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Chosen Skills
Chosen Skills 
The Following skills must be bought either as a starting character (see race for number of skills) or by spending experience. 
 
  Skills Notes
Human 6 No naturae rites
Tainted 6 No Naturae rites, Divine skills, May take sacrifice for free
Risen 6 No Rites, No Vitality
Fae 5 No Divine, Infernal, Necromantic, Vitality or Naturae rites
Naturae 5 No Divine, Infernal, Necromantic, Vitality or Craft rites
Yo'Tan 6 No Necromantic or Naturae rites
Shadowkith 6 No Vitality or Naturae rites. May take necromancy for free
 
Attributes 
  
Endurance   (Passive) 
This skill gives a character an additional point of Endurance.
  
Great Endurance (Passive) 
Requires:  Endurance  
This skill gives a character an additional point of Endurance. Combined with Endurance this allows two additional points of Endurance 
 
Wyrd (Passive) 
This skill gives a character an additional wyrd card per day. 
Risen may not take this skill 
  
Improved Wyrd (Passive) 
Requires:  Wyrd 
This skill gives a character an additional wyrd card per day.  Combined with Wyrd this skill allows two additional wyrd cards per day. 
Risen may not take this skill 
  
 
Great Wyrd (Passive) 
Requires:  Improved Wyrd 
This skill gives a character an additional wyrd card per day.  Combined with Wyrd and improved Wyrd  this skills allows three additional wyrd cards per day. 
Risen may not take this skill 
 
 
Combat Skills 
  
Archery   
This skill allows someone to fire a bow. An Archer is allowed to fire for Through damage.   This skill also allows an archer to spend thirty seconds re-fletching an arrow making it ready for flight again.  In this time they should be doing OOC safety checks on their arrows. 
    
Heavy Armour (Passive) 
Although anyone can wear heavy armour, this skill allows people to use active skills whilst wearing armour. Anyone can use active skills and leather armour. 
  
Light Armour Mastery (Passive) 
Although anyone can wear light armour, this skill allows the character to be able to ignore the call Through whilst wearing leather armour.  This skill grants no protection to the STUN call.
  
Long Weapon    
Long weapon allows to the character to use a single handed weapon up to 42” in length in their primary hand.  If the character also has the skill Off hand this skill allows them to use a weapon up to 36” in their off hand. 
  
Offhand    
Offhand allows the character to use a weapon up to 24” in their off hand.  They can use this weapon to attack or parry.  They can use no other weapon skills with this weapon other than using it for basic combat. If the character also has the skill Long Weapon this skill allows them to use a weapon up to 36” in their off hand. 
  
Shield    
Shield skill allows a character to parry blows with their shield.  It does not allow a character to use a shield as a weapon or to shield barge.  A character with Shield skill can use a shield in either hand. 
 
Weapon Expert 
Weapon Expert can be taken multiple times.  It should be taken for one of the following weapon groups. 
This skill allows the character to ignore the “Disarm” damage effect with their chosen weapon category.  It does not allow people to use single handed weapons from 36” to 42” without previously buying the Long weapon skill
 
Axe Expertise with an axe from 18” to 42” 
Dagger Expertise with a dagger less than 18” in length 
Mace Expertise with a mace or club from 18” to 42” 
Polearm Expertise with a polearm from 48" to 76"
Spear Expertise with a spear from 42” from 76”
Staff Expertise with a staff from 42” to 76” 
Sword Expertise with a sword from 18” to 42” 
Thrown Expertise with thrown weapons 
 
 
Weapon Mastery   
Requires:  Weapon Expert (category)  
Weapon Mastery can be taken multiple times.  It should be taken for one of the following weapon groups. It does not allow people to use single handed weapons from 36” to 42” without previously buying the Long weapon skill. The skill works on one of the following two ways based on weapon type.
This skill allows the character to call Through once a minute with this weapon group
Axe Mastery of an axe from 18” to 42” 
Dagger Mastery of a dagger less than 18” in length 
Polearm Mastery with a polearm from 48" to 76
Spear Mastery of a spear from 42” from 76” 
Sword Mastery of a sword from 18” to 42” 
Thrown Mastery of thrown weapons 
 
Weapon mastery with a Mace or Staff allows the character to call Stun once a minute with this weapon group. 
Mace Expertise with a mace or club from 18” to 42”
Staff Expertise with a staff from 42” to 76”
 
 
Survival Skills 
    
Escape Bonds    
Escape bonds allows someone to escape from being bound through one minute of roleplaying struggling with their bonds.  They can use no other active skills whilst using this skill. Players should not actually be tied up – but the rope should be given to the bound person to hold OOC. 
  
