Skills

General Skills

Cannot be taken as a favored skill tree. The General Skill Tree represents skills that anyone can learn, regardless of discipline or focus.  General skills are always purchased at the listed price.

Appraisal, 5 CP [Multiple, Increase Every 5 Purchases]
You have knowledge of what goods trade and sell for. Every in-game item with a value will have a code on it written on a yellow sticker. Each purchase of this skill gives you a value for one of the letters of the code.

Health, 20 CP [Multiple, Increase Per Purchase]
Your Health Pool automatically starts at 1. Each purchase of this skill increases your Health Pool by 1. Max 3 purchases.

Quick Death, 20 CP [Multiple, Increase Per Purchase]
Usage: Per Purchase
Sure, your victim is going to bleed out eventually, but who has the time to wait around for that? Using a Quick Death bypasses the bleed out count of your target. Your target must be prone and unable to defend themselves from it. You must take a knee, place a weapon on their chest and state “I grant you a quick death.”

Resilience, 30 CP [Single Purchase]
Prerequisite: Health Pool 3
Usage: Special
Because of your robust nature you’re able to resist the first Subdue or weapon delivered Slumber effect.

Subdue, 20 CP [Multiple, Increase Per Purchase]
Usage: Per Purchase
A sucker punch represented by a subdue packet. Your target must be within arm’s length and you must state “subdue” before throwing the subdue packet and have it hit their torso. If the subdue is successful the target must immediately fall, shoulders touching the ground, before they can get back up.  If you are unable to move in this way, you must complete this movement to the best of your ability and count to five before making any other movement or taking any other action.

Unload, 30 CP [Single Purchase]
Usage: Special
If you do not have the skill Guns Class 1 or Guns Class 2, this skill is necessary to safely remove live ammo that has already been loaded into a gun.  If it is necessary to fire the Nerf Blaster to remove ammo you may shoot it into your hand or a bag. However, if any of the ammo touches the ground it becomes a spent casing.

Basic Skills: Tamed Lands, Wylds, Wastelands

See Purchasing Skills and Multi-Purchase Skill Costs within Making Your Character as the costs for these skills will be at base cost (as listed), at Favored cost (half price), or at Disfavored cost (double price), depending upon your character.

Clandestine Skills

Wasteland Skill Tree – Clandestine skills are all about using cunning techniques to make your mark on the world.  Thief, rogue, spy, and assassin are all names commonly given to those proficient in these skills.

Apply Poison, 40 CP [Single Purchase]
Usage: As Components Allow
This skill allows you to apply blade venom and contact poison. Anyone attempting to apply blade venom or contact poisons without the skill automatically poisons themselves.

Conserve Resources, 40 CP [Multiple, Increase Per Purchase]
Usage: Per Purchase
Resources are scarce in the Wastelands and you have learned to make the most of what you have. Substitute one purchase of this skill for a base component (iron ore, raw glass, raw wood, or pelt) when Crafting an item you know how to make. This cannot reduce the component cost to zero.
You may purchase this skill three times.

Contact: Outskirts, 30 CP [Single Purchase]
Usage: Between Events
You know a way to contact someone who might provide a little assistance if it’s a matter of survival: information a person of the Wastelands would choose to share rather than keep secret for their own benefit, materials that would be cheap in a Tamed Lands shop but hold value where resources are rare.

Deep Pockets, 50 CP [Single Purchase]
Usage: Special
This allows you to wear or carry a sealable pouch (6”x6”x2”) with a red padlock symbol. This cannot be searched by other players or cast for IG purposes. The pouch can be searched by someone who also knows the skill Deep Pockets.

Escape Artist, 20 CP [Multiple, Increase Per Purchase]
Usage: Per Purchase
Use of this skill allows you to escape from physical restraints.

Lock Picking – Single Purchase, 30 CP
Usage: Special
This skill allows you to pick an in-game lock with a bent paperclip. All in-game locks will be marked as in-game with a green sticker with a keyhole on it.

