WORP Revision #2b: Learnable Skill List

Open

Unstoppable (2x cost of attached skill+) Attached effect bypasses weapons, bucklers, and shields and cannot be resisted by any means other than an immunity (“No effect”); applies only to offensive skills.

 

Physical

Adrenaline (2) Once per day after falling to 0 vitality and unconsciousness, regenerate 1 vitality and regain consciousness.

Berserk (3+) Sacrifice the ability to use any skill calls to become immune (“No effect”) to all damage and/or effects for 1 minute, during which you must actively engage in combat; then fall into a weakened state for 5 minutes.

Berserk, improved (3) Pre-requisite: Berserk. Gain access to your normal skill list and the ability to willingly go unconscious at any time while berserking.

Blaze of glory (2) Pre-requisite: Improved berserk. Become immune to all damage and/or effects and gain full access to your skill list for 5 minutes; then final, regardless of how many life stones you have left.

Courage (2) Once per day, resist 1 Fear or Despair.

Destroy (3+) A melee strike rendering a target’s weapon, buckler/shield, or piece of armor completely useless until Repaired; or, smash open any non-magical lock by using a number of Destroys equivalent to the lock’s number. Countered by Parry.

Flurry, improved (2) Use any 1 physical-focus melee skill costing 3 cp or less in tandem with Flurry.

Grapple (2+) Physically restrain a target by placing both hands on their upper arms; must be empty-handed. Countered by Escape.

Grapple, improved (2) Pre-requisite: Grapple. Restrain a target for 1 minute, then call “Knockout.” Countered by Escape and Hard-headed.

Hard-headed (2) Once per day, resist 1 non-magical Knockout.

Intuition (3) Once per event, resist 1 stealth-based attack (Subdue or Assassinate).

Iron limb (2) Once per day, resist 1 Maim.

Poison tolerance (2) Once per event, resist 1 toxin or poison.

Recuperation (3) Once per day, role-play meditation, stretching, and/or resting for 5 minutes in a calm, non-combat zone; then recover half of your currently-lost vitality, rounded down. Example: Having lost 15 (of 20 total) vitality, you recover 7.

Retreat (4+) Treat a Pierce as though it were an Unstoppable Cleave; treat a Slaughter as though it were an Unstoppable Pierce.

Riposte (3) Pre-requisite: Parry. Swing any call you Parry with your very next melee strike (must be within 5 seconds of calling Parry).

Set limb (2) Once per limb per combat, role-play popping a Maimed limb back into place for 5 seconds; then ignore the Maim effect for 5 minutes; then fall unconscious.

Sharpshooter (3) Attach any starting physical melee-calls costing 3 cp or less to arrow shots, with the exception of Takedown.

Slaughter (4+) A melee strike delivered to a target’s torso area causing them to lose 1 armor point and all remaining vitality, to fall unconscious, and to bleed to death after 5 minutes. “Resist” Healing. Countered by Retreat.

Pierce with bow (3) Pre-requisite: Pierce. Attach Pierce to arrow shots.

Slaughter with bow (3) Pre-requisite: Slaughter. Attach Slaughter to arrow shots.

Strength of will (3) Once per event, sacrifice 4 vitality and take an Unstoppable Pain to resist any 1 spell, charm, or dexterity attack.

Taunt (1+) Point your weapon at a target, make eye contact, and state, “I compel you to fight me”; they must focus their attack on you for 1 minute or until they sustain at least 1 damage from any source other than you. Countered by Levelheaded.

Thick-blooded (3) Once per event, silently resist 1 death-strike.

Tough constitution (2) Pre-requisite: 5 tough vitality. Once per day, resist all negative side-effects associated with an in-game food or drink. Additionally, consume up to 5 in-game foods or drinks per day before falling “ill.”

Tough fists (1) Your fists take no vitality damage from normal melee strikes.

Tough fists, improved (2) Pre-requisite: Tough fists. Resist all skill calls which strike your fists. Additionally, attach any physical melee skills costing 2 cp or less to fist attacks.