Handle Poison     
Handle Poison allows someone to apply a poison to a bladed weapon that they are carrying.  You can poison any bladed weapon you can use – however poisoning maces, staffs and clubs will not have any effect. You should take the ribbon from the potion bottle and tie it round the weapon to poison it as well as informing a referee. 
 
Tracking    
A trained tracker can always know the way north (by asking a referee).  They may also ask a referee what the tracks are in the local area. It also allows a player to look in Information Boxes to find out any information about a location. 
 
Trapping    
Someone with the Trapping skill may identify traps.  Traps have a black ribbon around them.  People with Trapping may react IC to the ribbon and the card.  With thirty seconds of close observation of the trap they can read the card and know what the effect is.  Someone with Trapping can also disarm any traps they find.  If someone does not have this skill they cannot disarm traps. 
  
 
Lore Skills 
  
Aura Reading    
Items and people with a spirit bound into them (see rites) will have a blue ribbon with a Wyrd Card attached to it.  People with Aura reading can see the Auras and may react IC to the ribbon and the card.  With thirty seconds of close observation of the person or object they can read the card and know what the effect is. 
   
Herbalism    
Someone with the Herbalism skill may identify herbs and herbal potions.  Herbs have a green ribbon around them.  People with Herbalism may react IC to the ribbon and the card.  With thirty seconds of close observation of the person or object they can read the card and know what the effect is. Herbalism also grants access to rites that can be used to create potions and poisons.
  
Literacy   
Reading is not a common skill within the Maestir.  You may not write in any modern script, but instead the system uses Ogham runes.  This is not true Ogham, but merely a translation code from English that can be used by people who have taken this skill. People without this skill may not decode languages of any type.  This also allows them to create and read more complicated maps that have writing on them. 
  
Sage   
People with the sage skill have studied many academic skills.  This skill allows a player to be given a Lore sheet about the area and any information they may have found out.  It also allows a player to look in Information Boxes to find out any information about a location or an object. 
  
Treat Wounds   
To be able to treat a wound is a vital skill.  By tying a bandage around a wounded location restores that location’s status to healthy.  This skill does not restore any endurance. The bandage can be removed after ten minutes of rest. If the bandage is removed before that time then they regain the wound.   If a location is already bandaged – then a new one cannot be applied.
Someone with Treat wounds can also use the phrase Discern Wounds and Effects after ten seconds of close examination.  This will tell them the targets wounds, their current damage state, their current endurance score and whether they are poisoned or diseased. 
Note:  A pre-prepared bandage must be used; strips of clothing are not suitable to treat wounds
 
 
Craft Skills 
 
It is said that all good warriors know how to mend their own weapons – although the richer warriors often have servants to do this for them. Craft skills also grant access to rites which allow the creation of temporary items.
  
Craft Iron    
This skill allows a character to create crafted items out of iron.  It will also allow them to do repairs on a suit of metal armour.  It will take one minute to repair a point of damage to metal armour.   Armour not fixed during time in will be assumed to have been repaired over night.  Naturae cannot take this skill 
  
Craft Leather    
This skill allows a character to create crafted items out of leather.  It will also allow them to do repairs on a suit of leather armour.  It will take thirty seconds to repair a point of damage to leather armour. Armour not fixed during time in will be assumed to have been repaired over night.  Naturae cannot take this skill 
  
Craft Wood    
This skill allows a character to create crafted items out of wood.  It will also allow them to do repairs on a shield.  It will take a minute to repair a crushed shield so it can be used again. Shields not fixed during time in will be assumed to have been repaired over night. 
Naturae cannot take this skill 
  
 
Magickal Skills 
 
Vitality (Passive) 
A character that is trained in Vitality may not spend Wyrd and has an effective Wyrd of zero whilst they possess this skill.  They are however capable of channelling power from the Realm of Vitae through their body. 
A character who starts with Vitality will already know one spell from the Vitality list.
They may buy other spells instead of buying skills.
Other than access to Vitality Spells this skill gives no immediate advantages. 
A character who learns Vitality may not learn Necromancy.
Fae, Risen, Naturae and Shadowkith cannot take this skill. 
  
