The Skills and Abilities List (L-O)

Below, all the character skills and abilities (L-O) 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.

Language (x3/x2/x1)

This skill allows the character to read, write, and understand the language other than the Sar's Tongue, the common tongue of Archaea, and their native tongue. The languages of Archaea fall into eight families. Some provinces have a modern and an ancient form of their language.

This skill should be used primarily for reading and writing. To role-play speaking a different language is difficult though players may invent ways to facilitate a spoken language.

If the player wishes to understand multiple languages, he or she must purchase this skill for each language, modern or ancient, even if they belong to the same language family. This skill does not apply to special or organizational languages (though certain skills may offer the most basic of understanding, e.g. level 10 Streetwise grants the character a few words and phrases in Thieves' Cant).

The cost of each language equals the cost multiplier times the new number of languages the character knows. For example, learning one new language equals the cost multiplier times 1. Learning a second language equals the cost multiplier times 2. Learning a third language equals the cost multiplier times 3 and so on. The character may know a maximum of ten languages.

This skill may require the presence of an Elder.

FAMILY / LANGUAGES
Ashuri, Ancient / Desert Languages, Foundling
Ashuri, Modern / Ashuri, Etthari (with Marjoran and Talanti influences)

Atanan, Modern / Atanan, Asaran, Rigan

Curi, Ancient / Cuni (with Icuni influences)
Curi, Modern / Curi

Eban, Ancient / Ebanar, Ebani Sign-Speak
Eban, Modern / Eban

Eldan, Ancient / Elsan or Elsar Eldan, Modern / Eldan, Eastern Ashuri, Jossuni, Lacian, Reiellan, Tausan, Astan, Ursia, Saran (Sar's Tongue)

Icuni, Ancient / Icuni (written only)

Marjoran, Ancient / Murgori, Winterkind
Marjoran, Modern / Marjoran, Baraki

Talanthi, Ancient / Talanthi, Ancient
Talanthi, Modern / Talanthi, Lakemen

Leadership (x3/x5/x5)

The Leadership ability allows the character, through words, actions, and presence, to influence others to stand in the face of fear. A character must have the ability Immunity to Fear before purchasing Leadership. Those affected by Leadership temporarily gain Immunity to Fear.

For every level the character has in this skill, he or she can influence one person. The character may have up to a maximum of 10 followers. This skill can be used multiple times as long as the Leader can exert his or her own Immunity to Fear.

The player must identify who he or she wishes to stand their ground. The player must shout "I GIVE YOU COURAGE!" and identify the person to remain.

The effects of Leadership last for the duration of an encounter and remain as long as the Leader remains. If the Leader is killed, mortally wounded, incapacitated, or routed, then the effect is broken. All those affected by the character must remain within melee distance of the Leader.

Legend Lore (x1)

A character with Legend Lore is familiar with the folktales, myths, fairy tales, and famous stories told by the different provinces of Archaea. Legend Lore provides information about superstitions, heroes of old, and other mysteries of the world. Legend Lore also gives the character some vague knowledge of the "Lost Age" or the "Age of the Icuni."

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: common lore
level three: uncommon lore
level five: obscure lore
level seven: rare lore
level ten: lost lore

Lock Picking (x3/x1/x3)

A character with this skill has the ability to pick locks.

The presence of an Elder is recommended when using this skill. However, in the absence of an Elder, the player may encounter a lock marked with a difficulty level.

If the character's skill level is greater than or equal to the lock's difficulty, then he or she can pick the lock with ease. If the lock's difficulty is greater than the character's level by no more than three levels, then he or she can still pick the lock at double the time required. If lock's difficulty is greater than the character's skill level by more than three levels, then he or she cannot pick the lock.

The use of this skill is represented by a count. The count to pick a lock is equal to the difficulty level of the lock times ten. For example, a lock with a difficulty level of 5 requires a count of fifty to undo. The player must have both hands on the lock and must count clearly out loud. If the character is interrupted or stops counting, he or she must start again.

level one: pick a level 1 lock, base count of 10
level two: pick a level 2 lock, base count of 20
level three: pick a level 3 lock, base count of 30 and so on

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

Looting (x3/x1/x3)

The skill Looting allows the character to quickly search the body of a helpless (e.g. dead, mortally wounded, paralyzed, waylaid) character or creature for any items of value without having to actually physically search through another player's things.

Without this skill, pouches and bags (and other separate, external accouterments) are the only things that can be physically searched; to prevent invasion, a player's person, pockets, and clothing cannot be searched through and should not be done even with permission.

Looting can be used to discover objects that have been hidden on a body with the skill Concealing. The character's Looting skill level must be greater than the Concealing skill level used to hide the item.