 

Dexterity

Assassinate (4+) Call: “Death.” A stealth-based melee strike delivered to a target’s torso that causes them to take 1 damage and immediately die. Countered by Intuition.

Assassinate with thrown weapon (4) Pre-requisite: Assassinate. Attach Assassinate to thrown weapons.

Bluff (2) Respond as you please to Detect lie (found in the Interrogator profession).

Bracers (2) Resist all vitality damage from normal melee strikes which hit your bracers or arm guards; Maim smashes a bracer, which must be repaired with 2 crafted rings.

Catch arrow (2) Catch or deflect arrows with your hands; “No effect” any damage and/or attached skills.

Catch thrown weapon (2) Catch or deflect thrown weapons with your hands; “No effect” any damage and/or attached skills.

Combat poison (2) Pre-requisite: Poison. Choose when to activate a blade poison.

Deadeye (3) Attach any starting dexterity melee-calls costing 3 cp or less to thrown weapons, with the exception of Disengage and Subdue.

Detect poison (2) Detect the presence of ingested and inhalation poisons.

Dispel (3+) A melee strike immediately canceling Aura of protection or Icon of will, or de-attuning a thaumaturgical focus item or enchanted weapon. Countered by Parry.

Dispel magic (3+) A melee strike immediately canceling all magical armor and buffs, expending 1 use of all runic sentences on a target, and de-attuning an enchanted weapon, focus item, and/or shaman symbol. Countered by Parry.

Dodge (3+) Take 1 full step in any direction and spin 360-degrees to resist any 1 spell.

Flee (3) Once per event, “No effect” all skills, calls, and damage for 10 seconds while disengaging completely from combat.

Indomitable (3) Once per event, resist 1 Dominate.

Levelheaded (2) Once per day, resist 1 Despair, Fear, Pacify, Rage, or Taunt.

Lock-picking, improved (2) Improve your lock-picking deck to increase your likelihood of picking locks, including magical locks.

Pick-pocket (1+) Pick a target’s pocket by affixing a clothespin to their pouch or pocket without being detected.

Pin (1+) A melee strike attached to a thrown weapon pinning a target’s arm to the wall or other substantial fixed object, or their foot to the ground, for 5 minutes. The target may choose to role-play struggling for 10 seconds, then free themselves by taking 1 Unstoppable damage.

Surefooted (2) Once per day, resist 1 Stun or Takedown.

Venom base (3) Pre-requisite: Poison. Apply 2 vials of poison to 1 blade.

Weaken (2+) A melee strike causing a target to enter a weakened state for 5 minutes, regardless of current vitality count or Toughness. Countered by Parry.

 

Magic

“All within the sound of my voice” (4+) Use a normal speaking voice to target anyone in earshot, friend or foe, with any 1 magic-focus spell costing 2 cp or less. In the case of Draining vitality or Healing, you may apply up to 3 points of either. Countered by Spell Shield.

“All within the sound of my voice,” improved (2) Pre-requisite: AWSMV. Upon unlocking this skill, choose either to use normal AWSMV calls with any other spell to which you have access, or refine your normal AWSMV calls to affect specific groups of targets—for instance, you might call “All enemies,” “All allies,” or “All Humans.”

“All within the sound of my voice,” mastered (3) Pre-requisite: Improved AWSMV. Use normal AWSMV calls with any other spell to which you have access and refine them to affect specific groups of targets.

Aura of protection, improved (5+) A spell granting yourself and up to 2 others the effects of Aura of protection by standing so that your planted feet are touching. As soon as any 1 person breaks the effect, the spell is broken. Countered by Dispel on an individual basis. Touch-based.

Bestow (3+) A spell draining 1 use of a per-purchase skill from your skill list for the event to temporarily give it to a target. Touch-based.

Bind spirit (1+) Pre-requisite: Shamanic sight. Bind a spirit as per the Bind spell; living targets call “No effect.” Countered by Spell Shield. Thrown.

Curse (5) Once per event, point to a target and state, “By the magic within, I curse your spirit.” Cursed targets should report to staff center as soon as possible.

