Any skill that requires other skills to take will have them listed at the end of the skill in red.
The cost of each level of a skill is separated by a comma, for example (1, 1.5, 2) means that it costs 1 month of experience for level 1, 1.5 months for level 2, and 2 months for level 3.
Any skill that requires tools will specify what level of tools are required after the montage requirement. Levels are separated by commas. A requirement of “Level 2 tools” also requires the Level 1 tools of the appropriate type (such as blacksmiths or lock-picking). For example (0.5 Level 2 tools, 0.5 Level 3 tools) means that level 1 and 2 both cost half a month, but level 1 requires level 1 and 2 tools, and level 2 requires level 1, 2 and 3 tools. It’s important to look at this page (skills) to see if you need one or two tools for that type of tool. If the previous example was a blacksmith skill, in order to use the level 1 skill, you would need a hammer, tongs, a large file and a large chisel – all purchased separately for the prices listed in checkin.
General skills are knowledge or training based abilities that almost anyone can learn. If a general skill is not specifically forbidden by a class, then one of that class can take it.
Align with [God] (1): This skill represents a characters devotion to a god. Characters with this skill have better rates of commune and can inquire about the general status of the god and the worshipers of the god. If you change your patron god, this skill is lost.
Appraising (1): Knows the value of the various treasure at an event. Will be given a list of the base value of all the common types of treasure and can look under the tape of a unique piece of jewelry to find out its true base value.
Authenticate (1): A character with this skill can ask the event holder if an item if question is real or not. This can be done once per event for every month spent in Authenticate or Appraising. Appraising Required
Discovery (3.5): A character with this skill can also ask for historical information about an item in question for each Authenticate skill s/he uses. For each month the character has in Authenticate they can reduce the cost of the Discovery skill by 0.5 months.
Dismantle (0.5): Characters with this skill can break apart basic walls, locks or boxes without crushing weapons. So long as the character has a bladed weapon they may break a basic lock with a 25-count, a basic box with a 50-count, and a basic wall with a 25-count per foot of wall (the entire wall must be broken at once).
Fence (1,1,1): Character may sell searchable items (Jewelry, Gems, Treasure, Tools, etc…) between events. Click Here for values. For each level of this skill, the character may fence 15sp per level worth of items or 1 non-measured item (i.e magical weapon). If an item is quick manufactured (its going to be marked as such) it is only worth 1/10th of the base cost when fenced. A character using the fence skill may be subject to rumors. Appraising Required
First-Aid (1): Can heal limbs by wrapping a single use 10′ elastic bandage on limb. No limb can have more than two bandages on it, these may be removed by restore (no cost if only removing first-aid ribbons).
Fire Building (0.5): Character can light fires without Flint & Steel. He may also use Flint & Steel and count by 2s for lighting fires. See “Burning Things” in the “Basic Event Rules” section for more details.
Language (0.5 each): Each half-month in languages lets you add another language that your character speaks to your background’s starting number. See “Languages” for a list of possible languages to chose from.
[Something] Lore (0.5 each): Character is an expert on [Something]. The event-holder should review all the lores and brief the characters with these lores on specific details relating to the [Something] within his event on check-in – or give them sheets with the information on them. The more specific [Something] is, the more detail is given. The EnGarde Master should also give them extra information about [Something] that does not have to do with their event to be sure not to tip off these knowledgeable characters. At the beginning of each event, the character may ask the event holder one question relevant to the particular lore. The event holder may answer “I don’t know” if he or she truly does not know.
Major examples: Creature Lore, Undead Lore, Political Lore, Demon Lore, Dragon Lore, Magic Lore, Prophetic Lore, Legend Lore, Herbal Lore.
Political Sway (2): This skill represents a characters devotion to making a public name for themselves. Anyone taking this skill will be required to have actual event experience in which to use to write a character background which will become the basis for the common knowledge of the character. Political Sway increases the likelihood of rumors about the character (both good and bad), as well as brings attention to the character from NPCs from other areas in the world. If you have Storytelling, you may take this skill for 1.5 months instead.
Reading/Writing General (0.5): This allows the character to take Reading/Writing skills
Reading/Writing Language (0.5): Allows the character to read and write a language (You do not need to already know how to speak the language). Without this, the character is illiterate and cannot read anything, not even scrolls that the character could otherwise read. Reading/Writing General Required
Rock Climbing (0.5): Character can traverse steep rocks without an anchored rope at a heal-toe walk. He can do so using an anchored rope at a slow walk.