To use the skill, the player must present his or her Looting card to the person being searched. Then the looter must specify the hit location being searched. The player being search must answer whether or not any valuables are found and hand over all transferable loot.

The time required to loot a hit location is represented by a count. The player must touch the hit location and count clearly out loud. If the player is interrupted or stops counting, he or she must start over. The higher the character's skill level, the less time is required:

level one: loot a hit location in a count of 30
level three: loot a hit location in a count of 25
level five: loot a hit location in a count of 20
level seven: loot a hit location in a count of 15
level ten: loot a hit location in a count of 10

Searching all the hit locations constitutes a complete search. For example, a character with the Looting skill decides to search the body of a dead creature. The player presents his or her Looting card. The looter asks, "I am searching your left arm." The searched player responds, "Nothing." The looter continues through each hit location-the right arm, the left leg, the torso, and the head. Weapons, pouches, and other accouterments are considered part of the torso. Everything in the immediate vicinity of the searched character is considered looted through.

Magic Ability (x10/x5/-)

Only characters of the discipline Rule of Knowledge begin with the ability to wield magic. However, with Magic Ability, characters of Rule of Arms and Rule of Skill can gain the power to cast and understand the arche. Before the character can buy Magic Ability, he or she must have some skill in Magic Lore.

The player must decide whether character will be a specialist mage or a generalist mage. See Chapter Five for details on specialization or generalization.

Buying Magic Ability once grants the player access to one Arche of spells for specialists or the General Arche for generalists. If the character is a specialists and wishes to access additional arche, then Magic Ability must be bought multiple times at the appropriate multiplier. For example, for a Rule of Arms character, access to the first arche is 10 points, access to the second arche is 20 points, the third arche is 30 points and so on. Generalist casters need only buy access to the General Arche once.

Access does not grant the character any levels in the chosen arche. The player must then spend points to buy level one in the chosen arche. Depending on the character's discipline and specialization or generalization, the cost for a level varies. Rule of Arms characters have a x5 multiplier for each level in a specialization arche or a x20 multiplier for each level in the General Arche. Rule of Skill characters have a x4 multiplier for each level in a specialization arche or a x15 multiplier for each level in the General Arche. Rule of Knowledge charactesr have a x3 multiplier for each level in a specialization arche or a x5 multiplier for each level in the General Arche.

See Chapter Five for details on gaining levels as well as restrictions on the maximum level a character can reach in an arche.

Magic Lore (x3/x2/x1)

A character with Magic Lore has studied the history of magic and magical research. This skill grants knowledge concerning major magical events, people, discoveries, and enchantments. This skill also allows the character to identify spells by their invocation or resulting effects. However, this skill does not grant the character the ability to cast magic.

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: common lore, identify a level 1 spell or effect
level three: uncommon lore, identify a level 3 spell or effect
level five: obscure lore, identify a level 5 spell or effect
level seven: rare lore, identify a level 7 spell or effect
level ten: lost lore, identify a level 10 or greater spell or effect, basic familiarity with Magespeak

Magic Research (x5/x3/x2)

Magic Research allows the player to create scrolls, potions, magic items, and eventually new spells.

First, the character must have the ability to cast magic to use this skill. Next, the character must have the skill Magic Lore before he or she may buy Magic Research. The character's Magic Lore skill level must equal or exceed the character's Magic Research skill level. Once the character reaches level ten in Magic Lore, he or she need not go any higher. Furthermore, before the character can buy Magic Research level eleven or greater, he or she must have some skill in Animal Lore, Artisan, Plant Lore, and Mineral Lore.

Finally, characters must have a Research Kit in order to use this skill. The kit contains the necessary materials and equipment to use this skill. Initially, the character gains a free Research Kit. The Research Kit can be used over and over again. If the Research Kit is lost or destroyed, another one must be bought or found. A Research Kit has a base cost of 100 crowns.

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

Mineral Lore (x1)

Mineral Lore gives the character knowledge about rocks, stones, minerals, crystals, and metals. The character can identify minerals, their properties, and any special uses. This skill does not allow the character to extract mineral poisons.

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: knowledge of common non-magical minerals, common lore
level three: knowledge of uncommon non-magical minerals, uncommon lore
level five: rare non-magical minerals, obscure lore
level six: common magical minerals
level eight: uncommon magical minerals, rare lore
level ten: rare magical minerals, lost lore

Mistic Ability (x10/x10/x5)

This unique ability grants the character the ability to use the rituals of misticism, to understand the mysterious power of ordainments and curses, and to draw mythical influence from the Three Paths and Mists itself. Every time the player buys this ability, the character gains a level in mistical power. See Chapter Six on misticism and Chapter Seven on the realm of Archaea for more information.

