Note:Prerequisite Skills are shown in [italics] and Bonuses shown in ()
MAGICAL/RELIGIOUSAlchemy: Throughout human history, there have been legends about powerful magicians ‘turning lead into gold,’ or spending their lives trying. Though this may be the most famous, there are thousands of reports, stories, and myths about people using chemicals and strange combinations of plants to produce a powerful physical change in a substance. This skill includes hundreds of accounts, and volumes of stories about formulae and procedures for various elixirs and potions. To actually carry out the procedures in these myths is another affair, though. The master of this ancient art of manipulation has spent years learning which combinations of materials to use in accomplishing their goals. Characters with this skill have the knowledge and skill to change lead into gold and other strange, bizarre feats. (Frequently at substantial cost) Base Skill: 25+5% per level of experience.Astrology: The study of the stars and other celestial bodies, their movements, positions, cycles, alignments and interrelations with the earth, each other and the effects on destinies of people and animals. Base Skill: 25+5% per level of experience.Fasting: The ability to go for long periods of time without food. So long as the character has sufficient water, two weeks without food will be pretty easy. After that the character will have to roll under the skill to avoid becoming weakened or sick. Base Skill: 25+5% per level of experience.Identify Runes: Runes are the written language of an ancient, long dead people. The symbols themselves (similar to wards) are magic. Rune symbols and power runes emit magic energies. Taking this skill teaches the character some idea of what runes look like, but they cannot read them.Base Skill: 25+5% per level of experience.Identify Wards: This skill enables the character to recognize whether a symbol is a real magic ward, rune or warning. This does not give them the ability to read them. Only identify true symbols. Base Skill: 25+5% per level of experience.Language: Mystic: This is the secret language of the mage. Only those versed in mystic knowledge ever learn this skill. This is the most common language that spell magic is cased in. This lets mage’s hide key words from common folk with ease. Be aware this is not the only language known to magic users, some are even rarer with only a few dozen mage’s in the Megaverse knowing it.[Man of Magic OCC]Base Skill: 25+5% per level of experience.Literacy: Mystic: This is the ability to read and write the letters, numbers and symbols used in the mystic language.[Man of Magic OCC]Base Skill: 25+5% per level of experience.Lore: Demons/Devils: This is the study of demonic creatures,supernatural fiends and known monsters throughout the ages andaround the world. It includes the beliefs of ancient and primitive cultures,demons, devils, gargoyles, their known habits, appearance, weaknesses,strengths, powers, and abilities, as well as possession, places of magic,places of reputed demonic habitation or attraction, and legends. Themaster of this lore may be able to identify a particular type of entityby hearing its description, or a description of its actions, seeing adrawing or footprint, or by how it acted, killed, or the exhibition of itspowers Base Skill: 20+5% per level of experience.Lore: Faerie Folk: This skill is effectively the same as the previousdemon and monster lore skill, except that the emphasis of thestudy is on faerie folk. Since as long as anybody can remember, faerieshave existed. Their playful antics, pranks, magic foods and mischief arelegendary around the world. This area of lore provides the characterwith an in-depth knowledge of faerie folk, their ways, magic, magicfoods, practices, rituals, favorite pranks, likely places of encounter (wildernessareas, ley lines and nexus points), methods of thwarting theirmagic and keeping them at bay, and how to survive an encounter withthem (with minimal damage). Faerie folk include faeries, sprites, pixies,brownies, spriggans, nymphs, leprechauns, bogies, toad stools, pucks,kelpies, mermaids, merrows, goblins, and a handful of other creaturesof magic.Base Skill: 20+5% per level of experience.Lore: Geomancy/Ley Lines: Geomancy or Ley Lines: A study of ley lines, burialmounds, places of power, megaliths, and geomancy beliefs, past andpresent. Geomancy and ley lines are the belief that certain places onearth are polarized with an unknown energy or forces that can heal,cause paranormal phenomena, attract supernatural forces, or open dimensionalgateways. The study includes "known" locations of suchplaces, as well as the many theories behind them and the legacy of legends,mysteries, disappearances and dangers linked to each. The skillwill provide the character with insight about the areas and enablehim/her to recognize specific, known places of power, as well as to recognizeunknown megalithic markers of these revered or feared places.[Literacy] Base Skill: 25+5% per level of experience. Lore: Magic: This area of study provides general information about magic, magic items of myth and legend, and creatures of magic (such as dragons, sphinxes, etc.) as well as the understanding of the principles of magic, to recognise ritual paraphernalia and symbols, utter incantations accurately, distinguish genuine esoteric items from fake, etc.The character also knows/recognises the main types of magic being used on the world. Likewise, the character is likely to know about legendary and renowned magic items, weapons, places and legends.Although the character cannot read runes or mystic symbols, he should be able to recognise whether the symbol is a real magic ward, rune, circle, or warning.Anyone with this skill can learn to cast magic spells from either the Wizards spell list or the Wizards cantrip list (see the tables below for the amount of spells and the casting limits for non practitioners of magic). They do not start with any spell knowledge but may be taught spells. The chance to learn a spell is equal to the character's Lore:Magic skill percentage and must be successful for each spell or cantrip learned. Unless the character is a practitioner of magic there is a 0% chance of the character converting a scroll for spell knowledge. Non-Mage characters are limited as to the power level of the spell being learned (see table 1)[Literacy]Listed Bonuses: Recognise magic wards runes and circles: 15+5% per level of experiance. Recognise Enchantment: i.e. people under charms and curse, magic items, etc.: 10+5% per level of experiance.Non-Practioner Limits TablesTable 1Table 2I.Q.