Scouting (0.5, 1, 1.5): The character is good at determining the lay of the land, and can observe things from a distance without being noticed. Characters with level 1 scouting will get a brief description of the event site from the event-holder. Those with level 2 scouting also get a rough map. Those with level 3 also get a more detailed map. This can also be taken as a thief skill at a reduced cost, see below.
Seamanship (0.5): Character knows how to operate a ship and navigate at sea. Characters may not use a boat (other than a raft) unless at least one of their members has this skill. If all characters with this skill die, the boat can no longer move – or will drift with the current.
Stone Masonry (0.5): Characters will this skill can bring in boulders to an event at 1/4 the black market cost. They can also destroy a boulder with a 300-count and a weapon.
Storytelling (1): Character may gain extra income at check-in by writing stories related to events. These stories may become part of the rumor circulation as well as part of the history of the world.
Survival (1): Character gains the skills Swimming, Rock Climbing and Fire Building.
Swimming (0.5): Character can traverse water at a slow walk without an anchored rope. He may drag another character, rope, or corpse with him at a heal-toe walk (or slow swim). He may NOT bring massive objects (like boulders) across water. Cannot be Vulnerable to Water
Disguise Potions (1): Characters with this skill may pay 2 sp when making a potion in order to make the potion appear unique. It should be labeled that it is a unique potion and can only be identified by the creator. Nothing can reduce this 2 sp cost, it must be paid for each potion brought in by this method. This potion should be treated as a magical potion in terms of expiration dates. 10 months in Alchemy Required
Dissection (1 Level 1 tool and Level 2 tool): Character may spend half an hour dissecting the corpse of a character. The character may gain lore after dissecting the character. This causes PCD.
Enhance Potions (1, 1, 1, 1): Characters with this skill may pay 1 sp when making a potion in order to extend the potion lifetime by 50% base time per level. Therefore Level 4 Enhance potions would triple the expiration time of the potion for 1 sp.
Identify Potions (1, 1, 1, 1): Character may identify potions by looking under their label for their effects. At level 1: character can identify only basic potions. At level 2: up to advanced potions. At level 3: special potions. At level 4: magical potions.
Identify Herbs (0.5, 0.5, 0.5, 0.5): Character may identify herbs by looking under their label for their effects. At level 1: character can identify only basic herbs. At level 2: up to advanced herbs. At level 3: special herbs. At level 4: magical herbs.
Make [Advanced Potion] (0.5): Character can make potions of 1 (chosen upon taking this skill) advanced potion type and bring theminto game – see “Potions” for the associated costs. Read/Write and 2 Basic Potions required.
Make [Special Potion] (1): Character can make potions of 1 (chosen upon taking this skill) special potion type and bring theminto game – see “Potions” for the associated costs. 2 Advanced Potions requied.
Make [Magical Potion] (1.5): Character can make potions of 1 (chosen upon taking this skill) magical potion type and bring theminto game – see “Potions” for the associated costs. Two Special Potions required.
Mix Potions (1): Characters may combine two potions (for a cost of 1 sp). Any potions take would create conflicts in use (such as poison/raise dead) must be discussed with the storyteller before mixed. All effects of the mixed potion take effect simultaneously and cannot be ordered.
Along with the month costs for the skills, blacksmith tools requirements may be listed for each level of the skill.
- Silver Rules
- Maintenance Rules
If an item is broken it can be repaired at 1/3 base cost (rounded down) by a blacksmith who can make the same weapon. So, if a level 2 sword is broken (base cost 2sp) a blacksmith who can make swords can repair this weapon for 0.6sp
Enhanced Construction (0.5 Level 2 tools, 0.5 Level 3 tools, 0.5 Level 4 tools, 0.5 Level 4 tools):
Level 1: For each Make [item] you may extend its lifetime by 50% (round down) by paying 0.2sp
Level 2: For each Make [item] you may extend its lifetime by 100% by paying 0.2sp
Level 3: For each Make [item] you may extend its lifetime by 100% by paying 0.2sp. If you have the highest level of Make [item], you may increase by 150% (round down) instead.
Level 4: For each Make [item] you may extend its lifetime by 100% by paying 0.2sp. If you have the highest level of Make [item], you may increase by 200% instead. If you PC, you maintain all items created this way for free.
Make Armor (0.5 Level 2 tools, 0.5 Level 2 tools): You can make level 1 armor and bring it into play at base cost. These last 4 events.
Level 2: You can make level 1 and level 2 armor and bring them into play at base cost or maintain existing armor. These last 4 events.
Make Arrows/Bolts (0.5, 0.5 Level 2 tools): You can make arrows and crossbow bolts and bring them into play at base cost. These last 3 events.
