The Skills and Abilities List (F-K)

Below, all the character skills and abilities (F-K) are listed in alphabetical order. Each entry contains the skill name, the cost multiplier for each Discipline in parenthesis, and a complete description. Remember, the cost multipliers are listed: (Arms/Skill/Knowledge); if only one cost multiplier appears then it is the same for all Disciplines.

Feat of Luck (x30/x20/x30)

With this uncanny ability, the character can exert once a day a moment of incredible fortune or luck to:

--inexplicably escape a single attack as per a Feat of Speed. However, unlike a Feat of Speed, a Feat of Luck cannot be negated by another Feat of Speed. The character can also miraculously escape a trap or disaster with a Feat of Luck. The player must call "FEAT OF LUCK!"
--resist the effects of any one magical attack or spell as per a Feat of Magic. The player must call "FEAT OF LUCK! RESISTED!" when struck by an effect. A Feat of Luck used to resist a spell cannot be negated by another Feat of Magic.
--resist the effects of mental or illusory effects as per a Feat of Will.
--make a miraculous success on a skill or action regardless of difficulty. For example, the character needs to pick a lock but does not have the skill to do it. He or she calls upon the Feat of Luck and manages to luckily open the lock.

This ability may be bought multiple times to increase the number of times per day the character can use Feat of Luck. A character may have up to 10 points of Feat of Luck. This ability may require the presence of an Elder. The Elder must carefully adjudicate the use of this ability by player-characters.

Feat of Magic (x20/x15/x10)

With this ability, the character can exert once a day a moment of supernatural power or magical focus to resist the effects of any one magical effect or spell.

The full description of Feat of Magic can be found in the full-version of the Archaea sourcebook.

Feat of Speed (x5/x5/x10)

With this ability, the character can exert once a day superhuman dexterity and swiftness allowing him or her to either:

--take and ignore a single weapon hit from any weapon (except for radius effect weapons such as catapult stones) as if he or she nimbly dodged the strike. The player must call "FEAT OF SPEED! MISSED!" when struck. This ability does not protect the character versus thrown spells. Though, this ability does allow the character to dodge touch spells. To use a Feat of Speed to dodge a hit, the player cannot be wearing Metal Scale or Brigandine armor or better (6 hit point and up) on fifty percent or more of his or her body nor can the player be using a Large or greater shield;
--when striking a target, negate a Feat of Speed or one point of the Animal spell Celerity used to dodge. If the target dodges with a Feat of Speed, the player can call "FEAT OF SPEED!" and his or her hit actually struck. Once a Feat of Speed has been used to negate a target's point of Feat of Speed or Celerity, the target cannot use another point of Celerity or Feat of Speed to negate the first Feat of Speed.

This ability may be bought multiple times to increase the number of times per day the character can use Feat of Speed. The character may have up to 10 points of Feat of Speed.

Feat of Strength (x5/x10/x10)

With this ability, the character can exert once a day incredible strength allowing him or her to:

--break down a normal door;
--break a normal item such as a wooden chest;
--break free of normal bonds or the fourth level Plant spell Entangle; when breaking free of normal bonds or the fourth level Plant spell Entangle, the player must make a count to five and then exert the Feat of Strength;
--if using a Critical or Mortal weapon, destroy a long hafted weapon (e.g. a spear, a javelin, a quarterstaff) by striking the weapon and calling "FEAT OF STRENGTH! WEAPON DESTROYED!"
--if using a Mortal or greater weapon, destroy a target or small shield by striking the shield and calling "FEAT OF STRENGTH! SHIELD DESTROYED!" Medium shields require two Feat of Strength hits. Large shields require three Feat of Strength hits.

This ability may be bought multiple times to increase the number of times per day the character can use Feat of Strength. The character may have up to 10 points of Feat of Strength.

Feat of Will (x10/x5/x5)

With this ability, the character can exert once a day supernatural willpower and mental focus allowing him or her to either:

--resist one mental effect, charm, or spell. If the character is struck by a Truthspeak, Warding Gesture, Forget, Sleep, Fear, Insanity, Geas, or similar effect, he or she may call "FEAT OF WILL" and not be affected.
--use a Feat of Will to disbelieve an illusion or illusory effect. If the player thinks he or she is being affected by an illusion, he or she may call "FEAT OF WILL" to attempt to see through the illusion. A Feat of Will may be used to perceive a creature under the effects of Invisibility. If the character does see through an illusion, only the character that exerted the Feat of Will perceives the deception; all other creatures continue to perceive the illusion is real.
--use a Feat of Will to momentarily center and focus the character's thoughts. For example, if the character needs a moment of perfect concentration, he or she may use a Feat of Will. Depending on the situation, the benefits of mental focus will vary and may require the presence of an Elder.

