
Universal Skills
ALL CHARACTERS
All characters, even those with very limited magical capability, have the following skills (unless your race limitations or character sheet says otherwise):
- Hit Points
All characters have a minimum of five Hit Points as a starting character. Some races may be granted more.
- Bleed Count
All characters have a bleed-out time of three minutes. Some races may be granted longer.
- Reading, Writing and Numeracy
You can read and write in English as well as understand numeracy
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- Basic Identification of Magical Objects
If you can see a scroll or lammie of some sort on an item, then you are able to tell by sight that the item is in some way magical, well-crafted or special. However, you cannot read the scroll/lammie unless you have a skill that allows you to do so.
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- Magic Sight
You are able to see through the glamours and concealment magics that often hide magical races from the Norm populace.
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- Ritual Contribution
You are able to be involved in rituals and add power to them.
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- Searching
You may spend 30 seconds searching a non-resisting character, and at the end they must reveal all items of interest they possess.
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- Carrying
You may carry a body using one free hand and moving at a slow walking pace, or two free hands (or two people with one free hand each) at a fast walking pace.
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ALL MAGI
All characters classified as Magi are able to use the following skills (unless your race limitations or character sheet says otherwise):
- Foci Use
You are able to use a wand, small crystal ball, staff or crystal-imbued spell book to focus your magic and cast spells. This item must be in your hand to be able to cast. It can be disarmed, stolen or damaged. It is possible that other foci could be invented by Technomancers.
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- Ritual Casting
You are able to cast ritual magic.