Choose your character’s skills
Use the list of Character Skills (CS) below to choose the abilities that your character will begin the game with. You should read the descriptions of all the skills carefully before deciding which skills to buy. Your character has 16 Points to spend on skills. With the exception of Power and Ritual Magic, you cannot buy the same CS more than once.
Children and Character Skills
All weapons and shields must be easily wieldable by the child and must be no taller than them.
- Children aged under 5 years can only buy free skills.
- Children aged 5-9yrs may buy 10pts of skills from the following list:
Free skills, Shield Use, Light Armour Use, Body Development, Ambidexterity, Healing, Bind Wounds and Physician.
- Children aged 10-13yrs may buy skills as per adults, except for Ritual Magic and Projectile Weapon.
- Anyone aged 14 or above may choose skills as normal.
|Weapon Skills||Cost||Armour Skills||Cost|
|Ambidexterity||2||Body Development 1/2||4/8|
|Large Melee Weapon Use||2||Light Armour Use||2|
|Projectile Weapon||4||Medium Armour Use||3|
|Shield Use||2||Heavy Armour Use||4|
|Missile Weapon Use||1|
|Magic Skills||Cost||Knowledge skills||Cost|
|Healing 1/2||4/8||Potion Lore||3|
|Incantation 1/2||4/8||Poison Lore||4|
|Ritual Magic 1/2/3||2/4/6||Sense Magic||1|
|Power 1/2/3/4||2/4/6/8||Recognise Forgery||1|
These skills are assumed to be known to all characters and will not appear on your character card.
Numeracy (0 points)
Your can count and perform simple arithmetic.
Literacy (0 points)
Your character can read and write in the common tongue (English).
Read Maps (0 points)
Your character can read simple maps and perform simple feats of navigation.
Small Melee Weapon Use (0 points)
Your character can use a small melee weapon of 7” – 18” (18cm – 45cm) in overall length in your primary hand in melee combat.
Medium Melee Weapon Use (0 points)
Your character can use a medium melee weapon of 18” – 42″ (45cm – 110cm) in overall length in your primary hand in melee combat.
Please note, all weapons no matter what their size, inflict a single point of normal damage unless an effect, lammie or loresheet states otherwise.
Ambidexterity (2 points)
With this skill, you can wield weapons or cast spells with your off-hand as well as with your primary hand. This does not mean that your off hand counts as your primary hand for any effect or skill that states that only the primary hand may be used. All characters have a primary hand and an off-hand. Please note that to use this skill you must also have the basic CS you intend to use with your off-hand. Ambidexterity does not allow you to perform two actions, which require Concentration simultaneously.
Large Melee Weapon Use (2 points)
Your character can use a large melee weapon of 42″ – 72″ (110cm – 180cm) in overall length in two hands in melee combat. You may also use a weapon of pole-arm design of 42”- 84” (110cm – 210cm) overall length. Large melee weapons cannot be used one handed. Great swords, staves and pole-arms are typical examples of such weapons.
Projectile Weapon Use (4 points)
Your character can use a bow, crossbow, or sling to launch projectiles. You may not operate a projectile weapon and wield a melee weapon simultaneously. Projectile weapons can be divided into two categories:
- Arrows or bolts launched from a bow or crossbow inflict one point of Normal Through damage on a successful hit (see the Damage Effect Through for details.)
- Rocks launched from a sling inflict one point of Normal damage on a successful hit. This ammunition must comply with the same usability standard as all thrown objects.
To use this skill you must have passed the LT Bow Competency test. See Game Control or the Archers Guild for details. Projectile weapons must not be used as hand-to-hand (melee) combat weapons.
Shield Use (2 points)
Your character may use a shield for defence only, using your off hand (or if you have Ambidexterity, with either hand). When using a shield you may not employ the hand holding the shield for any other purpose. Shields struck while being used in this way protect the user from all damage and effects from weapons, with the exception of Crush or Shatter. A shield that takes a Crush or Shatter effect will stop the blow, but in the process be Destroyed. A Destroyed shield takes 1 minute of suitable role-play to repair, performed by anyone with the Shield Use skill. Only one person can work on or repair a shield at a time. Mithril shields are Immune to Shatter effects and Normal Crush, Enchanted shields are Immune to Shatter effects, Normal Crush and Enchanted Crush. All shields are affected by Artefact Crush. Shields must not be used as weapons. A slung shield or one worn on your back offers no protection.