Poison Craft, 40 CP [Multiple, Increase Per Purchase, Max 4]
Prerequisite: Apply Poison
Usage: Between Events, As Components Allow
There are three types of poisons craftable with this skill, contact, ingestible, and weakness venom that can be applied to a bladed weapon. Each purchase of this skill allows you to learn one of these recipes, and you will be given the appropriate component to make one at check in of the first event after you purchase the skill.
The fourth purchase of this skill will allow you to learn recipes to create blade venoms with different effects.
Use of this skill requires turning in the component and a glass vial for each poison being made at check out.

Set/Disarm Traps, 30 CP [Single Purchase]
Usage: Special
This skill allows you to set and disarm traps. Traps must be obtained in-game through crafting or purchased by other means. See the section on traps (PAGE X) for more information about what types of traps exist in-game.
Disarming a trap is not without risks. If you accidentally set the trap off while trying to disarm it, you are still affected by it.

Divine Skills

Wylds Skill Tree – Call yourself cleric, druid, or priest, the Divine Skill Tree represents your connection to a deity, higher power, patron, or anything else that would grant you access to the Divine Domains.  Information about how faith works in the world of Mirhanan can be found in the chapter The Divine, Religions, and Prayer. Those who are strong in their convictions can call upon the Divine Domains to put power into prayer. For more information about the divine domains and their focus see the Beginning Prayer Lists.

Additional Divine Domain, 50 CP [Single Purchase]
Purchasing this skill allows you to learn spells from a new Divine Domain

Conviction, 20 CP [Multiple, Increase Every 5 Purchases]
Every purchase of this skill adds 1 Conviction to your Conviction Pool
When you purchase this skill choose one of the Divine Domains. You can only learn spells from one of the Divine Domains unless you purchase Second Domain.

Create Holy Water, 20 CP [Multiple, Increase Per Purchase]
Prerequisite: One purchase of Conviction
Usage: Between Events
This skill allows you to turn in a clean vial at check out in exchange for a vial of holy water. A vial of holy water contains a spell packet that can be thrown at targets after stating “Holy Water” and may have different effects dependent on the target. From crafting to ritual, holy water may have other uses as well.

Empathic Healing, 30 CP [Single Purchase]
Usage: Special
Restore one health to target, damage one vitality to self. This damage may not be resisted in any way. This ability takes one minute of RP. If you sacrifice your last health point you immediately start bleeding out.

Increase Focus, 40 CP [Multiple, Increase Per Purchase, Max 3]
Each purchase of this skill would allow you to expend an extra conviction to increase the duration of your prayer by one minute. Example, with 2 purchases of this skill you could spend an additional 2 conviction to cast a prayer and extend its duration by 2 minutes.

Last Rites, 20 CP [Multiple, Increase Every 5 Purchases]
Prerequisite: One purchase of Conviction
Usage: Per Purchase
Your connection to your god allows you to protect the spirit of the recently departed before they begin their journey along the Black Path. This skill may only be used on a corpse.

Self-Sacrifice, 40 CP [Single Purchase]
Usage: Special
Purchasing this skill allows you to transfer a negative status effect (magical, physical, or spiritual) from another person to yourself. This does not apply to damage.
You cannot self-sacrifice curses, other permanent effects, Sojourn, Death or Final Death. Self-Sacrifice cannot be used to transfer a negative status effect to yourself if you already are suffering that effect. For example: if your left arm is maimed, you cannot Self Sacrifice a maimed left arm from another person.
You must state which effect you are Self-Sacrificing. If your target is suffering multiple effects, you can only take one at a time.
You may not resist in any way the negative status effect that you have Self-Sacrificed. Once taken on, this effect may however be cured in any normal way.

Gun Skills

Tamed Lands Skill Tree – If not for those with skill with firearms, the war that followed the collapse would have been very one-sided. Those who follow the way of the gun are adept at knowing which ordinance is best suited to the situation. Called gun skills use Artillery Points, and purchasing a skill adds enough Artillery Points to your Artillery Pool to be able to use the skill once. Certain spells or abilities may be able to temporarily reduce the Artillery cost on skills. The Artillery cost can never be reduced below 1.