# of spells (cantrip/spell)allowed to be learnedMaximum level of spell allowed to be learnedP.E.Number of spells (cantrips/spells) able to be cast per day6 or less0/0none6 or less0/07-81/0cantrip7-81/09-102/1first9-102/111-134/2second11-134/214-176/3third14-176/318-228/4fourth18-228/423-2710/5fifth23-2710/528 or higher12/6sixth28 or higher12/6Note: The numbers represent either cantrips or spells that can be learned NOT bothNote: The numbers represent either cantrips or spells that can be cast NOT both Base Skill: 25+2% per level of experiance for Non-Practitioners of Magic, or 60+5% per level of experiance for Practitioners of Magic. Lore: Old Ones/Chaos: By personal observation or through a description of traits and combat the character can recognize the signs/presence of Chaos and Chaos infected organisms/area. The character also has a good understanding of the Old Ones and how they affected the world as well as how chaos is linked to the Old Ones. A success roll indicates whether the character accurately remembers the information about the subject. A failed roll means he is flustered and either can’t remember or recalls the wrong information.[Literacy] Base Skill: 10+5% per level of experience.Lore: Religion: A comprehensive study of the world's religions,past and present, their beliefs, rituals, holy places, pantheons of deitiesand supernatural creatures (demons, spirits, angels), stories of creation,myths and legends. The skill will help the character recognize specificrituals, their purpose, the deity(s), icons, and similar information. Aplayer may choose six specific religions (pantheons, churches, sects orcults) in which he has this knowledge. Selecting the skill a second timeenables the character to select an additional six religions or pantheons.The percentile number indicates the degree of knowledge one has abouta particular religion and his ability to remember it.Base Skill: 25+5% per level of experience.Lore: Ritual: This skill enables a character to recognize and even construct rituals, of both Mystic and religious nature as well as more mundane nature. The character can identify the origins of given rituals and can speculate on the use of ritual paraphernalia and how it would pertain to any given ritual work. A success means positive identification. A failed roll means he is flustered and either can’t remember or recalls the wrong information.[Literacy]Base Skill: 25+5% per level of experience.Lore: Undead/Darklife: By personal observation or through a description of traits and combat the character can recognize all types of undead and the signs/presence of necromancy. The character also knows the origins of most types of the undead, including automations, banshees, corpse creatures, dark life, ghouls/nasu, mares, maxpary, shamblers, mummies, specters, syvans, vampires, yema, and zombies. A success roll indicates whether the character accurately remembers the information about them. A failed roll means he is flustered and either can’t remember or recalls the wrong information.Base Skill: 20+5% per level of experience.Lore: Witch: This skill enables a character to recognize the handiwork, enchantment, rituals, and influence of witchcraft. He or she can also positively identify a witch by physical examination, recognize the evil familiar, and to tell whether it is an animal or demon. The character also knos about pacts, basic abilites, weaknesses and similar data about witches. Roll to recognize witches, familiars, rituals, or enchantment. A success means positive identification. A failed roll means inconclusive evidence, which may mean the suspect may be the innocent.Base Skill: 20+5% per level of experience.Meditation: Involves engaging the mind and body so that the body remains motionless, but without fatigue or pain and the mind stays in a clear, calm and rested state. While meditating a character recovers ISP and other internal resources at an accelerated rate. Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state the character is, at a subconscious level, well aware of what is happening in the environment and can instantly leave the meditation position with no combat penalties. Base Skill: 25+5% per level of experience.Mystic Herbology: Ability to identify, produce and harvest useful or harmful plants, as pertaining to Magical and religious use and to use such materials in a proper fashion. Base Skill: 25+5% per level of experience.Philosophy: The study of the processes governing thought and conduct. Areas can include aesthetics; ethics, logic, metaphysics and so on. Base Skill: 35+5% per level of experience.Research: Training in the use of methods, techniques, and locations for finding information. This skill is helpful in locating information about people, places and things. The GM will ultimately regulate the availability of accessible, known information regarding a particular subject. In some cases, there may be a ton of history and information, while in others, very little or nothing at all (which may reveal something by its sheer lack of info.) The research skill simply gives characters access to available data. ANY CHARACTER CAN ASK QUESTIONS AND DO RESEARCH! However, the research skill will reduce the amount of time by half and the character is trained to notice relevant data that an untrained character is liable to overlook. Thus, for the truly mysterious, secret or difficult or hushed up bits of information, including addresses, obscure and suppressed data. Also note that having the Streetwise skill is strongly recommended, as it puts the character in touch with the appropriate people (+15% bonus with Streetwise)[Literacy]Base Skill: 60+5% per level of experience.Writing: The ability to write prose (stories, poems, or journalistically (reports, studies, news). Taking the skill twice indicates a professional quality and gets a bonus of +10%. Selecting it once, indicates a talented amateur. A failed roll means an awkward and poorly written work that is boring and/or difficult to understand. Try again. [Literacy] Base Skill: 30+5% per level of experience.Return to Occupations and Skills
Non-Practioner Limits Tables
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