Missile Weapon Use (1 point)
Your character has the ability to throw a single missile (e.g. a rock or knife) in combat using your primary hand. Please note that thrown objects need to be made to comply with the usability standard for thrown objects and cannot be used as melee weapons (see Appendix 2: Weapon Guidelines, page 52). Weapons intended for use in hand-to-hand (melee) combat must not be thrown.
With these skills, your character can wear amour and gain protection from wearing it. Armour worn as costume, without the appropriate skill, offers no protection to your character but still restricts casting spells as normal. All armour has a value (Armour Value, or AV), expressed as a number of points (see Chapter 2, Section 1 – Combat, page 11). (See also Appendix 4, Stacking Armour, page 59) Armour must be worn to have any effect (carrying your armour over your shoulder gives your character no protection), but does not have to be visible (i.e. chain mail can be worn under a robe or a tabard).
To repair armour damaged in combat requires an Armour Use skill and a character with such a skill may repair any armour that they have the skill to wear. It takes one minute of concentration to restore the value of the armour on a single location by one point; the repair being performed using the primary hand (or off hand if they have the CS ambidexterity). Armour may be repaired whilst it is being worn and the wearer can repair any location of their armour they can reach. Only one person can work on each location, but several people can repair different locations at the same time. It is not possible to wield a weapon whilst repairing armour. A character with the appropriate Armour Use skill can repair any type of armour be it normal or magical.
A good phys-rep of the armour is required, and this armour will be checked at the same time as your weapons (see Appendix 2 – Weapon Guidelines, page 52). If armour is to have an AV, the phys-rep must cover a minimum of 50% of the protected location. Unconvincing phys-reps cannot count as heavy armour.
Large bulky costume may count for light or medium armour if sufficiently thick and heavy (Leather hide or phys-rep lizard skin for light armour, bulkier phys-reps for medium armour).
Light Armour Use (2 points)
Light Armour has an AV of 1. Light Armour is any flexible material that is either thick enough or tough enough to resist a blow. Thin leather, heavily quilted or padded material and skinned furs are examples of Light Armour. With this skill, you gain the ability to wear and repair Light Armour.
Medium Armour Use (3 points)
Medium armour has an AV of 2. Medium armour is either semi-rigid material or material that would normally be light armour with rigid supports or rigid additions over at least 50% of the surface. Thick leather and plated leather are examples of medium armour. With this skill, you gain the ability to wear and repair light or medium armour. A character wearing Medium Armour cannot cast Ranged effects.
Heavy Armour Use (4 points)
Heavy armour has an AV of 3. Heavy armour is either completely rigid, made 100% from metal (or a convincing representation of metal) or light armour with rigid material covering at least 90% of the surface. Chain or plate mail and cuirboilli are examples of heavy armour. With this skill, you gain the ability to repair and wear light, medium or heavy armour. A character wearing Heavy Armour cannot cast Ranged or Mass effects.
Body Development 1 (4 points)
Characters with this skill have 2 Base LHV (See Chapter 2, Section 1 – Combat, Body Locations, page 11). Body Development 2 cannot be combined with Body Development 1.
Body Development 2 (8 points)
Characters with this skill have 3 Base LHV. (See Chapter 2, Section 1 – Combat, Body Locations, page 11). Body Development 2 cannot be combined with Body Development 1.
All these skills require Concentration to use. Taking a level 1 and level 2 list of the same type is not possible and gives no advantage.
In addition to the basic spell lists, there are four Specialisations and four Summoning spell lists. All of these spell lists require an OS, Lammie or loresheet to use but work in a similar way.
Specialisations – To gain access to a Specialisation list you must buy the basic magic skill it is based on. The Specialisation list then replaces the basic magic list, and is still limited by the level of Basic magic bought with character points. Light and Dark incantations are Specialisations of the Incantation list. Shadow magic and Enchanting are Specialisations of the Spellcasting list.
Summoning – To gain access to the Summoning list, you must buy one of the basic magic skills it (or any applicable Specialisation) is based on and Ritual Magic; the Summoning list then adds to your basic list. Necromancy requires Corruption, Shadow magic or Dark Incantation. Elementalism requires Healing, Light Incantation or Enchanting. Theology requires Incantation (of any sort) and Daemonology requires Mage Craft (of any sort).
Corruption is a Basic list with a pre-requisite. You must buy Healing and the OS Corruptor, and the Corruption list then replaces the Healing list. Note Corruption is not based on Healing – but they are mutually exclusive.