Necromancy (Passive) 
A character who is trained in Necromancy may not spend Wyrd and has an effective Wyrd of zero whilst they possess this skill.  They are however capable of channelling power from the Realm of Shadow through their body.  
A character who starts with Necromancy will already know one spell from the Necromancy list. 
Other than access to Necromancy spells this skill gives no immediate advantages. 
They may buy other spells instead of buying skills.
A character that learns Necromancy may not learn Vitality 
Fae, Naturae and Yo’Tan cannot take this skill. 
 
Rites
Characters with wyrd are able to channel this through a variety of means, dependent on their other skills and knowledge of the world. See section on rites for more details.
 
Divine Skills 
 
Appeal    
The skill of appeal allows a character to perform a ten minute rite to communicate with one of the Gods.  This skill does not always have an effect.   
The appeal must take place in front of a ref or a member of the story team. 
As many people as want can take part in the appeal - although the priest is the one leading it. 
People with Appeal should go to GOD every morning to check if they have received a message or a reply from their Patron in their dreams. They should do this whether they have done an appeal or not. 
No character may have both Divine and Infernal skills 
Fae, Tainted and Naturae cannot take this skill. 
Shadowkith and Yo’Tan can take this skill but it is very rare.
  
Blessed (Passive) 
Taking a blessing skill allows someone to be chosen of the gods.   The nature of your blessing will depend on the Destiny you are born under. 
No character may have both Divine and Infernal skills 
Fae, Tainted and Naturae cannot take this skill. 
Yo'Tan and Shadowkith can take this skill but their blessing is based on their link to the Realms.  
 
Infernal Skills
The making of pacts with the Demon Lords is a dangerous business on many levels. Firstly the Demon Lords seek to corrupt and twist the deals that they make – but secondly  think carefully before taking this skill – because you will be playing the game on another level; one that puts you at odds with the rest of the player party.  If you are caught performing infernal rites you will probably be killed.  
  
Sacrifice   
The skill of Sacrifice allows a character to perform a ten minute rite to communicate with one of the Demon Lords.  At the end of this rite a person must be killed.  For the Demon Lord to respond then the person killed must have be able to trace their descendents back to the Gods.  This person’s Soul is gifted to the Demon Lord that the sacrifice is performed to. 
Performing a Sacrifice in an Infernal Site will have more powerful results- but failure or angering the Demon Lord will also have harsh and brutal responses.  All uses of Sacrifice must involve a ref or member of the story team. 
No character may have both Infernal and Divine skills
Fae and Naturae cannot take this skill. 
 
Sorcery (Passive)
Requires: Sacrifice, Literacy
The skill of Sorcery is a forbidden one – its dark secrets are taught by demonic cults – and their secrets are written down in large tomes.  The actual details of the Sorcery magicks are unknown to most people 
however those who perform favours for demons are gifted Sorcery and its spells as a reward.
No starting character may take Sorcery, it is only included in these rules for completeness.
 
 
Youth Skills 
  
Only a player with a Youth ticket may take the Adolescence skills.  They may never be taken by adults – even if they are playing a younger character.  
  
Innocence (Passive) 
The skill of innocence gives the character a link to the Realm of Dreams.  
A character who starts with Innocence automatically knows all the Innocence spells. Other than access to Innocence Spells this skill gives no immediate advantages. A character with this skill may not take Necromancy, Vitality, may not spend Wyrd and has an effective Wyrd of 0 whilst they have this skill. 
No Adults may take Innocence
  
 
     
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