
Veteran Skills
Common Veteran Skills
These may be picked by any race.Crafting - Permanent effect This skill allows the character to become skilled in an realm of crafting. There are three different realms of crafting and three different levels within each realm. The realm and level must be indicated when picking the skill. The skill may be picked as many times as desired. (see: Section 19 Crafting).
Forage - Once per day As any Alchemist's apprentice will tell you, seeking the raw ingredients for such undertakings is as much a case of luck as of planning. For those characters without the skill Ranger 1, they will simply be able to Forage as normal (see: Basic Skills: Ranger 1). If the character already has the skill Ranger 1, they will be able to choose the ingredients they require. However, they must declare that are using this Veteran Skill at the Event Desk for any benefit to be granted.
General Skill - Permanent effect This is the only Veteran Skill (Common or Racial) which may be picked more than once. Some characters specialise in a broad range of activities and learn more skills than average. By picking the Veteran Skill - General Skill, the player may choose a single skill up to and including six points in value. The exceptions to this are:Ritual Magic Contribute to Ritualist which may not be picked. Using this skill to pick additional Corporeal/Shaman/Mage Level 1 may not be used to exceed the total of three times (see: Skill Picking).
Meditation - Permanent effectThe ability for a character to place themselves into a deep, trance-like state can have many benefits. These may be reflected in the recovery of magical ability, the healing of wounds, or a deeper insight into a problem and a possible solution. To achieve a state of Meditation the character must be at complete rest and remain undistracted. This state must be maintained over a period of time dependant on the desired result. An answer to a problem could take fifteen minutes, whilst regaining magical ability may take a number of hours. All uses of this skill must start and finish in the presence of a Referee if you wish to gain anything from it. Once ended the character will return to full consciousness and, hopefully, will have achieved their goal. Whilst Meditating the character is completely aware of their surroundings, but may not communicate with them in any way. They may choose to end the Meditation at any time, such as when they are endangered, but run the risk of losing any potential bonus they may have gained if it is too soon. Note: Players should be aware that Meditation is not sleeping, or performing any other IC or OOC activity! Your character must remain in an IC area throughout.
Veteran Ritual MagicTo gain this Veteran Skill the player must already have Corporeal/Shaman/Mage Level 1 or 2 (see: Basic skills: Ritual Magic). This Veteran Skill gives the player three Ritual Magic points.
Veteran Contribute to Ritualist To gain this Veteran Skill the player must already have Corporeal/Shaman/Mage Level 1 or 2 (see: Basic skills: Ritual Magic). This Veteran skill gives the player three Contribute to Ritualist points.
Racial Veteran Skills
These may only be picked by the relevant race.Chameleon - Twice per dayThis allows a character to blend into a background so they are not seen. It can only be achieved when nobody observes the attempt to hide. By standing still, unable to move or speak, the character becomes one with their surroundings. The player must remain in position, holding the torn Veteran Skill Card visibly in one hand, with the other index finger clearly raised. As soon as they move, speak, or are roughly jostled, the effect is broken and they may be seen. For this skill to have any effect, you must be against a surface, such as a tree, or lying on the ground with no part of your body visible against the skyline.
Discern Truth - Twice per dayThe owner of this skill has developed their shrewd nature into a more highly trained ability to analyse body language. After a period of approximately 10 minutes spent either studying an individual, or in conversation with them, the character can discern a lie or falsehood, or see through a disguise. However, when using this skill, remember that a lie in the form of a half-truth can be extremely difficult to penetrate. The player must tear the Veteran Skill Card immediately after the skill has been used, but the 'victim' may cry foul if little or no role-play or conversation has been involved. Please note that only one theme or subject of the conversation will be revealed as having been false. It is not possible therefore, to ask a long series of questions, and then use the skill to determine which answers were true or false.
Extra Body Development - Permanent effectOgres are legendary in their toughness and ability to absorb damage. This skill allows an Ogre to gain an additional hit point per location, regardless of the number of times the Basic Skill Body Development, has been picked before, if at all. It will also be identified with a tag, which if not worn, means the extra hits will not be counted. Please note, it is also a requirement for the player's physical form to be 'bulked out' in some way to represent their character having this Veteran Skill.
Fearless - Twice per dayThe races that develop this skill are such that they can withstand psychic onslaughts of a nature that would cause lesser races to flee. Either by raw courage, ingrained stubbornness or simple stupidity they can resist any Fear spell or Terror effect. This is done by ripping the Veteran Skill Card and clearly stating, "Resist fear".
Intuition - Twice per dayThis skill reflects a character's ability to bring logical and methodical thinking to bear on a problem. After approximately fifteen minutes spent studying the problem in question, the character will be able to gain some insight to a possible solution. All uses of this skill must start and end in the presence of a Referee if you wish to gain anything from it. This skill is far from an exact science, the character may not get a 'correct' answer instantly, and its use is at the discretion of the Referee.
Iron Will - Twice per dayThe general robustness of some races psyche has granted them the ability to deal more effectively under certain spiritual assault. This Veteran Skill works as per the Shaman Spell Iron Will (see: Shaman Spells: Iron Will). To have an effect, any character with this skill must tear a Veteran Skill Card and declare "By my will I resist that [named spell]".