Death (4+) A spell causing a target to immediately die. Countered by Spell Shield. Thrown.

Destroy curse (5) Once per event, point to a target and state, “By the magic within, I destroy the curse on your spirit”; the curse is immediately and entirely destroyed. Touch-based.

Destroy undead (2+) A spell causing an undead creature to immediately die. Countered by Spell Shield. Thrown.

Dominate (4+) A spell causing a target to follow your commands to the best of their ability for 5 minutes. Additionally, the target cannot harm you or reveal they have been dominated while under this effect. Countered by Spell Shield. Thrown or touch.

Drain (3+) A spell draining 1 use of a per-purchase skill from a target’s skill list for the duration of the event. Countered by Spell Shield. Thrown or touch.

Implant trigger (4) Maintain physical contact with a target for 1 minute; then state, “By the magic within, I implant a trigger in your mind.” Both the trigger and the resulting action must be clear and well-defined. No target may have more than 1 trigger in play at a time; and triggers only work once. Countered by Spell Shield. Touch-based.

Instant tend (2+) A spell instantly restoring a target to consciousness; and, if applicable, either healing a single Maimed limb of the target’s choice, or the Silence effect. Thrown or touch.

Knockout (3+) A spell rendering a target unconscious. Countered by Spell Shield. Thrown.

Magical constitution (3) Once per event, resist any 1 spell.

Restore life (5+) A spell instantly restoring a dead body (not spirit) to life and consciousness. Touch-based.

Restore vitality (4+) Pre-requisite: Healing. A spell instantly restoring a target’s vitality count to its full value. Touch-based.

Shamanic sight (2) See spirits as they travel.

Shaman symbol (2) Designate a personal symbol or item large enough to be clearly visible when held but small enough to store easily in a pouch or pocket. Use this item in tandem with a short chant to protect yourself from undead creatures and, by focusing your attention on 1 creature specifically, to force an undead target to kneel and take no action for as long as you continue chanting at it. Living targets call “No effect.”

Speak with dead (1+) Speak in whispers to a dead, corporeal target for up to 5 minutes. Additionally, if you have Shamanic sight, speak to incorporeal targets. Touch-based.

Spellstrike (3) Attach any starting magic calls costing 3 cp or less to melee strikes, with the exception of Draining vitality.

Spellstrike death (3) Pre-requisite: Death. Attach Death spells to melee strikes.

Stabilize (4+) Pre-requisite: Tend. A spell instantly preventing a target from bleeding out and restoring them to consciousness; and, if applicable, healing all Maimed limbs and the Silence effect. Touch-based.

Suppress curse (3+)  Negate the effects of a Curse for the duration of the day on which this spell is cast. Touch-based.

 

Thaumaturgy

EARTH

Endurance (2) This skill functions as per Adrenaline.

Buckler focus (2) A mynacite-forged buckler that must be obtained and attuned in-game. Holding or wielding your attuned buckler focus allows you to cast Tremor through line-of-sight.* “No effect” Destroy; Dispel immediately de-attunes the focus.

Dispel magic (3+)

Earthquake (5+) Pre-requisite: Buckler focus. Call “All within the sound of my voice, Takedown” 3 times at 5 second intervals, even if you are knocked unconscious, silenced, or killed in the middle of the effect. You may not move or take any non-defensive actions while conjuring this effect. Countered by Acrobatics, not Parry or Spell Shield.

Encumber (2+) A charm preventing a target from holding anything or lifting their arms from their sides for 1 minute. Countered by Spell Shield. Thrown.

Mastery of earth (3) Pre-requisite: Buckler focus plus 2 learnable earth skills. Once per event, resist any 1 skill, spell, or thaumaturgical effect. Additionally, you may now pursue learning 1 additional element.

Petrify (4+) A charm paralyzing a target for 1 minute. The target has 5 seconds after being struck to assume a comfortable, sustainable, and safe position; then cannot move, use any abilities, or speak until the charm has worn off. Countered by Spell Shield. Thrown or touch.