The fifth level Mind spell Mind Balm will restore one point of Feat of Will. If the character has more than one point of Feat of Will, then multiple Mind Balms must be done.

This ability may be bought multiple times to increase the number of times per day the character can use Feat of Will. A character may have up to 10 points of Feat of Will.

Feign Death (x5/x3/x5)

Feign Death allows the player to simulate death. The skill allows the character to superficially wound him or herself to appear gravely hurt. The player cannot move, speak, or make any action while feigning death and is considered at rest. Physical inspection of the character will reveal a lifeless body. The player may remain "dead" for as long as he or she desires but once the player makes an action, the effect is broken. Feign Death does not make the character immune to damage and thus, if hit, the character breaks out of the Feign Death and takes the damage normally.

The spells Awaken, Speak With Dead, and Detect Undead will reveal that the character is feigning death. The skill Aid at level four will also uncover Feign Death.

The cataleptic state of Feign Death can only be used once per day. However, this ability may be bought multiple times to increase the number of times per day the character can Feign Death.

Find/Remove Traps (x3/x1/x5)

This skill allows the character to inspect an object or area for traps, identify the type of trap, and if possible, disarm the trap.

This skill requires the presence of an Elder.

The character will be able to find and remove a trap depending on his or her skill level and the difficulty level of the trap. All traps will have difficulty levels known only to an Elder. If the character's skill level is greater than or equal to the trap's difficulty, then he or she will be able to find and disarm the trap. A character will be able to find but not disarm the trap if the trap's difficulty is greater than the character's skill level by no more than five. If the trap's level is greater than five levels above the character's skill, then the character will not be able to find nor remove the trap.

The time required to use this skill is represented by a count. The count to find and remove the trap is equal to the difficulty level of the trap times ten. For example, a trap with a difficulty level of 5 requires a count of fifty to find and remove. The player must touch the object or area trapped with both hands and quickly count out loud. If the player is interrupted, the trap may be sprung. If the trap is not activated, he or she must start disarming again.

Characters may use a set of Trap Tools to gain an additional level to their skill level. For example, the character's Find/Remove Traps skill level is 5; with Trap Tools, it becomes level 6. Furthermore, the character's count is reduced by 10 to a minimum of 10. For example, the character is disarming a level 6 trap; normally, the count would be 60, but with the Trap Tools, it is only 50. The character does not start with a set of Trap Tools. The Artisan skill can be used to make Trap Tools. A set of Trap Tools has a base cost of 70 crowns.

Forgery (x5/x1/x5)

This skill allows the character to forge and to recognize forged documents. The higher the skill level, the more convincing the forgery and the better the chances the character can identify a forgery. At higher levels, the character will be able to forge money and magical scrolls.

level one: forge handwriting (must have a good sample of the writing), forge simple documents require no official seal
level three: forge a Lord or Lady's seal (Status level 1)
level five: forge a Bannerett's or Banneress's seal (Status level 3)
level seven: forge a Baron's or Baroness's seal (Status level 5)
level ten: forge a Duke or Duchess's seal (Status level 7), forge document's requiring a Lord Mayor's seal (a seal of a city or town), forge small currency (quarter crowns, half crowns, one crowns), forge a level one scroll
level fifteen: forge a Prince's or Princess's seal (Status level 10) forge documents requiring a Lord Sovereign's seal (a seal of a capital city), forge median currency (five crowns, ten crowns), forge a level five scroll
level twenty: forge large currency (fifty crowns, hundred crowns, Crown Notes), forge the sovereign seal of the Sar, forge a level 10 scroll

To forge official documents, the character must have at least level three in Courtier, Streetwise, History (or an appropriate Lore). To forge handwriting, costs no money. However, to forge a Seal requires an Artisan skill of level 5 and a cost of 50 crowns; the Seal can be used over and over again and requires an Item Card from the Elder of the Realm. The character must have clear knowledge of the seal to be forged; in other words, the character cannot forge something he or she has never seen before.

To forge money, the character must have at least level three in Appraising and level ten Artisan. An initial cost of 100 crowns is required to fashion one set of Crown Molds; the player must decide what denomination of money is being forged. The molds can be used over and over again and requires an Item Card from the Elder of the Realm. Afterwards, for the cost of one real crown, the character can make two forged crowns. For example, if the character makes a set of Half-Crown Molds, he or she can make 2 forged Half Crowns for the cost of one real Half Crown. The Elder of the Realm will provide the forged currency.

