Skills represent your characters training and experience they have gained in the world of Teonn. Each player starts with 15 experience points (XP). On the next page you will find a list of paths that cost 10 XP each, depicting fantasy stereotypes and the skills that go along with them.
|
SKILL NAME |
XP COST |
PREREQUISITES |
DESCRIPTION |
| Short Weapons | 1 | Can use a weapon shorter than 50cm in your correct hand. | |
|
1 Handed Weapons |
2 |
|
You can use a weapon of length 50cm up to 110cm |
|
2 Handed Weapons |
4 |
|
You can use two handed weapons. |
|
Ambidextrous |
2 |
Short weapons or 1 Handed Weapons |
You can wield a weapon in each hand. |
|
Monkey Grip |
2 |
1 & 2 Handed Weapons |
You can use a two handed weapon that is between 110-115 as a one handed weapon. Note that while using a two handed weapon as one handed weapon it counts as a one handed weapon for all rules. For example it will only do one damage a hit. |
|
Bows |
3 |
|
Arrows fired from a bow or crossbow pierces Armour |
|
Shield |
2 |
|
You can wield Shields |
|
Light Armour |
1 |
|
You can wear light armour |
|
Medium/Heavy Armour |
3 |
Light Armour |
May wear any armour |
|
Armourer |
3 |
|
Spend 5 minutes to fully repair armour that is not being worn. You must be at a blacksmith station to use this skill. |
|
Field Armourer |
2 |
Armourer |
Spend 5 minutes to fully repair armour that is not being worn. You may use this ability when you are not at a blacksmith station. Once an armour is repaired in this way in can only be repaired at a blacksmith station or by magic. |
|
Master Armourer |
5 |
Field Armourer |
You can improve armour. Gives an extra temporary 2 AP to light armour and 3 AP to medium and heavy armour. Takes 5 minutes of armouring to improve the armour and these extra AP are the first to be lost when armour is struck. You must be at a blacksmith station to use this skill. |
|
Tough |
3 |
|
You have an extra hit point. You can buy this multiple times. |
|
Armour proficiency |
3* |
|
Whichever armour type you are using has 1 extra armour point. This skill can be bought multiple times but increases in cost by 1 each time you buy it. |
|
Fast Healer |
4 |
Tough |
You can naturally heal 1 hit point per 10 min |
|
Improved Fast Healer |
5 |
3x Tough, Fast Healer |
You can naturally heal 1 hit point every minute. Replaces Fast Healer. |
|
Regeneration |
5 |
Fast Healer |
You can naturally heal 1 hit point when incapacitated after 10 seconds. |
|
Knight |
0 |
Fighter Path |
Choose a Religion. You have sworn to protect members of this religion and so start with no money and all earned is tithed by the religion but instead your religion provides weapons and armour for you to use. |
|
Literate |
2 |
|
You can read and write your racial and the common languages. |
|
First Aid |
2 |
|
Stabilizes an incapacitated character in order to allow them to be moved to safer area. This does not heal any hit points. Each time you use First Aid, you must apply a 2m x 30cm bandage to each patient. |
|
Physician |
5 |
First Aid |
When using first aid you also give the recipient one hit point back and cure poison. You can also deal with more serious medical conditions (see a GM). |
|
Pick Locks |
4 |
|
You can pick the lock of yellow sticker chests. |
|
Set Traps |
4 |
|
You set a trap, Requires Trap Kit (see equipment) |
|
Sap |
4 |
|
You can use a sap, Requires a Sap (see equipment) |
|
Bola |
4 |
|
You can use a Bola, Requires a Bola (see equipment) |
|
Forage |
2 |
|
5 Minutes outside lets you find the right ingredients for a single potion or poison. |
|
Adept Forager |
3 |
Forage |
You can find ingredients in unlikely places and detect poison, once you take a sip of a drink either the poisoner or a GM will tell you that the drink is poisoned and the poison will not effect you. You can also find potion ingredients to make potions from the complex list. |
|
Poison |
3 |
Forage |
You have the ability to create 5 vials of poison a day. These can be laced on your weapon or put in unsuspecting person’s drink. It causes the effect poison. In combat call poison when you successfully hit your foe. |
|
Noble |
6 |
One Retainer |
You are a Noble of your race. You start with 100 Gold coins extra which you may give to your Retainer/s. |