Level 2:You can make crushing arrows, silver arrows, crushing crossbow bolts, silver crossbow bolts and bring them into play at bast cost or maintain them. These last 3 events.
Make [Weapon] (0.5 Level 2 tools, 0.5 Level 3 tools): You can make [Weapon] and bring them into play at base cost. These last 3 events + level of the [weapon] made.
Level 2: You can maintain [Weapon].
[Weapon] can be any one of the following: Axes/Hammers, Clubs/Maces, Bows/Crossbows, Flails, Shields, Spears, Staves, Swords
Masterwork (1): If you have the highest level of a Make skill you may produce a Masterwork version of that item for 10 times base cost. It does not expire.
You can also produce silver versions of that item (see silvering rules). Enhanced Construction Level 3 required.
Make Fake Limb (0.5, 0.5 Level 2 tools): You can make fake limbs and bring them into play at base cost.
These limbs cannot hold anything. Moving faster than a heel-toe walk requires the limb user to announce their presence (they are obvious).
A fake limb must be attached to the real limb in order to restrict movement and cannot be attached to an existing limb.
Crushing and Fire destroy the fake limb permanently. Other attacks require it to be repaired.
A fake limb can be repaired by spending 30 minutes whittling wood for a valid wood source.
Level 2: You may add joints to the fake limb. This reduces the movement restriction. Level 2 tools are required to repair these limbs. You can maintain Fake Limbs.
Make Flint & Steel (0.5): You can make Flint & Steel and bring them into play at base cost. These last 6 events.
Make Locks/Keys/Chains (0.5 Level 1 tools, 0.5 Level 2 tools, 1 Level 3 tools, 1 Level 4 tools): You can make locks, keys or chains at level 1 and bring them into play at base cost. Shackles can be made by making a lock and at least 1′ of chain and making them together. You can copy keys. You can make keys for locks you have picked or locks you have made. Keys and locks must have a unique identifier value (see a marshal about this). These last 6 events.
Level 2: You can now make level 2 locks, keys or chains and bring them into play at base cost.
Level 3: You can now make level 3 locks, keys or chains and bring them into play at base cost. You can maintain Locks/Keys/Chains.
Level 4: You can now make level 4 locks, keys or chains and bring them into play at base cost. You can maintain Locks/Keys/Chains.
Make Pitons/Hooks (0.5 Level 1 tools): You can make Pitons/Hooks and bring them into play at base cost. These last 6 events. You can maintain Pitons/Hooks
Make Rafts/Boats (0.5 Level 1 tools): You can make Rafts/Boats and bring them into play at base cost. These last 6 events. You can maintain Rafts/Boats
Make Siege Engines (1): You can make Siege Engines, Boulders and Battering rams (Light/Heavy) and bring them into play at base cost. If you have Stone Masonry, you can bring Boulders into play at half of base cost. Light Battering rams require 2 people to use and can be used to break Level 1-2 walls with a charge. Heavy Battering rams require 4 people to use, 2 people to carry, and can be used to break Level 1-3 walls with a charge. Siege Engines require 2 people to move when unloaded, 4 people to move when loaded with a boulder. Siege Engines must be reset which takes a character a 100-count before it can be reused. All Siege Engine attacks are called “Boulder”. These boulders can destroy Level 1-2 walls on impact. You can maintain Siege Engines. 2 months of Blacksmith skills required.
Make Tools (0.5, 0.5 Level 1 tools, 0.5 Level 2 tools, 0.5 Level 3 tools): You can make Level 1 tools and bring them into play at base cost. These last 10 events. You can maintain Level 1 tools. Maintenance of your own personal tools is halved.
Level 2: You can make Level 2 tools and bring them into play at base cost. These last 12 events. You can maintain Level 2 tools
Level 3: You can make Level 3 tools and bring them into play at base cost. These last 14 events. You can maintain Level 3 tools
Level 4: You can make Level 4 tools and bring them into play at base cost. These last 16 events. You can maintain Level 4 tools
Make Torches (0.5): Your Make Swords skill is modified to allow Torches instead of Swords. Torches must be made from at least Level 1 swords.
Make Traps (0.5 Level 1 tools, 0.5 Level 2 tools, 1 Level 3 tools, 1 Level 4 tools): You can make level 1 traps and bring them into play at base cost. These last 6 events.
Level 2: You can make level 2 traps and bring them into play at base cost. These last 6 events.
Level 3: You can make level 3 traps and bring them into play at base cost. These last 6 events.
Level 4: You can make level 4 traps and bring them into play at base cost. These last 6 events.
Make Walls/Doors/Boxes (0.5 Level 1 tools, 0.5 Level 2 tools, 1 Level 3 tools, 1 Level 4 tools): You can make level 1 Walls/Doors/Boxes. These last 12 events.