Natural Armour - Permanent effectThe hide of some races can become so thick that it takes a substantial blow from a weapon to pierce it. To this end Natural Armour bestows a single point of armour to all locations. This does stack with any Physical armour worn, but does not count against the following:Arrows or bolts. The spells Magic Missile, Spirit Bolt, Wounding, Death Touch, Thunderbolt and Spirit Storm (see relevant spells). Any strike accompanied by the call Through (see: Damage Calls). Any strike accompanied by the call Crush (see: Damage Calls). NB: The Natural Armour is lost with the locational hits, including all types of Body Development, when struck by a Crush. Natural Armour does not interfere with spell casting in any way, and is healed as per normal locational damage (therefore requiring an extra ten count). (See: Corporeal Spells: Lesser/Greater Healing.) Please note, it is also a requirement for the player's physical form to be 'bulked out' in some way to represent their character having this Veteran Skill.
Poison Resistance - Twice per dayDue to their previous exposure to noxious substances, some races develop a high level of tolerance to both natural and magical poisons. Any character with this skill may tear a Veteran Skill Card, declaring "Resist poison", when its use on them is made known. Regardless of the poison's effect they will feel ill and weak for one hour after exposure whilst their body combats it. They will be able to undertake limited activity, but only in short bursts. For example: They may parry attacks against them, but may not attack. However, after the hour has passed, all effects of the poison will have gone.
Regeneration - Permanent effectA fabled trait of Trolls is that they regenerate wounds they receive to their limbs. They do not regenerate wounds to their head or torso, and if mortally wounded in these locations will die like most other creatures. Damage to the limbs, regardless of the number and type of hits taken, will be healed after a period of five minutes complete, motionless rest. They will then have regenerated both full hits and function of all damaged limbs. If the Troll moves, is moved, or sustains any further damage during this period, the regeneration ceases with no benefit and must be begun again. This skill also means Trolls heal faster than most other races when under the effect of the spells Lesser/Greater Healing. They require only a count of five to regain a single hit per location (for Lesser Healing), or a single hit in all locations (for Greater Healing).
Resist Disease - Twice per daySome races develop an extremely effective constitution which gives them a higher rate of resistance to diseases and similar infections (but not necessarily poisons). Any character with this skill may tear a Veteran Skill Card, declaring "Resist disease", when its use on them is made known. Regardless of the disease's effect they will feel ill and weak for one hour after exposure whilst their body combats it. They will be able to undertake limited activity, but only in short bursts. For example: They may parry attacks against them, but may not attack. If the disease is on the Known Disease list (See Diseases; Known Diseases) after the hour has passed, all the effects of the disease will be cured. If the disease is not on the Known Disease List then the effects may continue depending on the virulence of the disease concerned. Should the effects overcome the character's resistance then they will need to be cured as normal. However, it is rare for those races that are resistant to disease to become affected so only the most virulent of diseases are known to spread among their numbers.
Resist Magic - Twice per dayFrequent involvement with arcane matters may cause members of some races to be more resistant to magical effects than others. This ability allows a character to shrug off the effects of any Rank 1 or 2 spell cast at them or their personal equipment, weapon or armopur. This is done by tearing the Veteran Skill Card clearly and stating "By my power I defy that spell".
Scrounge - Once per daySome races are naturally good at obtaining useful items at no cost to themselves. Either by begging a favour or by sifting through the refuse and detritus of other creatures. Whilst what may be found in another's rubbish can never be predicted, you'd be amazed at what some people cast aside! To enact this skill they must go to the Event Desk and declare their intention to 'Scrounge'.
Sense Magic - Twice per daySome races have become especially attuned to the presence of magic in all its forms. Similar to the spell Detect Magic, by closely observing (although not necessarily touching) an item within arm's reach for a minimum of five seconds, they will be able to discern only if the object possesses any magical properties, and of which Sphere(s). (See: Fundamental Spells: Detect Magic.) The presence of a Referee may be required.
Sense Trap - Twice per dayCunning, devious and generally suspicious races have become wary of the world around them. By observing (although not necessarily touching) an item or area within fifteen feet, a character can discern if it is trapped in some way. Such a trap may be magical or mundane in nature, or even an ambush (though it will not automatically reveal the location of anything using the skill Chameleon). Any character wishing to use this skill must tear a Veteran Skill Card, declaring "Sense Trap" if any effect is to be gained. An exceptional success may indicate the nature of the trap, or the rough location of hidden individuals. Once found, the character may make an attempt to disarm it, though they may not always be successful. Spotting and/or disarming traps takes a minimum of two minutes, and a Referee must be present.
Tricks of the Trade - Permanent effectAlong with their aptitude for emulating the traits of others, Humans are also known for picking up some skills and information quickly. This Veteran Skill allows a character to pick skills from both Lore and Common Basic Skill lists, with a total value not exceeding six points. Certain combinations of skills are excluded and are listed below.Potion Lore 1 and Potion Lore 2. Potion Lore 2 and Alchemy. Poison Lore 2 and Alchemy. This does not mean that you cannot pick these skills, only that they may not be taken with a single Tricks of the Trade Veteran pick. Note: This Veteran Skill may only be picked once.
Track - Twice per dayUnlike most other Veteran Skills, this one requires the presence of a Referee before it may be undertaken. It allows a character to follow a trail, no more than 24 hours old, over most terrain. Attempts to obscure the trail by the pursued will usually have only limited success, except where the Track skill itself has been used to actively hide the trail. This skill also includes the ability to Sniff (see: Basic Skills: Ranger 1).
Versatility - Permanent effectReflecting the diverse nature of man, this skill allows a player to choose one of the Racial Veteran Skills. The exceptions to this are:Extra Body Development Natural Armour Regeneration When picking Versatility, the player nominates their chosen Racial Veteran pick at the same time. Note: This Veteran Skill may only be picked once.