|
Wealth |
4 |
|
You start with 50 Gold coins extra. |
|
Surplus |
1 |
|
You start with 10 Gold coins extra. Elves instead get 25 Gold coins extra. Can be bought multiple times. |
|
Brew Potions |
5 |
|
You can brew potions that you know the recipe of (See potion recipes). |
|
Adept Brewer |
5 |
4x Potion Recipe, Brew Potions |
Your experience with brewing potions means that you can now reverse engineer potions that you come across. You can also now make complex potions and gain a free complex potion recipe when you buy this skill. |
|
Potion Recipe |
2 |
Brew Potions |
Learn a new potion recipe. You can buy this skill multiple times. |
|
Complex Potion Recipe |
3 |
Adept Brewer |
Learn a new complex potion recipe. You can buy this skill multiple times. |
|
Healing |
5 |
Member of The All |
To buy this skill you must be a "Caring of The All" (see religion). Up to 5 times a day, you may use a ritual from the "Rituals of Healing" that you have learnt. |
|
Seeing |
5 |
Follower of Nenim |
To buy this skill you must follow Nenim’s prophesises (see Religion). Up to 5 times a day, you may use a ritual from the "Rituals of Seeing" that you have learnt. |
|
Channeler |
5 |
Believer of Traktat |
To buy this skill you must believe in Traktat (see Religion). Up to 5 times a day, you may use a ritual from the "Rituals of Channeling" that you have learnt. |
|
Ritual |
2 |
Healing, Seeing, or Channeler |
Learn a new level 1 ritual of the type you can use. You can buy this skill multiple times. |
|
Advanced Ritual |
5 |
4x Ritual |
Learn a new level 2 ritual of the type you can use. You can buy this skill multiple times. |
|
Master Ritual |
5 |
3x Advanced Ritual |
Learn a new level 3 ritual of the type you can use. You can buy this skill multiple times. |
|
Prolific Ritualist |
3 |
Healing, Seeing, or Channeler |
You can perform 3 more healing, or channeling rituals a day or 1 more seeing ritual a day, can be brought multiple times. |
|
Magic |
5 |
|
Choose one of Contract, Trade, War, or Sacrifice, you are now proficient a that type of magic. Up to 5 times a day, you may cast a spell that you know. You can only buy this skill once. |
|
Novice Spell |
2 |
Magic |
Each time you buy this skill, choose a new level one spell for the type of magic you are proficient at for your character to learn. |
|
Journeyman Spell |
5 |
4x Novice Spells |
Each time you buy this skill, choose a new level two spell for the type of magic you are proficient at for your character to learn. |
|
Master Spell |
5 |
3x Journeyman Spells |
Each time you buy this skill, choose a new level three spell for the type of magic you are proficient at for your character to learn. |
|
Abundant Spell Casting |
3 |
Magic |
You can cast 3 more spells a day of a type of your choice when buying this skill. This can be brought multiple times. |
|
Extra Resilience of Creation |
3 |
Ovidian |
You can use Resilience of Creation three more times per day. Can be bought multiple times. |
|
Extra Rage |
3 |
Orc |
You can use Fighting in the Blood three more times per day. Can be bought multiple times. If you do not use these by midnight each day, you must rage at midnight but everyone is counted as an enemy. |
|
Improved Rage |
3 |
Orc |
Once you have used Fighting in the Blood and there are no enemies are in sight you are still exhausted but you don't lose any of your hit points at the end of the fight, apart from any remaining bonus ones. |
|
Quick Recovery |
3 |
Orc |
The recovery time for Fighting in the Blood is dropped from 15 to 5 min. |
|
Warcry |
4 |
Orc |
Three times a day you can bellow a warcry and gain one HP. For each allied Orc that replies to your cry you gain an additional HP. You can gain a maximum of 10 HP in this fashion. These additional hit points only last until the end of the current battle. This ability cannot be used multiple times in the same battle. |
|
Aspect of Humanity |
4 |
Human |
Improve your racial ability. |
|
Aspect of Elementalism |
4 |
Elemental |
Improve your racial ability. |
|
Morhkin Toughness |
2 |
Morhkin |
You have an extra hit point. You can buy this multiple times. This also counts as 'Tough' for pre-requisites of other skills. |