To forge a magical scroll, the character must have at least level three in Magic Lore and must be able to Read Magic. The cost to forge a scroll is equal to the level of the scroll x 3 in crowns. The character uses magical inks to scribe the scroll and will detect as magical. A forge scroll is prepared like a real scroll (see the skill Magic Research) except there is no invocation line.

Generally, forged documents can be made within the time of an event. Difficult forgeries, such as counterfeit money, require at least one full event to create. Depending on the forgery, the Elder may require more time.

This skill requires the presence of the Elder. The Elder of the Realm may wish to create a simple code to identify that a document is forged and the level of the forgery. This code can be marked on all forged items but is known only to players with this skill.

History (x1)

This skill gives the character knowledge about the history of the Realm of Archaea. The breadth of knowledge includes ancient history, important events, historical figures, and cultural history. See Chapter Six for some general details about the Realm of Archaea.

The higher the skill level, the more detailed the knowledge and the more the character will know. This skill requires the presence of an Elder.

level one: general history, common knowledge
level three: from 500 CE to present, uncommon knowledge
level five: from 1 CE to 500 CE, obscure knowledge
level seven: from 500 BCE to 1 BCE, rare Knowledge
level ten: the Age of Heroes, lost knowledge

Immunity to Disease (x5)

This ability grants the character the ability to resist most diseases and sicknesses. Some potent magical diseases may still affect the character. Once a day, the character is attacked with disease, he or she calls "IMMUNITY TO DISEASE" to resist the attack.

This ability may be bought multiple times to increase the number of times per day the character can use Immunity to Disease. A character may have up to 10 points of Immunity to Disease.

Immunity to Fear (x3/x5/x5)

This ability grants the character the ability to resist magical or special attacks that induce fear or use fear and terror. Once a day, the character is attacked with fear, he or she calls "IMMUNITY TO FEAR" to resist the attack.

This ability may be bought multiple times to increase the number of times per day the character can use Immunity to Fear. A character may have up to 10 points of Immunity to Fear. The fifth level Mind spell Mind Balm or the fifth level Animal spell Bestow Lionheart will restore one point of Immunity to Fear. If the character has more than one point of Feat of Will, then multiple Mind Balms or Bestow Lionhearts must be done.

Immunity to Paralysis (x5)

This ability grants the character the ability to resist the Body spell Touch of Paralysis and any other magical or special attacks that cause paralyzation. This ability does not protect the character against paralysis poisons. Once a day, the character is attacked with paralysis, he or she calls "IMMUNITY TO PARALYSIS" to resist the attack.

This ability may be bought multiple times to increase the number of times per day the character can use Immunity to Paralysis. A character may have up to 10 points of Immunity to Paralysis.

Immunity to Poison (x5)

This ability grants the character the ability to resist most toxins, poisons, and venoms except for those classified as Death poisons. Some potent magical poisons may still affect the character. See the skill Poison Research for the varying types of poison used in the game. Furthermore, this ability does not grant the character immunity to the eighth level Water spell Poison. Once a day, the character is attacked with poison, he or she calls "IMMUNITY TO POISON" to resist the attack.

This ability may be bought multiple times to increase the number of times per day the character can use Immunity to Poison. A character may have up to 10 points of Immunity to Poison.

Increased Damage (varies)

With great physical prowess and great combat skill, this potent ability allows the character to increase the damage of a favored weapon. The player must define for which specific weapon this skill applies (e.g. dagger, short sword, mace, staff, spear, bow). If the player wishes to increase the damage of multiple weapons, he or she must buy Increased Damage for each weapon. Depending on the starting damage type of the weapon, the cost of the Increased Damage will vary:

STARTING DAMAGE TYPE / INCREASED TO DAMAGE TYPE / COST
Light Weapon / Critical Weapon (2 points) / 20/20/30
Critical Weapon / Mortal Weapon (4 points) / 40/40/60
Mortal Weapon / Death Weapon (8 points) / 80/80/120
Death Weapon / Double-Death Weapon (16 points) / 160/160/240

For example, the player's favored weapon is a short sword, which does Light damage. The player's character is of Rule of Arms. With Increased Damage, the short sword's damage can be made Critical for 20 points. If the same player wishes to increase the short sword's effectiveness again, he or she pays 40 points to move from Critical to Mortal and so on.

When making strikes with Increased Damage, the player must call the new damage type.