Ammo Stocks, 40 CP [Multiple Purchase, Non-Increasing]
Ammunition (represented by Nerf Rival ammo) is a limited and controlled resource in the Carcer Colonies. At the start of each event, you will receive the ammunition you are allotted. Each purchase of this skill increases the amount of ammo you receive at check in by 10 rounds.

Artillery, 40CP [Multiple, Increase Every 5 Purchases]
Adds one Artillery Point to your Artillery Pool.

Called Shot, 40 CP [Single Purchase]
Usage: 3 Artillery
State “Maim [Left/Right] [Arm/Leg] ” immediately before shooting. Shot must only hit the person.
A maimed limb cannot be used unless splinted or healed. Ex. If your left leg is maimed you may not stand, walk, or push yourself around on the ground with it. It must remain immobile.
Purchasing this skill adds 3 Artillery to your Artillery Pool

Bean Bag Ammo, 40 CP [Single Purchase]
Usage: 3 Artillery
State “Knockdown” immediately before shooting.
If target is struck in a legal target area they must SAFELY fall flat onto their back and give a quick 5 count before they can get up again.
A shield will not block this skill.
Purchasing this skill adds 3 Artillery Points to your Artillery Pool

Steady Hand, 40 CP [Multiple, Increase Per Purchase]
Usage: Per Purchase
Resist Disarm

Guns, Class 1, 30 CP [Single Purchase]
With this skill you are allowed to carry and fire a Nerf (or equivalent) Blaster of the single load, single shot variety.
Purchasing this skill grants you 10 rounds of ammunition at check in each event.

Guns, Class 2, 40 CP [Single Purchase]
With this skill you are allowed to carry and fire a Nerf (or equivalent) Blaster with a storage capacity. This skill does not allow for the use of motorized Blasters (must be a plunger, not flywheel).
Purchasing this skill grants you 10 rounds of ammunition at check in each event.

Hollow Point, 60 CP [Single Purchase]
Usage: 4 Artillery
State “Slay 5” before shooting.
Purchasing this skill adds 4 Artillery Points to your Artillery Pool

Rock Salt, 30 CP [Single Purchase]
Usage: 2 Artillery
State “Pain” before attacking. Target struck by Pain must make 3 points of contact with the ground before being able to get back up (ex. 2 Knees and a hand.)
Purchasing this skill adds 2 Artillery Points to your Artillery Pool

Rubber Bullet, 20 CP [Single Purchase]
Usage: 1 Artillery
State “Push” immediately before Shooting. A target affected by push must take 10 steps backwards before re-engaging in combat.
Purchasing this skill adds 1 Artillery Point to your Artillery Pool

Trick Shot, 30 CP [Single Purchase]
Usage: 2 Artillery
State “Disarm” before shooting. If a target is struck, they must immediately drop their weapon. The weapon must land on the ground before it can be picked back up.
Purchasing this skill adds 2 Artillery Point to your Artillery Pool

Magic Skills

Wylds Skill Tree – Mage, wizard, sorcerer, common titles bestowed upon those who wield the primal energies of Mirhanan. With eight different schools of magic to choose from, you’re sure to find something to fit your playstyle. Information about how magic spells work in the world of Mirhanan can be found in the chapter Magic. Those who wield mana can channel a school of magic to put power into spells. For more details about the schools of magic and their focus see the Beginning Spell Lists.

Additional School, 50 CP [Single Purchase]
Usage: Special
Purchasing this skill allows you to learn a second school of magic.

Analyze Alchemical Powder, 30 CP [Single Purchase]
Usage: Special
This skill allows you to identify an alchemical powder. You may open the vial and read the tag without expending the powder.

Augment Damage, 20 CP [Multiple, Increase Per Purchase, Max 3]
Usage: Special
Each purchase of this skill allows you to spend an extra mana to increase your spell damage by 1, per purchase. Ex, with 3 purchases of this skill you could spend an extra 3 mana to increase the total damage of the spell to 4.

