Celestial
Magic*
This skill allows the character to cast a celestial magic
spell of whatever level has been bought. This skill is a spell slot as
described on page 24.
In order to be able to memorize a particular spell each day,
your character must have access to a spell book with a copy of the spell in it.
Craftsman
(type)*
This skill is used to add flavor to your character. It cannot
be used to give a character any extra power in-game nor does it guarantee any
information from the Plot Committee. For instance, if a character takes Craftsman “Historian” then it is up to
the character to learn the history in game.
Craftsman skills
must be skills that would provide an income. In most chapters, for every Craftsman skill bought, a character will
receive two silvers at check-in for each game-day.
Examples of craftsman skills include (but are not limited to)
actor, architect, artist, astrologer, baker, bard, brewer, butcher, calligrapher, candle-maker, carpenter, farmer, farrier, forester, historian, hunter, jeweler, masseuse, merchant, musician, sage (specify field of study), sailor, scout, scribe, tailor, tavernkeeper and undertaker.
Create
Potion*
This skill allows the character to create an earth magic
based potion. The character must have a spell slot of the level to be made and
access to the spell in a spell book. Note that not every spell can be made into
a potion.
Making a potion costs Production Points and in-game money and
falls under the rules set forth in the Chapter on the Skills System.
Create
Scroll*
This skill allows the character to create a celestial magic
based scroll. The character must have a spell slot of the level to be made and
access to the spell in a spell book. Note that not every spell can be made into
a scroll.
Making a scroll costs Production Points and in-game money and
falls under the rules set forth in the Chapter on the Skills System.
Create
Trap*
A character with this skill can make traps as described in
the chapter on Traps and Locks. Making a trap costs Production Points and
in-game money and falls under the rules set forth in the Chapter on the Skills
System.
Critical
Attack*
This skill allows the character to do one extra point of
damage against any one opponent for the duration of the battle once per day for
each time the skill is taken. Battle duration is defined as “Line of Sight” as
per spells.
This bonus applies only to either the right or left hand and
a particular weapon in that hand.
After a character has earned the fourth Critical Attack, the character can trade them in and buy a Weapon Proficiency. The character may
then begin learning Critical Attacks
again.
Example: Inar the Fighter has
worked his way up to the point where he has learned Weapon
Proficiency. He now does +1 damage for
every hit he does with a Longsword. He then begins to learn Critical
Attacks again. For each Critical
Attack he learns now, he can do another
point of damage once per day per opponent, so when he uses these skills, he
does +2.
When he has enough building
points, he can buy Weapon Proficiency again
and he will do +2 constantly. He may begin buying Critical Attacks again to do +3 once a day for every Critical
Attack he has learned.
Critical
Slay / Parry*
This skill enables the character to do one massive attack of
damage to one opponent once a day for each time the skill is bought.
A Critical Slay
does damage of five times the character’s number of Weapon Proficiencies plus 20 and the weapon damage.
Note that the multiplier of five is applied only to the
proficiencies. It is not applied to Vorpal
Coatings, strength skills, or magical effects that may be present on the
weapon. These points are added after the multiplier.
For example: Unger the
Fighter has 2 Weapon Proficiencies
for use with his longsword. When he uses his Critical Slay skill, he will call “32 Slay.” This amount
is figured by first taking the number of Proficiencies he has (2) multiplying it by 5, giving him 10. Then he adds 20 plus the
2 from his longsword.
If he had also added a 4
point Vorpal Coating to his
weapon and is using an Endow spell,
he would add those but would not count them in the amount to be multiplied by
5. He would then call “38 Slay “ ([2 x 5] + 20 + 2 + 4 + 2).
A Critical Slay may
be bought once for every two full Weapon
Proficiencies. (After Weapon
Proficiency +2, and again after Weapon
Proficiency +4, etc.).
The Slay is considered used as soon as the statement “Prepare
to Die!” is made. Like all weapon blows, the entire verbal must be stated and
fully completed before the weapon is swung at the opponent. The Slay will be
active until the blow is landed, or five minutes passes. If the blow is landed,
the Slay damage can be negated by other game defenses such as Phase, Dodge,
Parry, Magic Armor, etc. Additionally, if any other skill (or normal weapon
damage) is called in the same hand in which the Slay is active, the Slay is
negated. The 5-minute time period cannot be shortened by any other means,
including having the weapon disarmed or destroyed, killed and then life’d,
falling unconscious, etc. The skill Parry is both weapon and Hand
specific, just like Critical Slay. Slays are not “massive” per the
trap definition, and may be blocked as any other standard weapon blow.
