Skills

### Basic Skills

#### Ambidextrous

You
are trained to use a weapon in each hand simultaneously.

#### Archery

You
can use any bow or crossbow. Arrows do through damage.

#### Backstab

You
have unusually high precision with your hits, and if attacking an unsuspecting
being from behind using a dagger (while saying Backstab), your blow will deal 2
through damage. This may be once per target per encounter.

#### Courage

There
are fewer things that truly scare you, and you can resist one call of Fear per
encounter, shouting a taunting remark as you do so. You cannot resist Terror.

#### Dagger & Buckler

You
can use any melee weapon or shield that is up to 18 inches in length.

#### Dodge

Utilising
your slightly faster reflexes, you can ignore one melee hit per encounter,
unless it has a call attached to it. The only exception to this are projectile
spells, which you must physically dodge away from so that the caster knows you
have heard the spell.

#### Double Handed Weapon

You
can use any melee weapon that is between 42 inches and 84 inches that is not a
polearm. This includes Warhammers.

#### Enriched Mana Pool

Through
intense training or natural luck, you have a greater link to the mana of the
land. You gain five extra mana in your Mana Pool.

#### Extra Hits

Your
body is tougher than usual, and you can sustain more hits before being downed.
You get +1 Hit Point per location.

#### First Aid

Using
basic first aid techniques, you are able to pause someone’s death count for up
to 30 seconds with constant roleplay. This must be announced to the dying
character, and can only be used once each time they are down.

#### Foraging

Using
basic knowledge of foraging, you can find a random common item once per day.

#### Healing

Using
basic surgery skills, you are able to heal one hit to one location every 20
seconds, and stabilise someone on their death count after 30 seconds. A dying
person must be stabilised before they can be healed. You are also able to
diagnose a person on their death count to find out how long they have left
before they are dead. You may heal yourself, but not stabilise, if you have 1
HP on at least your head, torso and one arm.

#### Magic

Through
training or natural luck, you are able to perform specific feats using magic,
chosen from the Magic rules section.

#### Magical Crafting

Through
training, you are able to craft items from one discipline of Magical Crafting.

#### Mundane Crafting

Through
training, you are able to craft items from one discipline of Mundane Crafting.

Perception

You can notice
more about your surroundings, and can spot anyone in basic Stealth (one finger
raised). You must OC be able to see the hiding person and their finger raised.
If in doubt, talk to a ref.

#### Polearm

You
can use any melee weapon between 42 inches and 4 inches that is a polearm
(Spear or Staff). It may be stab safe.

#### Ranger

Using
more advanced knowledge of foraging, you are able to find a variety of items
each day, and have a chance of finding what you are specifically looking for.
You can also follow tracks and read the lay of the land better.

#### Single Handed Weapon

You
can use any melee weapon between 18 inches and 42 inches in length.

#### Stealth

By
reasonably hiding behind an object, you can hide from most creatures. You must
raise one finger visibly while using this skill, and can adjust your position
slightly but cannot move locations. If you hear ‘Awareness’ being called, you
must say ‘Ping’. Please note that people with the Awareness Basic Skill can see
you without having to notify you.

#### Strength

Due
to your increased strength, you are able to wield a shield in battle. You also
count as one extra person when trying to grapple someone else, and need one
extra person to hold you down.

#### Resist Magic

You
have trained your mind against spells, and are able to resist one non-damaging
spell per encounter, while shouting that you are resisting it. For example, you
may resist a knockback or stun, but not a bolt of damage.