Everyman Skill List

These skills can be learned by everyone in any class. Learning these skills does not require a teacher.

Proficiency Skills: These skills allow a character the fully utilize a weapon, armor, or even a style of fighting. Proficiency skills are considered to be everyman skills. Attempting to use a weapon, shield, style, or armor without the proper Proficiency skill prevents a character from gaining basic benefits with the weapon, shield, style, or armor in question. When a character uses a weapon without having the appropriate proficiency skill he only deals one point of damage with it, regardless of any skill, feat or spell that he might have. Furthermore, offensive and defensive feats cannot be used with a weapon a character is not proficient with.

EVERYMAN SKILL LIST:

 BUILD COST   SKILL NAME  SKILL COMPLEXITY
 3  Toughness*  Basic
 5  Apotheosis**  Basic
 3  First Aid
 Basic
 3  Language  Basic
 3  Teach  Basic
 3  Armor Proficiency  Basic
 3  Axe Proficiency  Basic
 3  Blade Proficiency  Basic
 3  Bow Proficiency  Basic
 3  Crossbow Proficiency  Basic
 3  Dual-Weapon Proficiency  Basic
 3  Mace Proficiency  Basic
 3  Pole-arm Proficiency  Basic
 3  Shield Proficiency  Basic
 3  Thrown Weapon Proficiency  Basic

 *Toughness can be purchased multiple times but only once per level. This means that a 1st level character can purchase Toughness once but a 3rd level character can purchase Toughness up to 3 times (netting 9 extra HP)
**Apotheosis can be purchased up to 5 times for a total of +5 SP. Unlike Toughness, there are no level restrictions with the Apotheosis skill.


SKILL OVERVIEW:

Toughness
You gain 3 more HP, raising your total pool. You can purchase Toughness once per level, for a maximum of ten times at level 10. Toughness is a good way to keep alive in a fight, but it does not completely overshadow actual combat skill, good tactics, and common sense.
Special: Members of the Warrior class and the Berserker sub-class receive 5 HP instead of 3 HP with each purchase of this skill.

Apotheosis
You gain an additional SP, raising your total pool. You can have a maximum of 10 SP at a time, but you can only acquire 5 through spending build. The acquisition of the other SP can only happen through time, hardship, and experience.

First Aid
This skill has two basic functions:
Examine Patient: After 10 seconds of analysis and close study, you can determine:

  • A patient’s exact point on the Death Count. Your patient may halt their Death Count to give this information, but they must whisper in their correspondence.
  • If he is poisoned or diseased and the general strength of the ailment (Basic, Complex, Erudite, etc). Your patient must whisper this information to you.
  • Any other physical ailments that the patient may be suffering (Broken Limbs, Stun, Daze, etc). Your patient must whisper this information to you.

Bind Wounds: After 60 seconds of bandaging, you can:

  • Rouse the Dying: Stabilize a dying patient that has yet to go into Critical (beyond 300 secs/5 mins). Your treatment can bring their current HP total to 1.
  • Stop Critical Count: Halt the progression of a patient while he is in their critical death count. For the next 10 minutes, so long as you keep a physical presence (arm’s length) with the patient and don’t move him, his death count will cease. After these 10 minutes, they will continue their Death Count – which can be no longer delayed with the use of this skill (whether by you or anyone else).

Language
This skill allows you to speak and read a language that you do not yet know. All characters begin knowing Wyrd-spiel, the Wyrdic language. The languages that you can learn with this skill include: Aetherese, Rune-speak, Ark-Tongue and Tor-Spiel. Other languages exist, but they are beyond the realm of common knowledge.

Teach
You can use this skill to teach another person a basic or a complex skill/feat/spell/formula that you possess. It takes 10 minutes to teach someone the basics of what he needs to know. Role-play the process accordingly. After you have taught him the fundamentals, sign off on his character sheet so that the GMs will have proof that you educated the other player about what she or he needs to know.

  • To finish the learning process and actually learn the taught lesson, your student must spend the rest of the month applying what he or she knows. At the start of the next event, the player can spend his build points and place on his or her character sheet what you have taught.

PROFICIENCY SKILLS:
Weapon Proficiencies: When you use a weapon without the proper proficiency, you deal only one point of damage with it no matter what abilities, spells, feats, or skills that you might have. Additionally, you are unable to use any offensive or defensive feats through it.

Armor Proficiency
This skill allows you to wear armor and receive protection (in the form of Armor Points/AP) while wearing it. Without this skill, worn armor is no better than bulky and hindering clothing in its protection.

Axe Proficiency
This skill allows you to use axes and scythes of all kinds with a practiced degree of expertise.

  • One-handed axes and scythes inflict 2 points of damage with each swing.
  • Two-handed axes and scythes inflict 3 points of damage with each swing.
  • Bastard axes/scythes span the gulf between one
    -handed and two-handed axes/scythes in both length and damage capability. They can be used one-handed and inflict 2 points of damage with each swing when used thusly; however, when they are used two-handed, they deal as much damage as a two-handed axe.
  • When you use a throwing axe, you inflict 3 points of damage to your target after 2 seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”).
  • You need to be proficient with a weapon in order to use feats with it.

