General Skills

This is a list of all the General skills available to buy either with starting XP or with XP you get from adventuring. The skill costs are in the table . There are a few skills that require discussion with a GM such as spell creation.

Craft Weapons and Armour
Enchanting and Alchemy


All Characters may read/write/speak either the common language or their native tongue at no xp cost; additionally they may purchase the other for a single experience point. Any other languages they wish to learn will cost the full amount. In order to speak, read or write a language the skill must be known, however knowing similar languages to the one being used may allow for basic communication or understanding.

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Craft Arms & Armour

A character with a manufacturing skill can craft or enchant items of various qualities. Whilst the manufacturer of the item will incur the costs listed in the skills description they may charge as much or as little as they want for thier services.

The 4 'mundane' manufacturing skills are:

Craft Skill
Workshop Required
Workshop Cost
Craft Armour (cloth/leather)Tailors Workshop500 Credits (8 large gems or 10 gold)
Craft Armour (mail/plate)Forge500 Credits (8 large gems or 10 gold)
Craft Weapons (melee/thrown)Forge500 Credits (8 large gems or 10 gold)
Craft Weapons (bows/crossbows)Bowyers Workshop500 Credits (8 large gems or 10 gold)

At Base quality (rank 1) standard items may be made for 1/2 listed cost

At Superior (rank 2) one of the Battle, Exotic, or Enchanting qualities may be added to the weapon for 2x listed cost.

At Masted-Crafted (rank 3) two of the Battle, Exotic, or Enchanting qualities may be added to the weapon for 4x listed cost - each quality may only be added once.

At Artisan (rank 4) all three of the Battle, Exotic and Enchanting qualities may be added to the weapon for 8x listed cost - each quality may only be added once.

At Legendary quality (rank 5) unique or very rare components are required to produce unique weapons or armour, normally obtained by collecting them personally, or hiring a group to collect them. As a result they will have unique properties and powers agreed by the GM. The costs involved in producing such items vary considerably and will be assigned on a case by case basis. Lore skills related to the materials and qualities used and required will also be required.

Required Lore
BattleAdditional damage or defence can be added. These items raise the damage of weapons, or the defence of armour by 3.Armour or weapon (as relevant to the weapon/armour type)
ExoticExotic materials can be added to weapons and armour giving additional semi-magical bonuses as relevant to the materials used (agreed by GM). E.g. silver swords will do silver damage, obsidian armour will resist all spells that affect armour with the exception of shatter.Wilderness (natural materials)
EnchantingItems suitable for enchanting can be produced for use with the enchanting skill.Magical (enchanting)

The number of items that can be produced between sessions is given by the level of the craft skill divided by the quality level of the item being produced rounding down. Ie at artisan level, 2 superior items (rank 2) can be produced before the next session.

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Enchanting and alchemy can be used to imbue magical powers into otherwise mundane objects and allow non spell casters access to magic, both skills have no rank cap and can be repurchased as many times as wanted. As with manufacturing weapons and armour the enchanter or alchemist may charge siginificantly more or less than the costs they incur in producing an item.

At rank 3 enchanting an enchanter automatically gains Magical Lore (Enchanting) for free.

Enchanting allows a mage to impart any known spell into a suitable item, or write scrolls in any language they can comprehend. Alchemy allows the character to prepare an elixir to hold the magic. These can then be used by anyone who knows the command words, either through researching the item or being informed by the creator/researcher/previous user, or is capable of reading the scroll or drinking the elixers. No power is used when activating spells stored in items.

Both elixirs and scrolls are single use items. elixirs do not allow the drinker to cast any spells, although they may give boosts, healing, or other efects to the imbiber and essentially cast the spell on the person. Scrolls and other items cast the spell from themselves and may do offensive spells.

In order to place a spell into the item, scroll or potion an equal or greater rank of enchanting must be known than the power cost of the spell.

Enchanted items will show as magical if a detection spell is used on them and whilst charged will resist destruction effects, if they have been used or temporarily disabled they are vunerable as per a normal item of the material they are constructed from. If an enchanted item is destroyed and repaired, the residual power of the enchantment will remain but will require an enchanter to place a new command word to activate the item. This will cost the enchanter 25 credits (1 medium or 5 silver), this is modified for permanent or single use items as normal.

Enchanting Costs:

Min PPs (% of total PP cost)
Perm PPs
Cost per PP
Between Sessions
X Uses Ever20%0%50%50C, 1 Large, 1G10/Number of Uses
X Uses/Day20%5%100%100C, 3 Medium, 1G 5S5/Number of Uses
Continous (non-instant spells only)20%10%150%150C, 2 Large, 2G1

Enchanting Lab: 500 Credits (8 large gems or 10 gold)
Reactivate Enchanted Item: 25 credits (1 medium or 5 silver)

Note that the 20% minimum power points are for all the instances of a spell, i.e. enchanting a 3 uses per day item requires the enchanter to have 20% of the total power points required to cast the spell 3 times. So for a spell that costs 10pp to cast, a enchanter requires 20% of 30pp, or 6pp, to enchant a 3 use item with it. The same is the case for permanent PP use (i.e. the PP are permanently used and do not regen) - a continous armour spell costing 20pp would require 2pp to be spent permanently.

Any spell that requires permanent power to be spent (and, yes, they are available!) require the enchanter to possess and spend 100% of the pp permanenty to enchant the spell into a single use item. A 3/use ever item would need enough PPs to cast the spell 3 times to be permantly spent. Essentially the spell is being pre-cast into the item. Do not lose it.

The number of uses that can be prepared between sessions can run over into multiple downtimes, hence a 10 use per day item would take 2 downtimes to complete.

An elixir and an alchemical potion may have the same effect, although they are produced by different means and may have different prices.

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Brewing allows for the creation of alchemical potions through distillation of natural ingredients. The skill is split into 6 ranks of potions, each of which has a specific range of potions available within it. Exceptional brewers may develop other potions unique to themselves, however as no magical creation method is used the range of effects is limited. Each purchase of the skill allows the brewer to produce 1 additional potion of the rank purchased however, unless all standard potions of the previous rank are known, the brewer may not have more potions than the previous rank in the new rank being purchased. The skill also grants the rank purchased in brewing skill points which are used to gain access to higher levels of potions, at least the number of brewing skill points noted in the table below are required to gain access to each rank of potions after which, subject to the previous ranks number of potions known, any number of potions of that rank may be learned.

Alchemical Potion LevelBrewing Skill Points Required (total)Cost per Potion
75c, 1 Large, 1G
150c, 2 Large, 2G
225c, 3 Large, 3G
300c, 4 Large, 4G
375c, 5 Large, 5G
450c, 6 Large, 6G

As an additional cost a Brewery is required to use this skill costing 500 credits (9 large gems or 9 Gold), this may also be used to brew alcohol (if it isn't used for brewing potions) which generates the 10 times the users highest rank in brewing skill credits (1 silver or a small gem per skill point) in income.

A maximum of 10 potions (of any combination of ranks) may be produced between adventures

An elixir and an alchemical potion may have the same effect, although they are produced by different means and may have different prices.

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