WORP Revision #2: Starting Skill List

A major goal of the WORP was to reexamine our systems and figure out how they can best support the game that has taken shape over the past two years. Based on our observations as well as feedback from staff and players alike, we wanted to streamline our systems to reduce confusion and improve immersion. Thus, without further ado, I present the revised starting skill list.

Starting Skills

Open

Gather herb (2) Pick in-game plants without destroying their medicinal properties.

Income (2) Receive 3 silver in your character bag at check-in every event.

Informed (4) Glean up to 5 tidbits of relevant information during events.

Intercept (1) Once per event, take 1 negative, non-stealth effect for another character. Touch-based.

Literacy (3) Your character is literate, and may read and write in-game.

Luck (3) Once per event, use any single-use, starting skill costing 3 cp or less.

Sage (1) Pre-requisite: Literacy. Access library materials via in-game queries.

Skin animal (2) Skin animals via 1 minute of role-play to obtain useable in-game hides.

Vitality (1+) “Hit points.” 1 vitality allows you to absorb 1 damage. Everyone must have at least 1 vitality!

 

Physical

Armor expertise (3) Gain 5 armor points above your normal armor value that may be repaired through 1 minute of role-play.

Buckler (2) Use a buckler in tandem with a 1-handed weapon.

Cheap vitality (0) Pre-requisite: Primary Physical focus. Vitality never increases in cost for you.

Cleave (3+) A melee strike dealing 5 torso damage. Countered by Parry.

Flurry (4+) Over a period of 5 minutes, call up to 10 of any 1 physical-focus melee skill costing 2 cp or less, in succession, without moving faster than a brisk walk.

Maim (2+) A melee strike breaking a target’s limb, rendering it completely unusable until Tended. Countered by Parry.

Parry (2+) Counter and negate a Cleave, Destroy, Disarm, Dispel magic, Maim, Pain, Pin, Silence, Stun, Takedown, or Weaken. Counters calls delivered via melee strikes only.

Pierce (4+) A melee strike delivered to a target’s torso area causing them to lose 1 armor point and all remaining vitality, and to fall unconscious.

Repair (2) After 30 seconds of role-play, use: 1 crafted leather piece to repair 1 leather or fur armor point; 1 crafted ring to repair 1 chainmail or plate armor point; 1 crafted ring to repair 1 arrow, cudgel, dagger, or thrown weapon; 2 crafted rings to repair 1 buckler or 1-handed weapon; 3 crafted rings to repair 1 shield or 2-handed weapon; and a number of crafted rings equal to a lock’s number to repair a non-magical lock.

Stun (2+) A melee strike causing a target to stand stunned for 5 seconds. Countered by Parry.

Takedown (1+) A melee strike delivered via blunt weapon knocking a target prone–their shoulder blades must touch the ground before they can recover. May be delivered via 2-handed bladed weapons with special training. Countered by Parry.

Toughness (3) Take 2 torso hits instead of 1 before falling unconscious.

Two weapon (2) Wield any 2 one-handed weapons simultaneously.

 

Dexterity

Acrobatics (1+) Avoid failing an agility-based challenge, falling damage, or device effects; or counter a Disengage.

Climb (2) “Climb” a tree to avoid direct melee strikes. Can still be affected by projectiles.

Conceal (1+) Hide 1 small object per purchase of this skill somewhere on your person. Countered by Reveal.

Disarm (1+) A melee strike causing a target to toss a weapon or buckler aside. Countered by Parry.

Disengage (1+) A melee call causing all targets within a 5-foot radius to back away 5 full steps. Countered by Acrobatics.

Escape (3) Free yourself from Bind, Incapacitate, or Pin after 1 minute, and take no falling damage.

Escape bonds (0) Pre-requisite: Primary Dexterity focus. Free yourself from ropes, shackles, manacles, or other bonds after 10 seconds.

Espionage (4) Gain 5 “spy points” to allocate into different tasks as a between-game skill.

Florentine (1) Wield a dagger or cudgel in tandem with any 1-handed weapon.

Handle device (2) Disarm, move, and/or re-set any in-game devices. Only characters with this skill may successfully handle an un-triggered device. Additionally, receive 15 caltrops at check-in the event after purchasing.

