, crystal balls, palm reading, etc.
After spending 1 minute in-game examining an item, the character can tell how much it is worth in-game. Every in-game LAIRE item has a number engraved on it. The character can consult an Evaluate Item List to determine its value. The character cannot tell if an item is magical or not, nor can they identify an alchemical item or component with this skill.
There is an out-of-game logistical limitation to this skill. If there is no Evaluate Item List available, the attempt fails.
This skill can be used to heal a living character that is Bleeding to Death. The character places two free hands on the target character and calls “First Aid” and begins a 1 minute count. Once a character starts to use this skill the target character’s Death Count stops. After the 1 minute count, the character is Unconscious at 0 Body Points and after 5 minutes will regain consciousness and be at 1 Body Point. Also, this skill can be used to wake up a character that is Unconscious and has more than 1 Body Point. The character should place a free hand on the target character and begin a 1 minute count. No Body Points are restored when using the First Aid Skill in this manner.
A character can only be first aided by one character at a time and a character can only first aid one character at a time. The use of this skill requires the character to concentrate while they are using this skill. The player should look at the character they are using this skill on and can only talk, invoke Latent spells, or use a Dodge skill while first aiding someone. If the use of this skill is interrupted by either taking damage or the character choosing to stop, the target character must resume their Death Count. If the character wishes to try to first aid again, they must start from the beginning.
A character can also use this skill to assess the condition of another character. The character places a free hand on the target character, says “First Aid Assess” and takes a 5 second count. Once the character starts to assess the condition of the target character, and if that character is Bleeding to Death, their Death Count stops. The character using this skill will learn what stage their Death Count is at and how many Body Points the target character is down.
This skill cannot be used to heal characters who are Mortally Wounded or at the Brink of Death.
A character can choose to use a real bandage when using this skill. The bandage is in-game, does not have to be purchased, must be white, and must be larger than 2 feet by 3 inches. The character must either have their hand on the target character or be bandaging to use this skill. If the character uses a bandage, the time it takes for the target character to wake up is cut in half – only taking 2½ minutes. Once the target character wakes up, the bandages are no longer needed and can be removed or returned to the first-aider to re-use.
This skill allows the character to identify and collect herbs during an Event. The player should go to the NPC Cabin and inform a marshal they are attempting to collect herbs. The player must then spend time in-game looking for herbs. The longer the character looks, the more likely it is they will find something. When the character finishes, they return to the NPC Cabin and a random roll will determine what the character finds.
With this skill, the character can bring in-game any common herb that they have a physical representation for. For example, the player brings in a pack of mint leaves from the supermarket and can ask the Treasure Manager to write them out the appropriate number of tags. The maximum amount of herbs a player can bring in is 1 silver piece worth per month
The character with this skill is particularly good at teaching others the things they know. Normally, it takes 5 minutes per Build Point to teach someone a new skill. The character with this skill takes only half that time. So to teach someone the Slay skill normally takes 50 minutes, but with the Instructor skill it will only take 25 minutes of in-game roleplay to teach.
This skill is cumulative with the Quick Study skill therefore, if the student has the Quick Study skill, it would only take 12½ minutes to teach the Slay skill.
This skill is not list or Teach skill specific and any skill the character knows can be taught quickly.
This skill allows the character to read and write one specific language per purchase of this skill. A separate Literacy skill is needed for each language the character wishes to know. This skill does not give the character the ability to speak the language. Most of the languages a character can learn are given below.
| Language |
|---|
| Common |
| Elven |
| Dark Elven |
| Dwarven |
| Kalitanian |
| Nymidian |
| Carthidian |
| Dragonic |
| Hierarch |
A character can only start with the Literacy skills for their race.
This skill allows the character to perform a séance which takes 10 minutes of roleplay and requires the normal trappings of a séance – such as candles, incense, holding hands, etc. – and thereby speak to spirits. The spirits must be willing, though the character can request a spirit’s presence. It is up to the discretion of a Plot Marshal as to whether the spirit appears or not and whether the skill works. A spirit can make its presence known to the medium and it is up to the medium whether or not they wish to perform the séance.
This skill does not allow the character to see spirits and the character cannot be sure by simply the sound of the voice if they have contacted the correct spirit.
This skill will only let the character speak to a spirit that has been dead for more than 10 years.
A professional skill is way for a player to round out their character’s background or personality. Professional skills never have any impact on game play other than the rare, incidental situations where, at the marshal’s sole discretion and under no obligation, the character may gain some roleplay insight or otherwise unavailable information. For example, a player who has the Professional Skill: Sailor may find themselves in a situation where they must steer a boat, or raise or drop an anchor. The marshal may let the player do this if it fits within the story or module.