Level 2: You can make level 2 Walls/Doors/Boxes. These last 12 events.
Level 3: You can make level 3 Walls/Doors/Boxes. These last 12 events.
Level 4: You can make level 4 Walls/Doors/Boxes. These last 12 events. You can maintain Walls/Doors/Boxes
Personal Trap (1 Level 1 tools, 1 Level 2 tools, 2 Level 3 tools, 2 Level 4 tools): You can make traps, equivalent to your level in Personal Trap, that can be attached to an unresistant person. The trap is activated when that person is searched. These traps costs twice as much. Requires 8 months of blacksmiths skills for Level 1, 10 for Level 2, 12 for Level 3 and 14 for Level 4.
Repair Armor (1 Level 1 tools, 1 Level 1 tools): You can repair Level 1 armor during an event. This requires a 100-count per point of armor with the armor on the ground and tools in hand. You must pay 2sp at the beginning of the event to use this skill
Level 2: You can also repair Level 2 armor.
Jewel Smith Skills
Along with the month costs for the skills, jewel smith tools requirements may be listed for each level of the skill.
Apprentice Jeweler (0.5 Level 1 tools): Can cut 1 gem or make 1 piece of jewelry each event.
Jeweler (0.5 Level 2 tools, 1 Level 3 tools, 1 Level 4 tools): Can cut 2/5/8 (2 at level 1, 5 at level 2, 8 at level 3) gems that he possesses the uncut versions of. These are in addition to the 1 for Apprentice Jeweler (so the total number will be 3/6/9). Apprentice Jeweler and Appraising required.
Jewel Crafter (1 Level 3 tools): This allows a Jeweler to embed jewels into items. While often this merely adds value to an item, there may be jewels available which can add abilities to an item. Jeweler Level 2 required.
Rogue skills are abilities that may be taken by anyone, but they impose weapon restrictions if many are taken. If one has 3 or more months of these skills, he may never specialize in any weapon (Take 6 Levels in any weapon). If he has 6 or more months of these, a “Weapon Max: 4” is imposed on the character. Any character with Rogue skills may be subject to adverse rumors..
Bounty Source (0.5, 0.5): This skill allows a character to determine the source of a bounty by asking the storyteller. Level 1 Bounty Source allows the inquiry to be detected. Level 2 Bounty Source allows one inquiry to be protected from detection per event. 3 months of Rogue Skills Required
Crushing Backstab (1, 1, 1): Character can declare any of his own attacks with a particular type of weapon to an opponent – while the opponent cannot see the character – to be “crushing” by saying “crushing” upon swinging. They may only call one crushing attack per encounter with the opponent. At level 1, the character can use this ability with a level 0 weapon, at level 2 – a level 1 weapon, at level 3 – a level 2 weapon. 2 months of Rogue Skills required.
Disarm Traps (.5, .5, 1, 2): Allows character to ignore all effects of opening the trapped item, if the trap is of the appropriate level. The character may choose to leave the trap on the trapped item or remove it.
Disguise: Character Template (0.5): Each time the character takes this skill they must create a costume profile for a character of which they can disguise themselves as. The character may, during an event, change into this costume and take the role of another unique player. Only characters who are made aware of the disguise or see the character changing are aware that the new character is the same as the old character. The costume change must take a 300-count and requires a significant change in visible clothing. While makeup does not have to be used it is recommended. Requires Disguise: General
Disguise: Masterful (1): This skill allows the character to take Master Disguise skills. Disguise: General is Required.
Escape Chains (0.5,0.5,1,2): Can escape from any chains or shackles of the appropriate level.
Fast Search Concealed (1): When doing a “Search Concealed”, player may count by 2s when doing the search to cut the search time in half. Player should say “Fast Search Concealed” instead of “Search Concealed”. Fast Search Visible required.
Fast Search Hidden (1): When doing an “Search Hidden”, player may count by 2s when doing the search to cut the search time in half. Player should say “Fast Search Hidden” instead of “Search Hidden”. Search Hidden and Fast Search Concealed required
Fast Search Visible (0.5): When doing a “Search Visible”, player may count by 2s when doing the search to cut the search time in half. Player should say “Fast Search Visible” instead of “Search Visible”.
Hide in Shadows (2,1,1): Character can assume the “Invisibility” pose while standing completely in shadows or while in a very dark area.
With levels 2 and 3 the character can move while hidden. Level 2 permits a slow heel-toe walk within shadowed areas. Level 3 permits a slow walk within shadowed areas.