Lock-picking (2) Solve playing card-based puzzles to pick non-magical in-game locks. Difficulty of puzzles are scaled to match complexity of lock design.

Pain (1+) A melee strike causing a target extreme, debilitating pain for 5 seconds. Countered by Parry.

Poison (2) Apply toxins or poisons to any bladed weapon. Only characters with this skill may successfully apply toxins or poisons to weaponry without poisoning themselves. Additionally, receive 2 randomly selected poisons at check-in the event after purchasing.

Reveal (2) After 1 minute of role-play, determine the number of concealed items on a person plus 1 of those items.

Stifle (2+) Call: “Silence.” A melee strike rendering a target incapable of making any noise for 5 minutes, or until Tended. Countered by Parry.

Subdue (2+) Call: “Knockout.” A stealth-based melee strike delivered to the center of a target’s back that causes them to fall unconscious.

 

Magic

Aura of protection (3+) For 5 minutes or as long as you keep 1 foot firmly planted on the ground, resist all incoming damage and/or effects; may pivot in place, speak, and/or cast spells, but may not use weapons while protected. Negated by Dispel. Self only.

Bestow temporary vitality (1+) A spell granting 1 point of temporary vitality to a target per 1 purchase of this spell, up to 10 points per individual target. Temporary vitality cannot be healed once lost. Touch-based.

Bind (2+) A spell binding every part of a target that is in contact with anything or anyone else for 5 minutes. Countered by Spell Shield or Unbind. Thrown.

Drain vitality (2+) Gain 3 draining points per purchase. A spell draining 1 vitality from a target per 1 draining point used. Bypasses all forms of armor; countered by Spell Shield. Touch or thrown.

Fumble (1+) A spell causing a target to immediately drop everything in their hands, including shields, but excluding breakable out-of-game items (example: mugs or plates). Countered by Spell Shield. Thrown.

Heal vitality (2+) Gain 3 healing points per purchase. A spell healing 1 vitality to a target per 1 healing point used. Touch or thrown.

Icon of will (2+) For as long as you remain standing with your head bowed and arms crossed in an X over your chest, resist all incoming damage and/or effects; may not look up, speak, make noise, or otherwise act. Negated by Dispel. Self only.

Light (0) Pre-requisite: Primary Magic focus. Magically create green light (represented by a green glow-stick).

Pacify (2+) A spell causing a target to become calm and take no offensive action for 5 minutes, or until sustaining at least 1 damage. Overrides Despair, Fear, and Rage; countered by Spell Shield. Thrown.

Purify (2+) A spell curing the effects of toxins or poison, and immediately awakening an unconscious target; or cleansing objects (not people) of disease or impurities. Touch-based.

Silence (2+) A spell rendering a target incapable of making any noise for 5 minutes, or until Tended. Countered by Spell Shield. Thrown.

Sleep (2+) A spell causing a target to fall asleep for 5 minutes; or until someone vigorously shakes them and calls their name for 5 seconds; or until sustaining at least 1 damage. Countered by Spell Shield. Thrown.

Spell Shield (4+) Counter and negate any 1 magical or thaumaturgical effect prefaced by an incantation or the term “Spellstruck.” 1 Spell Shield per individual target. Counters magical and thaumaturgical effects only. Touch-based.

Spell storm (4+) Over a period of 5 minutes, call up to 10 of any 1 magical spell costing 2 cp or less, in succession, while standing in place. Cast Drain vitality or Healing by spending 2 points to throw units of 1.

Tend (2) After 1 minute of role-play, awaken an unconscious target, negate a Silence, or heal 1 Maimed limb. Touch-based.

Unbind (2+) A spell releasing a target from a Bind or Slow effect. Thrown.

 

Thaumaturgy

EARTH

Bind (2+)

Compose (2+) Call: “I call forth earth, Pacify.” A charm causing a target to become calm and take no offensive action for 5 minutes, or until sustaining at least 1 damage. Overrides Despair, Fear, and Rage; countered by Spell Shield. Thrown.

Parry (2+)

Tremor (1+) Call: “I call forth earth, Takedown.” A charm delivered by magic component with the Takedown effect. Countered by Spell Shield. Thrown.