The character does not ever gain any kind of income, item, exclusion, information or preference by having a Professional Skill. Using the above example, the character who chooses to learn Professional Skill: Sailor does not get a boat, trade routes, connections, contracts, cargo, insight into the economic machinations of the Nobles or a land, receipt of cargo, exemption of their monthly maintenance fee, a place to sleep out-of-game (i.e. on the boat they do not have), etc. Any of these benefits must be earned in-game if ever possible and do not ever come from this skill.
A character may only have one Professional Skill for every 10 Levels, excluding their starting Professional Skill, rounded down. So a Level 14 character may only have an additional Professional Skill; once they turn Level 20 they may learn another if they wish. Characters whose race is Common Man start the game with twoProfessional Skills, instead of one. They are still bound by the limit on the number of additional Professional Skills they may purchase. For example, a Level 20 Common Man could have four Professional Skills.
The list of approved and accepted Professional Skills is given in the following list:
Animal Trainer, Artist, Baker, Bartender, Blacksmith, Candle Maker, Carpenter, Cartwright, Clothier, Cobbler, Cooper, Crop Farmer, Dairy Farmer, Fisherman, Furrier, Gaoler, Glass Blower, Guardsman, Herder, Hunter, Innkeep, Laborer, Lumberjack, Mason, Merchant, Miller, Miner, Pig Farmer, Rancher, Sailor, Scribe, Servant, Shipwright, Shop Keeper, Soldier, Tanner, Teamster, Thatcher, Tinker, Town Crier, Trapper.
The character with this skill is a fast learner and can learn a new skill at half the normal in-game time. Normally it takes 5 minutes per Build Point of in-game roleplay to learn a new skill. A quick study will learn a new skill in 2 and a half minutes per Build Point.
To learn an Assassin Proficiency skill normally takes 50 minutes, a character with this skill would learn it in 25 minutes.
This skill is cumulative with the Instructor skill and, so, if the teacher has the Instructor skill, it would only take 12½ minutes to teach an Assassin Proficiency skill.
This skill is not list or skill specific and any skill the character learns can be trained quickly.
This skill allows the character a better chance to research a new alchemical item or sorcery ritual. This skill give a +10% bonus to their success role. In addition, this skill will allow a character to research in-game information in a library, such as the Ducal Library, at a reduced in-game price.
Learning this skill allows the Demon Hunter to choose to have their Shadow Bane Endowment last for 10 or 20 minutes at the cost of 1 or 2 Corruption points respectively.
The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.
The character many not end the effect of the endowment early.
The character cannot activate another Shadow Bane Endowment while they have one active, they do not stack.
Learning this skill allows the Demon Hunter to choose to have their Shadow Bane Endowment last for 10, 20, or 60 minutes at the cost of 1, 2, or 3 Corruption points respectively.
The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.
The character many not end the effect of the endowment early.
The character cannot activate another Shadow Bane Endowment while they have one active, they do not stack.
This skill permanently gives the character +3 Body Points each time the skill is purchased. Other than what is listed in this rulebook, this skill will not allow the character to perform any other actions or feats of great stamina.
This skill grants any character a permanent +1 Strength Bonus, noncombinable. This is combinable with any natural racial Strength Bonus the character already has. This skill can only be purchased and used by a living character. If a living character is turned into an undead, they lose the benefits of this skill.
This skill allows a character to make the following weapons.
- Small Weapons
- One-Handed Blunt
- Bastard Blunt
- Two-Handed Blunt
- Spear
- Quarterstaff
- Shields
For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.
This skill allows a character to make the following weapons, as well as any in a lower rank.
- One-Handed Edge
- Bastard Edge
- Two-Handed Edge
- Polearm
- Cold Forging
- Copper, Silver, or Gold Coating
- Wire Creation
All special weapons must be made in-game.
For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.
This skill allows a character to make the following weapons, as well as any in a lower rank.
- Venom Dagger
- Enchantment Quality
- Permanently Alloyed Weapons
- Locks
All special weapons must be made in-game.
For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.
This skill allows a character to make the following weapons, as well as any in a lower rank.
- Bone Crafting
- Venom Sword
- Dwarven Crafting (unshatterable)
- Elven Crafting (+1 Damage Bonus)
- Mithril Forging
All special weapons must be made in-game.
For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.
This Rank is considered Lost and the method of learning it needs to be found in-game.