Blade Proficiency
This skill allows you to use any sword or dagger weapons with a practiced degree of expertise.

  • One-handed swords and daggers inflict 2 points of damage with each swing.
  • Two-handed swords inflict 3 points of damage with each swing.
  • Bastard swords span the gulf between one-handed and two-handed swords in both length and damage capability. They can be used one-handed and inflict 2 points of damage with each swing when used thusly; however, when they are used two-handed, they deal as much damage as a two-handed sword.
  • When you use a throwing dagger, you inflict 3 points of damage to your target after 2 seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”)
  • You need to be proficient with a weapon in order to use feats with it.


Bow Proficiency

This skill allows you to use bows with a practiced degree of expertise.

  • With a bow in one hand and an arrow packet in the other, you can throw an arrow packet and inflict your weapon damage to your target after 2 seconds of aiming (“Aiming 1, Aiming 2! 3 damage!”).
  • Bows deal less damage than crossbows, but have a quicker rate of fire.
  • Base damage for bows are as follows: 2 damage for Shortbows, 3 for Longbows and 4 damage for Great bows.
  • You need to be proficient with a weapon in order to use feats with it.

Crossbow Proficiency
This skill allows you to use crossbows with a practiced degree of expertise.

  • With a crossbow in one hand and an arrow packet in the other, you can throw an arrow packet and inflict weapon damage to a target after 3 seconds of aiming (e.g. “Aiming 1, Aiming 2, Aiming 3, 5 damage!”)
  • Crossbows take longer to aim, but tend to inflict greater amounts of damage.
  • Base damage for crossbows are as follows: 3 damage for Small/Hand Crossbows, 4 damage for Light Crossbows and 5 damage for Heavy Crossbows/Arbalests
  • You need to be proficient with a weapon in order to use feats with it.

Dual-Weapon Proficiency
This skill represents training in the art of fighting with two weapons in his hands, allowing a character to fight ably in this normally difficult fighting style. However, the usage of this skill carries strict restrictions for reasons of game balance and safety:

  • Weapon Quantity: This skill allows you to fight with one and only one melee weapon in each hand.
  • Weapon Size: Neither weapon can be longer than one-handed weapon (no bastard or two-handed weapons held in either hand).
  • Weapon Skills: You must have the necessary proficiency skills in both weapons (e.g. Blade Proficiency for Swords and Daggers, Axe Proficiency for Axes and Sickles). Without these proficiencies, you suffer the hindrances outlined below.

Violating these restrictions or using two weapons without this skill results in the following hinderances:

  • Because of the awkwardness of what you are wielding, all weapon strikes inflict only one point of damage regardless of feat, skills, spells or abilities used, similar to the penalties of not being proficient with a weapon.
  • You cannot use offensive or defensive feats (not even Dodge or Evade) while wielding two weapons; the wielding of these weapons interferes with a character’s reflexes and sense of balance.

Mace Proficiency
This skill allows you to use maces and hammers of all kinds with a practiced degree of expertise.

  • One-handed maces and hammers inflict 2 points of damage with each swing.
  • Two handed mace and hammers inflict 3 points of damage with each swing.
  • Bastard maces and hammers span the gulf between one-handed and two-handed maces/hammers in both length and damage capability. They can be used one-handed and inflict 2 points of damage with each swing when used thusly; however, when they are used two-handed, they deal as much damage as a two-handed mace or hammer.
  • When you use a throwing hammer, you inflict 3 points of damage to your target after 2 seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”).
  • You need to be proficient with a weapon in order to use feats with it.

Pole-arm Proficiency
This skill allows you to use any pole-arms, spear and staff weapons, with a practiced degree of expertise. Bastard spears held in one-hand inflict 2 points of damage with each attack. Staffs and Spears held in two hands inflict 3 points of damage with each swing or thrust. You need to be proficient with a weapon in order to use feats with it.

A weapon that fits multiple classifications may only be assigned one and only one. For example, if a weapon appears to fit both the great ax or the great hammer classifications, it must be assigned one during inspection — subsequent uses and skill interactions with the weapon will use the assigned designation, not either and not both.

Shield Proficiency
This skill allows you to be able to wield a shield defensively combat. Without this skill, hits on the shield count as hits on you. Furthermore, you are considered to be un-proficient with any weapon that you wield while you are using a shield without this skill.

  • Special: Shields in the Seventh Kingdom are for defense only- for the purposes of safety, do not hit anyone with any part of your shield. Likewise, do not crowd anyone with your shield.


Thrown Weapon Proficiency

This skill allows you to use thrown weapons with a practiced degree of expertise.

  • With this skill, using any thrown weapon inflicts three points of damage to your target after 2 seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”).
  • Taking damage or the effects of a crowd control effect interrupts one’s aim, requiring an archer to start over
  • This proficiency allows the Great Strength skill to augment the damage of one’s thrown weapon.
  • You need to be proficient with a weapon in order to use feats with it.