Riposte (3) Pre-requisite: Buckler focus.

 

FIRE

Charmstrike (3) Call: “Spellstruck x.” Pre-requisite: Lightning rod focus. Attach any starting fire charms to melee strikes while using your rod focus, as per Spellstrike.

Firestorm (2+) Pre-requisite: Shock. Over a period of 5 minutes, call up to 10 Darts, in succession.

Inferno (5+) Pre-requisite: Shock. Sacrifice the ability to use any other skills to become immune (“No effect”) to all damage and/or effects for 1 minute, during which you may evoke as many Shocks as you are physically able to throw; then fall unconscious for 5 minutes, during which you cannot be awoken by any means.

Light (0) Evoke yellow light (represented by a yellow glow-stick).

Lightning rod focus (2) A mynacite-forged lightning rod that must be obtained and attuned in-game. Holding or wielding your attuned rod focus allows you to cast Shock through line-of-sight.* “No effect” Destroy; Dispel immediately de-attunes the focus.

Lightning storm (3+) Pre-requisite: Lightning cleave and Lightning rod focus. Over a period of 5 minutes, call up to 10 Lightning cleaves, in succession.

Mastery of fire (3) Pre-requisite: Lightning rod focus plus 2 learnable fire skills (not Light). Immediately double all past purchases of Conjure flame and Shock. The cost of these 2 skills never increases for you. Additionally, stack Conjure flame on a single weapon up to 3 times. Finally, you may now pursue learning 1 additional element.

Solar pierce (4+) Call: “I call forth fire, Pierce.” A charm delivered by magic component with the Pierce effect. Countered by Spell Shield. Thrown.

 

METAL

Body of steel (5+) Pre-requisite: Scepter focus. A charm granting a target immunity (“No effect”) to normal melee damage plus non-magical Cleave, Death, Knockout, Maim, Pain, Silence, Pierce, and Slaughter calls for 5 minutes. Touch-based.

Destroy (3+)

Mastery of metal (3) Pre-requisite: Scepter focus plus 2 learnable metal skills. Once per event, instantly and fully repair every piece of armor, weapon, and/or buckler or shield that a single target is wearing or holding. The target may not wear extraneous duplicates of armor pieces, hold more weapons than they can actually wield, or bear more than 2 sheathed weapons. Additionally, stack Glass shards and Metal Spike on a single weapon up to 2 times. Finally, you may now pursue learning 1 additional element.

Reflect (4+) A charm enabling a target to resist any 1 spell as though with a Spell Shield; then to throw the spell at any other target of their choosing within 5 seconds. Touch-based.

Scepter focus (2) A mynacite-forged scepter that must be obtained and attuned in-game. Wielding your attuned scepter focus allows you to choose when to activate any Glass shards and/or Metal spike modifications that have been cast on it. “No effect” Destroy; Dispel immediately de-attunes the focus.

Spiked armor (2+) A charm augmenting armor worth at least 5 points and protecting the shoulders and/or torso. In response to the next 5 damage you take, make eye contact with the attacker and state, “By metal, 1 Dart.” Countered by Spell Shield. Touch-based.

Statue (2+) Pre-requisite: Scepter focus. A charm allowing a target to resist all incoming damage and/or effects for as long as a target remains standing with their head straight and facing forward, both arms down at their sides, and any weapons in their hands pointing down toward the ground; may not speak, make noise, or otherwise act. Negated by Dispel. Touch-based.

Strengthen limb (2+) A charm granting a target 1 use of Iron limb. Touch-based.

 

WATER

Cup focus (2) A mynacite-forged cup that must be obtained and attuned in-game. Holding or wielding your attuned cup focus allows you to cast Fear through line-of-sight.* “No effect” Destroy; Dispel immediately de-attunes the focus.

False memory (2+) A charm inserting a short memory into a target’s mind. A memory must be a simple fact or objective description of a brief event; it cannot contain suggestions, commands, or triggers, nor can it alter or supplant an existing memory. Context may be given if desired. False memories naturally fade after 2 days but the target is unaware of having been affected by the skill. Countered by Spell shield and negated by Dispel magic. Touch-based.