No character may hide if they have (in their possession) a weapon longer than 5 feet. Any weapons they do have must have their blades/shafts completely covered or in a sheath. No character may hide if they are wearing any Level 2 armor.
When Hide in Shadows is used during the night the character must make sure others see the invisibility pose. If a player cannot see it (ie, they sneak up on the Hidden player) then you are not invisible.
8 Months of Rogue Skills required.
Hide Small Item (1): Can make 1 item, or up to 10 small items in a pouch, which are in total no more than the size of a baseball “well hidden” on his person. These items are not found by normal searches, only a “Search Hidden”. These items must truly be hidden (see Hiding in the “Basic Event Rules” section), and if accessed, must be re-hidden or they are no longer considered to be hidden. Only one set of items may be hidden on any person at any given time. 4 Months of Rogue skills which include Fast Search Concealed and Search Hidden required.
Hide Weapon (1,1,1): Can make a level 0 weapon “well hidden” on his person. This weapon is not found by a normal search or disarm, only a “Search Hidden”. This weapon must truly be hidden (see Hiding in the “Basic Event Rules” section), and if accessed, must be re-hidden or it is no longer considered to be hidden. Level 2 of this skill allows the character to hide a level 1 weapon, and level 3 allows the character to hide a level 2 weapon. 4 Months of Rogue skills which include Fast Search Concealed and Search Hidden required.
Master Disguise: Personality Template (0.5) When taken with a character template (this must be taken with a character template), this allows the character to actually create a new personality for the disguise. The alias will gain an entry in the character registry and can gain status as a normal character would. Additionally, the use of the personality template allows the character to create a skill subset, of their own skills, for the personality to use. While in the guise the character can completely remove themselves from their original persona. This means that they gain the racial advantage “Iron Will” when asked about their actual persona. Requires Disguise: Masterful and Equivalent Disguise: Character Template skill
Identify Traps: (0.5) You may identify traps by touching them willingly. Any trap you do not touch willingly (which includes traps inside of boxes) is set off under Disarm Traps rules. You may look at the other side of the trap and put it back. Requres Disarm Traps: Level 3 and 7 months of Rogue Skills.
Pick Locks (1 Level 1 tool, 1 Level 2 tool, 1 Level 3 tool, 2 Level 4 tool): Can pick any lock of the appropriate level that is not marked “unpick-able”. 1 second for Level 1, 10 seconds for Level 2, 100 seconds for Level 3, 1000 seconds for Level 4.
Political Comparison (0.5): Characters with this skill can have their political clout compared to another player’s clout (PC or NPC). This simply tells if they are favored or disfavored compared to you. This may be done once per event.
Political Determinism (0.5): Characters with this skill can determine the political clout value of another player (PC or NPC). This will result in a finite value which can be compared against other players. This may be done once per event. The storyteller can deny all use of this skill for characters with less than 10 months of experience. Political Comparison required.
Rumor Mongering (0.5, 0.5, 0.5, 0.5): The character may add or remove up to 3 (for each time they take the skill), rumors at each event. The player must make sure to tell the EnGarde Master what he is doing with this with ample time before the event for the event-holder to make the change.
Added rumors may be about anyone or anything and that rumor will be distributed at the event in its original form without any modification (within reason). Removed rumors must be carry-overs from a previous event in which the character received the rumor. The character shows/tells the rumor to the event-holder, and it must be removed from the rumor pool before the event.
Search Hidden (1): Can do an “Search Hidden” while searching a corpse, which will even find well-hidden items (See “Basic Event Rules“). Fast Search Concealed required.
Sleuth (1,1,1,1): The character may, immediately upon receiving his rumors, ask the event holder whether 1 (per each time they take the skill) specific rumor is true or false.
EnGarde Master must answer honestly and may elaborate as much as he desires, but he is not required to answer more than “true” or “false”. The event holder need not go find out the information, and “I don’t know” is also a valid answer – as long as it is true. Rumormongering: Level X and Streetwise: Level X required for Sleuth Level X.
Streetwise (0.5, 0.5, 0.5, 0.5): The character will get extra rumors per level (10% of all rumors with Streetwise Level 1, +5% for each additional level) of skill of the rumors that will circulate during an event during character check-in. Which of the rumors the character gets is chosen by the event-holder.
Understand any language (1): Can understand any non-magical speech, no matter what language it is in. If the character has any Reading/Writing skills, he can also read any item not in a magical language. This does NOT give the character any ability to write or speak these languages, only to read (if they are literate) and understand them. This only gives the character a cursory knowledge of the language. For example, they can describe what they read in vague terms, such as bad, evil, big curse. 2 Months of Rogue Skills required.