Basic Skills:

Artisan – These people who have no specialised skills but dabble in all the skills needed for the everyday life. They are able to create candles, paper or small trinkets. Artisans are jacks-of-all-trades capable of creating useful everyday items. To make anything they need appropriate materials. This is the skill required to create tools and jewellery for example.

Artist – using specialist Raw materials, such as canvas, paint, dyes the character can create wondrous works of art. Also if used in conjunction with
other skills the artist can master craft items. (Most creations will be done in down time or at week Enders as there isn’t enough time to do it in one day).

Aura – The character is capable of sensing magical power through items that have been enchanted. Once per day per level the character can awaken an item. (Items can only be woken once per day per level).

Additional: for a spell crafter, awakener provides them with 8 mana points per level and they cannot have more spell craft than have Aura. Magical items are able to be identified by a purple sticky dot.

Die Hard – I The character’s bleed out time is extended by 3 minutes. II Enable the character to withstand even the greatest of injury can ignore the unconscious element of a severed limb.

Dodge – allows characters to ignore a ranged non magical attack etc. A five minute rest (sit down, lie down, eat, etc.) will allow this to be used again.

Fast Fingers – The character can pick locks. Each lock will have a colour and the colour represents the time it takes to pick. It also give the character a better chance of picking pockets (treats picking pockets as if in stealth). Locked items are identified by coloured dots in a visible location.

Characters should have appropriate physical representations of their tools.
The colours are as follows, White indicates that the item is unlocked, yellow indicates an apprentice lock, green indicates a Journeyman lock, red indicates master lock and black or no dot indicates a legendary lock.

It is possible for a character without the fast finger skill to bash the lock on an item however if this is attempted and the item is trapped then the trap will go off. This technique can be applied to any Journeyman lock or below. If successful then the contents of the item may also be damaged and may have a serious consequence on the character who bashed the lock or the contents may be reduced.

Keen Senses – The character can see stealthy characters, also can detect hidden poisons.

The ref may use a box with information that the character can detect using his improved senses I.E. you can taste blood in the air, hear distant cries for help coming from the west. The information will be detailed as the ref sees fit for the event. This box shall be red and only characters with keen senses can open it. It will always be considered unlocked and not trapped.

Life Giver – The character can stop and reset the death count on a player as long as they don’t move or stop doing what they are doing. They hold their hand on the player’s wound until a surgeon can get to them.

Lore Keeper – The character is naturally intuitive and soaks up information. They may know the answers to the difficult questions. (Can be picked 3 times each time picked you can asked ref 3 questions per day)(The ref can say you don’t know but you would still use a question)

Medic – The character can bandage someone up. This will stop the need for a surgeon as long as the wound is on arms or legs. This skill also allows you to do surgery whilst in combat as you have a cool head in the face of danger.

Tech Use – This Skill allows you to use technological items such as a flintlock pistol, repeating crossbow, clockwork pistol to a steam golem technological items are identified using a laminated card and/or an orange dot. (Can be taken multiple times)

Regeneration – The character has the ability to heal themselves as many times as they take this skill per day this can be use even when the character is unconscious. They can regenerate a wound that would normally need surgery, recover from diseases and poisons and regenerate to full hit points if killed.

However, they must choose one of the following to be allergic to: Cold Iron, Fire, Silver Gold, Radiance, Frost, Necrosis etc. If they are ever hit by their chosen weakness they cannot regenerate. (Can be taken multiple times, but a different allergy must be taken each time).

Scavenger – The character can rifle through bins and bags, grey-hawk the bodies, take the gold teeth and the boots etc. all for money and items that may be stashed there.
All characters after a combat encounter can request to scavenge what they find is random and drawn randomly from a bag this can be good or completely catastrophic or anywhere in between, alternatively a Character can forage for alchemy supplies instead.

A player with scavenger may draw twice (one at a time) from the scavenger bag and foraging bag as above at his own peril. A single nothing token may be returned to the scavenger bag or foraging bag and re-picked however the second pick must be kept this can be done on all encounters that allow scavenger picks.
Rank II you may return one trap pick a re-pull or put back another nothing from the forging bag and re-pull.
Rank III you get a third pick from either bag.

Toughness – The character gains one additional hit per location. This can be bought three times. To buy this skill again it costs 5 more from the previous level.

                             Advanced Skills:

Alchemist There are 3 levels of this skill, each one purchased gives the character more knowledge to create more potions. Requires phys reps such as potion bottles, pestle and mortar etc. (potions can be for healing or harm it’s down to the individual). Read more here.

Ambush The character can attack once from stealth once per encounter (each time this skill is purchased you can hit an additional target to a max of 3) (the hit does through call regardless of what weapon you are using).

Blacksmithing This character has the ability to craft and mend armour and weapons for sale or personal use. They require the right materials to use this skill. This can also be used on the day, if the character has physical representation of their tools to fix armour or weapons.

Cryptology The character has studied the art of coding, ciphers and sequences and is able to decipher them with some time (2 – 5 minutes depending on difficulty of reading the code after which can ask the ref what has been uncovered).

Duellist – With pistols, characters get the ‘Through’ call (goes through armour on all hits) up to 3 times an encounter; with rapiers, or sabres, characters get the ‘Disarm’ call (other person drops weapon) (once per person per encounter, on successful weapon hit).

Engineer – Throughout time this has had a few names such as mason and architect. This is primarily a down time skill, however the engineer skill may be necessary for certain things in game such as the operation of siege weaponry.

Sapper – The character can set traps with the right tools (IC Phys rep required).