In addition to the skill, the player must have a weapon designed to withstand the amount of power and strength used by Increased Damage. Depending on the type of Increased Damage being inflicted, the player's weapon must be of a specific quality:

INCREASED DAMAGE TYPE / WEAPON QUALITY
Critical Damage/ Good Quality
Mortal Damage / Fine Quality
Death Damage / Superior Quality
Double-Death Damage / Mythic Quality

The skill Artisan combined with Weaponsmithing can be used to fashion specific quality weapons. Or, a quality weapon can be purchased from an Elder (if available). Without the quality needed by this skill, the weapon will break with the first strike made with Increased Damage. Furthermore, the damage caused by this skill is not considered magical.

Because Increased Damage is a superhuman and supernatural ability, the Elder of the Realm must adjudicate its use by player-characters.

Killing Strike (x5/x5/x10)

Killing Strike allows the player to increase the effectiveness of a single piercing hit allowing the strike to bypass a target's armor and defenses. The higher the level, the more deadly the strike. If the target is struck in the Torso hit location, the Killing Strike automatically inflicts a Mortal hit. If the target is struck in the Limb, then the Killing Strike bypasses the defenses but only inflicts a normal piercing hit to the Limb. If the character has the ability Increased Damage with the same weapon, then the greater of the two damages will be inflicted by the Killing Strike.

A Killing Strike bypasses armor and therefore does not affect the hit points of armor. For example, if the character has Killing Strike level four and makes a strike to the chain mail torso of a target, the target takes a Mortal hit but his or her armor does not lose any hit points from the Killing Strike.

The player must define this skill for a specific piercing weapon. If the player wishes the character to be able to make a Killing Strike with more than one weapon, the skill must be bought multiple times.

Depending on the level of the Killing Strike the amount of armor or defense that is penetrated varies.

At level one, this skill automatically bypasses Leather Armor.

At level two, this skill bypasses Studded Armor or Ring Mail.

At level three, this skill bypasses Metal Scale or Brigandine Armor.

At level four, this skill bypasses Chain Mail.

At level five, this skill bypasses Banded or Splint Armor.

At level six, this skill bypasses Plate Armor.

At level seven, this skill bypasses shields; the hit is considered to the Torso location.

Up to level seven, only normal armor and shields can be penetrated. If the target has points of Constitution or the spells such as Barkskin or Armor, then the Killing Strike damage is applied to such defenses. For example, a target wearing a Chain Mail torso with 2 points of Constitution is hit by a level four Killing Strike in the Torso; the Mortal hit gets through the armor but is applied to the Constitution.

At level eight, this skill will bypass all normal armor as well as 1 point of Constitution or 1-point magical protections (e.g. Barkskin or Armor). The point of Constitution or the point of protection is penetrated and removed. Remember, a strike always hits magical protections first. At level eight, this skill will not penetrate Greater Barkskin or Greater Armor and counts simply as one hit. If the target has more than one point of Constitution, the Killing Strike hit is applied to the remaining points of Constitution. At level eight, this skill is applied to Physical Defense.

At level nine, this skill bypasses all normal armor as well as 4 points of Constitution or 3-point magical protections (e.g. Greater Barkskin or Greater Armor). At level nine, this skill is applied to Physical Defense.

At level ten, this skill bypasses all normal armor, magical armor and shields, Physical Defense, all points of Constitution, as well as all magical protections (e.g. Grand Barkskin and the Earth spell Shield).

level one: bypass Leather (HP2)
level two: bypass Ring Mail/Studded Armor (HP4)
level three: bypass Metal Scale/Brigandine Armor (HP6)
level four: bypass Chain Mail (HP8)
level five: bypass Banded/Splint Armor (HP10)
level six: bypass Plate Armor (HP12)
level seven: bypass a non-magical shield
level eight: bypass 1-point magical defense (Barkskin, Armor) or 1 point of Constitution
level nine: bypass 3-point magical defense (Greater Barkskin, Greater Armor) or 4 points of Constitution
level ten: bypass all magical defense (Grand Barkskin), magical armor and shields, Physical Defense, and all Constitution

A Killing Strike may be made only for one strike with the weapon per target per combat. If the player misses or is blocked, then the Killing Strike is ruined for that target in that combat. The player must call "KILLING STRIKE!" plus the level when using this skill.

Main | 1 | 2 | 3 | 4 | 5

1992-2010 Archaea & Edmond Y. Chang. All rights reserved. This site is maintained by the Elder of the Realm.
These pages are best viewed with Internet Explorer. Open your browser to the largest viewable area.