Unbind (2+)

 

FIRE

Conjure flame (1+) A charm enchanting a weapon with 1 Spellstruck Dart, with a limit of 1 per weapon. Touch-based.

Cleanse (1+) A charm allowing a fire thaumaturgist to Purify themselves by taking a Pain effect. Self only.

Lightning strike (3+) Call: “I call forth fire, Cleave.” A charm delivered by magic component with the Cleave effect. Countered by Spell Shield. Thrown.

Rage (3+) A charm inducing fury in a target, causing them to actively engage anyone other than the caster in combat for 1 minute. During this time, they cannot use any of their skills; instead, all of their melee strikes cause Pain. Countered by Spell Shield. Thrown.

Shock (1+) Call: “I call forth fire, Dart.” A charm dealing 1 torso damage. Countered by Spell Shield. Thrown.

 

METAL

Crystal armor (1+) Call: “I call forth metal, I grant you x points of magical armor.” A spell granting 1 point of magical armor to a target per 1 purchase of this spell, up to 10 points per individual target. Magical armor cannot be mended once lost. Touch-based.

Despair (3+) A charm causing a target to disengage from combat, lie facedown, and weep for 1 minute. Countered by Spell Shield. Thrown.

Glass shards (1+) A charm enchanting a weapon with 1 Spellstruck Pain, with a limit of 1 per weapon. Touch-based.

Mend armor (2+) Gain 3 mending points per purchase. A charm repairing 1 armor point to any type of armor per 1 mending point used. Touch-based.

Metal spike (1+) A charm enchanting a weapon with 1 Spellstruck Dart, with a limit of 1 per weapon. Touch-based.

 

WATER

Fear (1+) A charm causing a target to disengage from combat and move at least 50 full steps or out of view of the caster for 1 minute; if unable to move, they must cower and defend only. Countered by Spell Shield. Thrown.

Silence (2+)

Sleep (2+)

Slippery ground (1+) A charm enchanting a weapon with 1 Spellstruck Takedown, with a limit of 1 per weapon. Touch-based.

Slow (1+) A charm forcing a target to walk by placing the heel of 1 foot directly in front of the toes of the other foot for 1 minute, or suffer a Takedown effect; motionless targets are not adversely affected. Countered by Spell Shield or Unbind. Thrown.

 

WOOD

Climb (2)

Healing (2+)

Purify (2+)

Resolve (2+) A charm granting a target 3 magical armor and allowing them to shrug off the effects of a Despair, Pacify, Rage, Silence, or Sleep through sheer grit. Thrown.

Tend (2)

 

But wait, what about weapons?
Our new policy on weapons is as follows: At any given time, you may wield any single weapon of your choice for free. You do not need to train weapon skills (with a few exceptions); you need only decide whether or not it makes sense for your character to be able to do so. If you want, you may solicit in-game training to “learn” how to wield a larger array of weaponry, but it will not be tracked or credited. Additionally, anyone may carry and use fists if they so desire.

The exceptions to this rule are: Two weapon and florentine styles of fighting, bucklers and shields, and enchanted weapons, all of which do require specific training to learn how to use. Likewise, you still need in-game training to learn how to attach skill calls to bows, thrown weapons, and fists.

Forget about weapons, what about my character? Some of my skills have vanished or been significantly changed!
We understand that there have been some major changes wrought here and thank you for bearing with us.

Going forward, you have two options: 1) Staff will supply you with a suggested revision based on your character’s old build and our sense of where you seem to be taking your story; or 2) You can tinker with the system on your own and send us a pitch for a basic revision. Anyone within their 2-event re-roll window may re-roll their entire character, no questions asked. Established characters will be trickier; we ask that you use your best judgment and stay true to that character’s essential spirit, so to speak, when considering your revisions.

If you lost a skill and either can’t find or don’t want a replacement, we will refund you any requisite unlock and character points, which you may re-allocate as desired.

What if I sunk training into unlocking a skill that no longer exists?
You may choose to apply any such training credit toward a different skill or skills.

I have a question about a specific skill edit…
Post the question on the Facebook group or email us at eraschronicles@gmail.com!