Before buying Mistic Ability, the player must have some skill in History, Legend Lore, and Magic Lore. Furthermore, the character must have the skill Mistic Lore. The character's Mistic Lore skill level must equal or exceed the character's level in Mistic Ability. For example, the player may not buy Mistic Ability 1 until he or she buys Mistic Lore 1.

The powers and effects granted by Mistic Ability must be carefully adjudicated by the Elder. Because of the nature of Mistic Ability, the Elder of the Realm must approve of any player-character taking this ability.

Mistic Lore (x5/x5/x3)

This skill gives the character knowledge about the Mists that surround the Realm, the Three Paths, mistics, and misticism (see Chapter Six). Mistic Lore grants the character some information about the nature of black and white misticism and the power of ordainments and curses. This skill also allows the character to identify mistical rituals by their evocation or resulting effects. This skill does not allow the character to work misticism.

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: common lore, identify a level 1 ritual
level three: uncommon lore, identify a level 3 ritual
level five: obscure lore, identify a level 5 ritual
level seven: rare lore, identify a level 7 ritual
level ten: lost lore, identify a level 10 or greater ritual, basic familiarity with the Tongue of the Paths

Music Lore (x1)

Music Lore grants the character knowledge about the history of music, musicians, and the legends and lore hidden in song and dance. Music Lore gives the character some skill in singing and performing. This skill also grants the character some ability to use and maintain musical instruments.

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: common lore
level three: uncommon lore
level five: obscure lore
level seven: rare lore
level ten: lost lore, basic familiarity in Foolspeak

Nautical Lore (x1)

This skill gives the character knowledge about sailing, ships, shipbuilding, navigation, trade routes, and other things related to life on the sea. This skill also gives the character some skill in swimming.

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: common lore, ability to swim
level three: uncommon lore
level five: obscure lore
level seven: rare lore
level ten: lost lore

New Armor Proficiency (-/x5/x10)

This skill allows the character to gain the use of additional armor types. Armor is arranged in sequence according to their protective value. The sequence, as detailed in Chapter Four, is as follows: Leather, Ring Mail or Studded, Metal Scale or Brigandine, Chain Mail, Banded or Splint Armor, and Plate Armor.

New Armor Proficiencies must be bought in sequence. Therefore, the first new armor costs the cost multiplier times 1. The second new armor costs the cost multiplier times 2. The third new armor costs the cost multiplier times 3 and so on.

For example, a character of the Rule of Skill, who automatically gains the ability to wear up to Metal Scale, wishes to wear Plate Armor. He or she must buy New Armor Proficiency three times--once to move up to Chain Mail for 5 points, again to move up to Banded for 10 points, and again to move up to Plate Armor for 15 points.

New Shield Proficiency (-/x5/x10)

This skill allows the character to gain the use of additional shield types. Shields are arranged in sequence according to their size: Target, Small, Medium, and Large/Tower.

New Shield Proficiencies must be bought in sequence. Therefore, the first new shield costs the cost multiplier times 1. The second new shield costs the cost multiplier times 2. The third new shield costs the cost multiplier times 3 and so on.

For example, a character of Rule of Skill, who begins with proficiency in Target and Small shields, wants to use a Tower shield. He or she must buy New Shield Proficiency twice--once to get Medium shields for 5 points, and again for Large/Tower shields for 10 points.

New Weapon Proficiency (-/x5/x10)

This skill allows the character to gain the use of an additional weapon outside of what he or she normally, by Discipline, is allowed to use. A New Weapon Proficiency must be bought for each specific weapon the player wishes to use such as a bow, crossbow, spear, javelin, Critical axe, Mortal sword, or polearm. The first new weapon costs the cost multiplier times 1. The second new weapon costs the cost multiplier times 2. The third new weapon costs the cost multiplier times 3 and so on.

For example, a character of Rule of Knowledge, who begins with proficiency only in Light weapons, wants to use a Critical Sword. This New Weapon Proficiency will cost 10 points. If the same character wants to use a bow, the second New Weapon Proficiency will cost 20 points.

Organization (x10)

The Realm of Archaea offers characters many opportunities and one such opportunity is the pride and honor of joining an organization. Organizations offer training, resources, information, and well-earned respect. Organizations range from the Knights of the Banner to the Academy of mages to the Circle of druids to the Silver Guild to the mistical Sisterhood of Sin'inari.

To join a group, the player must petition the organization, meet certain skill and ability requisites, and uphold the organization's laws and precepts. Furthermore, the player must spend points above and beyond the needed requisites as a show of good faith and investment in the group. At certain membership levels, the player must buy Organization before his or her character can gain in standing. Generally, this character perk need only be bought three times. At the apprentice or initiate level, Organization costs 10 points. At the journeyman or member level, Organization costs 20 points. Finally, at the master level, Organization costs 30 points.

See Chapter Seven for details on joining a character organization.

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