Example: Sir Hendrick runs
into battle and strikes at an troll, saying “Prepare to Die, 45 Slay!” The
troll manages to prevent Hendrick from landing a blow by blocking with its
shield and otherwise jumping out of the way. Hendrick continues to shout “45
Slay” for each swing. Suddenly, the troll dies from a spell thrown by Kiswick
the Mage. Hendrick has not yet used his Critical Slay, so he turns and begins fighting another troll, saying “Active Slay”
as he approaches his foe. “45 Slay!” he says as he swings. He hits the second
troll and this troll dies. Hendrick has now used up his Critical Slay so when he turns to face the next troll in
line, he will be calling his regular damage.
If five minutes had passed
from the time Hendrick called out “Prepare to Die” and he did not have a chance
to use his Critical Slay then the Slay would be used up. He would not be able to
just run around indefinitely looking for something else to hit. The Slay has become inactive, and he must give up
the tag from his skill ring to the troll upon whom he attempted to use the Slay.
A Magic Armor, Parry, or a Dodge protects against the Slay.
A player hit by a Slay who does not
die from the Slay must announce that the
Slay was successful by saying “hit.”
This informs the fighter using the Slay
that he or she must then begin calling regular damage again.
This skill uses the same handedness rules and specific weapon
rules as Critical Attack and Weapon Proficiency.
A Parry may be used
in place of a Critical Slay. This
allows the character to defend against any one physical NERO weapon delivered
attack, except for a Waylay attack or
a boulder attack. It cannot be used against traps, except for weapon traps, nor
can it be used against a packet-delivered attack such as a spell, gas globe, or
monster attack.
For example: Sir Hendrick
has not yet used his Critical Slay
for that day. He is walking through town when suddenly he is attacked by Hamlet
the Assassin who says “65 Assassinate!” Since Sir hendrick did not have a Magic
Armor spell on him, this amount would
kill him so he wisely decides that this would be a good time to use that Parry. “Parry!” he announces, thus letting the
assassin know the attack was unsuccessful. This uses up Hendrick’s Critical
Slay as well.
You may not use a Parry
if you do not have a weapon in your hand or if your weapon is not free. A Two
Handed weapon must be held in both hands to be able to use a Parry.
You may only parry a blow you could logically parry at the
point where the strike is given. Your weapon must be able to reach the
attacker’s weapon, otherwise the strike is too far away to parry. If you
actually interpose yourself between your mage and a fighter trying to slay him
or her, you may call a Parry and
nullify the attacker’s blow. You can parry a blow meant for someone else if you
were at that time engaged in a fight with another person but you cannot call a Parry
while standing at the other end of the battle.
Detect
Celestial Magic*
This skill may only be bought by barbarians. Once a day for
each time the skill is taken, the barbarian can detect magic (as the spell) but
will only be able to determine the presence of celestial magic.
The skill is packet-delivered, and the correct verbal is
simply “Detect Celestial Magic.” Although this verbal is out-of-game, the
effect is recognized in-game by all who hear it. This skill is not affected by,
nor does it affect, defensive spells in any way.
Disarm
/ Arm Trap
This skill allows the character to attempt to disarm or set a
trap. It does not guarantee success. You must have this skill to even attempt
to disarm or set a trap. You may not even cut an obvious trip wire without this
skill. Traps may only be set in the presence of a marshal.
This skill is difficult to use without some simple tools such
as a knife, candle, probe, etc. See “So You Want to Be a Thief?” for advice.
Earth
Magic*
This skill allows the character to, once per day, cast an
Earth Magic spell of a specified level. This skill is a spell slot as described
in the Chapter on the Skills System
In order to be able to memorize a particular spell each day,
the character must have access to a spellbook with the spell in it.
Evaluate
Item
This skill enables the character to place a fairly accurate
monetary value on any jewelry seen. This skill does not identify whether or not
the item is magical. In most chapters, you will receive an item identification
sheet which will allow a player with this skill to determine the value of an
item being evaluated.