Spellcasting, Incantation or Healing 1 (4 points)
Each of these skills grants you the ability to cast 1st level effects from the given list and grants you +4 base Spell cards per day.
Spellcasting, Incantation or Healing 2 (8 points)
Each of these skills grants you the ability to cast 1st and 2nd level effects from the given list and grants you +12 base Spell cards per day. You cannot have more than one magic skill at level 2 or above.
Power (2 points per level, Maximum of four levels)
Each level of the Power skill grants +4 base spell cards. This increased allocation counts as your starting value for the purposes of the Rule of Double.
Ritual Magic (2 points per level, Maximum of three levels)
A level 1 Ritualist may perform Rites only. A level 2 Ritualist can perform rites and 1 ritual per event. A level 3 Ritualist can perform Rites and 1 ritual per day. Level 2 and 3 Ritualists provide 10pts of power to a ritual they lead. Any type of Ritualist can perform as many Rites as they desire, so long as all other pre-requisites are fulfilled. You cannot buy this skill unless you already have some form of casting ability. This skill does not allow you to contribute to a ritual. (See Chapter 2, Section 5, Rituals and Rites, page 36 – 39 for more information on subjects relevant to Ritualists)
Contribute to Ritualist (1 point)
Your character can contribute one point of ritual power to the Ritual. A contributor may contribute to one ritual per day. You do not need any other magical ability to buy this skill.
Invocation (3 points)
This skill allows for the activation of certain items. Your hand must touch the item you are attempting to invoke and you must concentrate for 10 seconds. Armour does not restrict invocation. To invoke an item, the invoker must use a suitable IC vocal, or in the case of scrolls and glyphs, must read the scroll or glyph. Chant effects generated by invocable items require the invoker to maintain the chant. If you are unsure whether you are able to invoke an item, please check with a Referee, Marshal or Game Control.
All of these skills require Concentration to use.
Sense Magic (1 point)
Your character can sense if there is any magic within an object. Your character’s hand must either touch or be within 2” of the item and your character must concentrate for 10 seconds. This skill gives a general idea as to the nature and powers of the magic within the item, but does not give any information on how to activate the item. Loresheets for this skill are available from Game Control (see Chapter 3, Section 2, Loresheets, page 43).
Potion Lore (3 points)
Your character can recognise most potions and alchemical dusts, including the effects the preparation will have on a person who uses it. Loresheets for this skill are available from Game Control (see Chapter 3, Section 2, Loresheets, page 43).
Poison Lore (4 points)
Your character can recognise most poisons, including the effects the poison will have on a person. Your character must have this skill (or an appropriate OS) in order to be able to administer poisons or carry/use a poisoned weapon; failure to observe this will result in your character accidentally poisoning themselves and the preparation being wasted. Loresheets for this skill are available from Game Control (see Chapter 3, Section 2, Loresheets, page 43).
Evaluation (1 point)
Your character can estimate the intrinsic value of an item. Loresheets for this skill are available from Game Control (see Chapter 3, Section 2, Loresheets, page 43).
Recognise Forgery (1 point)
With this skill, your character can examine an item and determine if it is genuine or not. Loresheets for this skill are available from Game Control (see Chapter 3, Section 2, Loresheets, page 43).
Bind Wounds (1 point)
Your character can spend 1 minute of role-played action using a phys-rep bandage on a limb location (not Torso or Head). This will remove a mortal wound on that limb raising it to 0 LHV. This skill will not work on monsters with total body hits, or creatures with anything other than a living pattern.
Physician (2 points) (Updated: Rules Clarifications)
Your character can spend 1 minute of role-played action using a phys-rep bandage on any location. This will remove a mortal wound on that location raising it to 0 LHV. If the target is unconscious then 1 minute’s role-played action will allow the character to be brought to the Debilitated State, so long as their head and chest are not Mortally Wounded but has no effect on a person suffering from Disease, Decay or on a location with a Fatal wound. This skill will not work on monsters with total body hits, or creatures with anything other than a living pattern. This skill also enables the character to identify other effects on the target (See Chapter 2, Section 1 – Combat, Identifying Wounds, page 12).
Cartography (1 point)
Your character can draw reasonably accurate maps and plans of the geographical area that you are in. This skill also allows you to navigate from maps and plans. This skill may give you a map of your faction lands (of varying quality) and may give a rough map of the IC area in which a Main LT event is taking place. Check with Game Control to see if there are maps available.
Character Creation is complete once your skills have been chosen.
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