Hallucinate (4+) Pre-requisite: Cup focus. A charm creating in a target a hallucination lasting 5 minutes. No context for the hallucination may be given. The target is unaware of having been affected by the skill. Countered by Spell Shield and negated by Dispel magic. Touch-based.

Inebriate (2+) A charm summoning alcohol into a target’s bloodstream, causing them to feel moderately drunk for 5 minutes despite their “actual” tolerance. The target will feel woozy but at ease, occasionally slur, and respond more positively to questions and invitations. The target is unaware of having been affected by the skill. Countered by Spell Shield and negated by Purify. Touch-based.

Knockout (3+)

Mastery of water (3) Pre-requisite: Cup focus plus 2 learnable water skills. Once per event, attach an Unstoppable tag to any 1 thaumaturgical ability of your choice. Additionally, you may now pursue learning 1 additional element.

Poison (2)

Vanish (4+) Pre-requisite: Cup focus. A charm causing everyone within the sound of your voice to stop noticing you and forget your presence for 10 seconds, during which time you may not attack, cast, evoke, or interact with any person or object other than doors. Signify your status by using the out-of-game person gesture. Targets are unaware of having been affected by the skill. Countered by Spell Shield on an individual basis.

 

WOOD

Branch focus (2) A small branch of sterwood that must be obtained and attuned in-game. Holding or wielding your attuned cup focus allows you to cast Healing (1 point at a time) through line-of-sight.* “No effect” Destroy; Dispel immediately de-attunes the focus.

Camouflage (3+) Call: “I call forth wood, Vanish.” Disappear from sight for up to 5 minutes while touching a tree, during which time you must maintain contact with at least 1 hand and knee. Signify your status by using the out-of-game person gesture. You may move only very slowly and without breaking contact with the tree. Anyone watching you enter camouflage knows where you are. Countered by Spell Shield on an individual basis. Self only.

Mastery of wood (3) Pre-requisite: Branch focus plus 2 learnable wood skills. Once per event, spend 5 minutes of uninterrupted solitude in a natural setting, meditating, observing, and/or exploring; then regain 5 cp worth of skills . Additionally, you may now cast up to 3 Healing at a time by line-of-sight. Finally, you may now pursue learning 1 additional element.

Plant monster form (5+) Pre-requisite: Branch focus. Transform into a plant monster for up to 5 minutes. While transformed, you must wear a brown shirt and appropriately styled mask and lose the ability to speak, cast, evoke, run, or use normal weapons or armor. You gain 2 one-handed clubs as your weapons, 25 vitality, regenerate 1 vitality per minute, and become immune (“No effect”) to Assassinate, Bind, Disarm, Maim, Pierce, Slaughter, Sleep, Subdue, and Takedown. Poison effects are delayed until you revert to your normal form. Unconsciousness and death carries over from plant to human forms. Negated by Dispel magic. Self only.

Purify afflictions (4+) A charm instantly curing a target of all addictions, diseases, and poisons, and awakening them to consciousness. Touch-based.

Restore life (5+) Pre-requisite: Branch focus.

Woodland resolve (2+) Sacrifice the ability to cast, evoke, speak, or interact with anyone or anything around you in order to establish a specific, injured or unconscious person within your eyesight as your destination; then walk at normal speed directly to that person, resisting all damage or skills which strike you on the way. As soon as you reach your destination, you must evoke 1 wood skill within 5 seconds, and then the effect ends. Self only.


 

*Line-of-sight: A new form of casting or evoking. The user points at a target, makes eye contact, states the incantation and call, and the effect is cast. Users must pause for a full 5 seconds between line-of-sight casts or evocations. All spells or charms are drawn from and limited by the user’s skill list. Users may not hold anything other than focus items in their hands while using this form of magic. Spells may be shielded as usual. Line-of-sight cannot be used on anyone who is unconscious. This skill is available in restricted form to thaumaturgists and royal mages.