Detect/Attune, 40 CP [Multiple, Increase Per Purchase]
Usage: Between Events
You can see and comprehend the workings of magical artifacts.
When you purchase this skill, you will receive a partial decoder for deciphering the magic codes written on yellow stickered magical artifacts. Additional purchases will gain you more of the decoder. There is no limitation on usage of this aspect of the skill.
You may also use this skill as a between game skill to detect the properties of a magical artifact. Turn the artifact in at check-out and fill out the magic artifact detection form. At the next event, you will receive information about the artifact.
Or, you may use this skill between games to attune one artifact per purchase per event to yourself or to another willing person by turning the artifact in at check-out and fill out the magic artifact detection form. Once you are attuned to an artifact, you can use it.
You can detect and attune an artifact at the same time with one use of the skill.
Be warned, use of this skill in either of the two between game skill modes could potentially trigger a curse if the artifact has negative properties.

Enhance Duration, 40 CP [Multiple, Increase Per Purchase, Max 3]
Each purchase of this skill would allow you to expend an extra mana to increase the duration of your spell by one minute. Example, with 2 purchases of this skill you could spend an additional 2 mana to cast a spell and extend its duration by 2 minutes.

Mana, 20 CP [Multiple, Increase Every 5 Purchases]
Every purchase of this skill adds +1 to your Mana Pool.
When you first purchase mana, choose a school of magic. You may only learn one school of magic unless you purchase Additional School.

Recharge Artifact, 30 CP [Single Purchase]
Usage: Special
If you are attuned to an artifact that is based on a school of magic you know, you may recharge an expended charge using your mana. The artifact identification sheet will tell you how much mana you need to expend to recharge the item.

Medical Skills

Tamed Lands Skill Tree – Even in these peaceful times, the need for medical professionals is always there. Accidents and miscommunications still lead to injuries. The hazards of the Wastelands are always cause for concern. Those who wish to fill the role of doctor, nurse, or combat medic need to be well versed in these skills.

Medical Skills are assumed to be used with Human Biology. In order to use them on creatures or sentient lifeforms that are not human, the appropriate Biology skill must be purchased.

Biology: Beast, 40 CP [Multiple, Increase Per Purchase]
Usage: Special
This skill allows you to use your medical skills on lesser and greater beasts. With an additional purchase of this skill, you may use medical skills on sentient beasts.
You may purchase this skill two times.

Biology: Insect, 40 CP [Multiple, Increase Per Purchase]
Usage: Special
This skill allows you to use your medical skills on lesser and greater insects. With an additional purchase of this skill, you may use medical skills on sentient insects.
You may purchase this skill two times.

Biology: Plantform, 40 CP [Multiple, Increase Per Purchase]
Usage: Special
This skill allows you to use your medical skills on lesser and greater plantforms. With an additional purchase of this skill, you may use medical skills on sentient plantforms.
You may purchase this skill two times.

Biology: Undead, 40 CP [Single Purchase]
Usage: Special
This skill allows you to use some of your medical skills on certain undead creatures. Additional skills may increase your ability to apply medical skills to such creatures.

Collect Blood Sample, 20 CP [Single Purchase]
Usage: As Components Allow
This skill allows you to collect a pure blood sample with a clean vial and one minute of role play.
Blood samples can be used for research, pharmacology, and potentially other abilities as well.

Diagnose, 20 CP [Single Purchase]
Usage: Special
Your medical training allows you to determine the state of physical well-being of your willing or unconscious target. You may ask the following questions. The target should only respond with “yes” or “no.”
– Are you Unconscious?
– Are you Wounded?
– Are you Dying?
– Are you Poisoned?
– Are you Diseased?
– Are you Paralyzed?

First Aid, 30 CP [Single Purchase]
Usage: As Components Allow
This skill restores three health to a target’s Health Pool. Requires the use of a bandage and two minutes of role-playing binding the wound. State “Administer First Aid.” After two minutes, say “I heal you three health.”

Harvest Organ, 40 CP [Single Purchase]
Usage: Special
Prop Requirement: Small Cooler
This skill allows you to harvest a specific organ from a recently dead body. With two minutes of role play you have the potential to get the organ you’re trying to obtain. Certain lootable items are only able to be acquired in this method.
An organ cooler can only hold one harvested organ. Coolers with a larger capacity can be acquired in-game. Harvested organs can be used for research and several crafting skills.