Set Trap  The character almost has an unnatural sense in spotting something off in the area they travel, they notice disturbed ground , trip wires etc. (a character with this skill can ask the ref if there are any traps after a good search of the area 3 minutes). The character can also disarm traps. Each trap will have a colour with a T and the colour represents the time it takes to disarm.

Characters should have appropriate physical representations of their tools.
The colours are as follows, White indicates that the item has no traps, yellow indicates an apprentice trap, green indicates a Journeyman trap, red indicates master trap and black or no dot indicates a legendary trap.

Shield Brother The character cannot be Knocked Down and they are immune to Shatter and any drop weapon calls including disarm; as long as they are in a battle line/shield wall. All other calls still apply.
(Battle line are formed of 2 or more characters standing in close proximity to each other within 1 metre. Examples of this include back to back or shoulder to shoulder).

Spell Craft – Explained in the magic section here, or in page 64 of the rule book.

Surgeon – The character can deal with deadly wounds to the head and torso, stitching and cutting and cleaning to get the character back on their feet. Surgery is not always going to work and you will need time to recover from the surgery depending on how good and lucky the surgeon is. After the surgery is performed the player must pull from the surgery bag in order to know the outcome.

Tech Craft– This skill allows characters to create technological items such pistols, explosives and rifles to even full suits of powered armour. Any player that wants to create an item will need to discuss it with a ref and then will be given a timescale and production cost of said item. (Can be taken multiple times)

Tracking The character can spot trail signs, see the paths which people have travelled and which direction they are going.
The ref will prepare a box with relevant tracking information which only the tracker can open. This will contain tracking information such as there are
footprints going south and they are trying to hide their numbers by walking in single file. The box will be green and always considered unlocked and not trapped.

Weapon Training – The character is trained in a particular weapon from the gear list (this skill may be taken several times). This gives the character access to different calls for the chosen weapon. If purchased multiple times with the same weapon the character can choose to increase the number of shouts per encounter or upgrade the shout e.g. with a hammer from knock down to crush.

Each call learned grants 3 uses of it per encounter. If you learn multiple calls with the same weapon, you can use both calls in an encounter.


At the beginning of each session, a Merchant can spend (MP) Merchant Points. The amount available is dependent on the merchant’s level.

Lv.1 = 5MP

Lv.2 = 10MP

Lv.3 = 15MP

GM = 25MP

Any MP not spent can’t be carried over to the next session, unspent MP is simply lost. Additionally, if an item/ability purchased with MP isn’t used by the end of the session, it will also be lost, however, items can be passed/sold onto other characters and for the purpose of the merchant rules, the item is considered used (the item or duplicate can’t be passed back in the same session).

Cost List






1x Alchemical Ingredients

2x Alchemical Ingredients

Basic H/M Potion

Advance H/M Potion


1x Common Resource

2x Common Resource

Simple Flash Potion

Oil of Burning 

6x Alchemical Ingredients


Smelling Salts

Oil of Cooling

6x Common Resource


Simple Poison

Potion of Motion


Simple Sleep Potion

Oil of Decay


Simple Steroid

Paralysis Potion 


Purge Toxin



3x Alchemical Ingredients

5x Alchemical Ingredients


3x Common Resource

5x Common Resource







7x Alchemical Ingredients

9x Alchemical Ingredients

10x Alchemical Ingredients

11x Alchemical Ingredients

Mana Crystal*

7x Common Resource

9x Common Resource

10x Common Resource

11x Common Resource

14x Alchemical Ingredients

1x Uncommon Resource

Mix&Match 3x Items

1x Rare Resource

Mix&Match 3x Items

14x Common Resource






15x Alchemical Ingredients

16x Alchemical Ingredients

Galvanic Force Crystal

19x Alchemical Ingredients

20x Alchemical Ingredients

15x Common Resource

16x Common Resource

18x Alchemical Ingredients

19x Common Resource

20x Common Resource


2x Uncommon Resource

18x Common Resource

Mix Match 7x Items







22x Alchemical Ingredients

23x Alchemical Ingredients

24x Alchemical Ingredients

27x Alchemical Ingredients

28x Alchemical Ingredients

22x Common Resource

23x Common Resource

24x Common Resource

27x Common Resource

28x Common Resource

2x Rare Resource


3x Uncommon Resource


Mix Match 7x Items







29x Alchemical Ingredients

31x Alchemical Ingredients

32x Alchemical Ingredients

33x Alchemical Ingredients

35x Alchemical Ingredients

29x Common Resource

31x Common Resource

32x Common Resource

33x Common Resource

35x Common Resource

Mix Match 11x Items


5x Uncommon Resource

4x Rare Resource


Mix Match 11x Items

Merchants can also engage in trade deals with other characters (players or NPC).
Agree with a Crafter in game to form a partnership. From then on, the Merchant and Crafter are considered partners.
Trade can only occur during down time. The partnership must agree on how many of what item and calculate materials used, including how much to pay the crafter. (Only one product type can be selected between each project).
If dealing with a Blacksmith, creating items takes time. Regular = 3 per event, Master Crafted = 1 per event, Named = 1 per month, Legendary = 1 per quarter. Named & Legendary items are to be considered custom jobs and only to be commissioned by the merchant once a request has been made and payment to be made up front once a price has been agreed between all 3 parties.
Once agreed, the chat log and math is to be sent to the down time email, by the merchant, including the crafter in the cc field.

Once the items made in this arrangement is sold, 20% of the money made, goes to the merchants guild.

Additionally, a merchant can’t start with a Homestead, instead they can later acquire one from an NPC at Small Town for 52 Gold or Large Town for 74 Gold.

A real estate list will be provided with the pre-plotted land options and location. A list will be made available, separate from the rule book.