Research: Medical, 30 CP [Single Purchase]
Usage: Between Events
Purchasing this skill allows you to submit a medical-based inquiry between games, and the results of your research will be received at the next event. The quality of the response will depend on several factors – how broad or focused the inquiry is, if you have any components or specimens associated with the research, etc. You may apply knowledge of your research results to humans. To apply this knowledge to any non-human lifeform you must have the appropriate Biology: [Subject] skill.

Set Break, 40 CP [Single Purchase]
Usage: As Components Allow
This skill allows you to heal a broken limb with a bandage and one minute of RP.

Stabilize, 20 CP [Single Purchase]
Usage: Special
Purchasing this skill allows you to suspend someone’s bleed out count. It does not heal any vitality or restore consciousness. You, or a person you designate, must stay within arm’s length and take no actions besides role-playing applying pressure to the wound in order to keep the bleed out count suspended.
You may move the stabilized person at a slow walk with the assistance of another person to carry them. The target’s bleed out count resumes if they take any damage, or the person “applying pressure to the wound” stops for any reason.

Melee Skills

Wylds Skill Tree Valiant Knight, Stalwart Warrior, Master of Arms, those who live and die by the sword (or mace, or axe, or…) The art of close quarter fighting with wood and steel is still more widely taught than the use of firearms. Called melee skills use Stamina Points, and purchasing a skill adds enough Stamina Points to your Stamina Pool to be able to use the skill once. Certain spells or abilities may be able to temporarily reduce the Stamina cost on skills. The Stamina cost can never be reduced below 1.

Disarm, 30 CP [Single Purchase]
Usage: 2 Stamina
State “Disarm” before attack and strike target’s weapon. If the target’s weapon is struck they must immediately drop it to the ground.
Purchasing this skill adds 2 Stamina Points to your Stamina Pool

Dual Wield, 20 CP [Multiple, Increase Per Purchase, Max 3]
First Purchase allows you to wield a small (10” max), and long weapon
Second Purchase allows you to wield a short and long weapon
Third Purchase allows you to wield two long weapons

Knockdown, 40 CP [Single Purchase]
Usage:  3 Stamina
State “Knockdown” immediately before attack.
The strike must land on the torso or legs of your target. Target must SAFELY fall flat onto their back and give a quick five count before they can get up again.
A shield will not block this skill.
Purchasing this skill adds 3 Stamina Points to your Stamina Pool

Maim, 40 CP [Single Purchase]
Usage:  3 Stamina
State “Maim” immediately before attacking. Attack must land on an arm or leg.
A maimed limb cannot be used unless Splinted or Healed. Ex. If your left leg is maimed you may not stand, walk, or push yourself around on the ground with it. It must remain immobile.
Purchasing this skill adds 3 Stamina Points to your Stamina Pool

Pain, 30 CP [Single Purchase]
Usage: 2 Stamina
State “Pain” before attacking. Target struck by Pain must make 3 points of contact with the ground before being able to get back up (ex. 2 Knees and a hand.)
Purchasing this skill adds 2 Stamina Points to your Stamina Pool

Parry, 50 CP [Single Purchase]
Usage: Special
When hit by a called melee attack you have purchased, state “Parry” and expend the cost of the skill resisted in this way. You cannot Parry attacks from Guns.
Ex. If you know Maim and are attacked with it, you must expend 3 Stamina to Parry it.
Adds +3 Stamina Points to your Stamina Pool.

Push, 20 CP [Single Purchase]
Usage: 1 Stamina
State “Push” immediately before striking. A target affected by push must safely take 10 steps backwards (avoiding trees, people, other obstacles) before re-engaging in combat.
Purchasing this skill adds 1 Stamina Point to your Stamina Pool

Shield, 40 CP [Single Purchase]
This skill allows you to use a shield. A basic shield cannot be used to deflect spells, bullets, or damage from gun attacks or gun skills.
Riot Shields can be constructed in-game that will prevent you from taking damage from bullets, but the method of their construction must be discovered in-game.

Slay, 60 CP [Single Purchase]
Usage: 4 Stamina
State “Slay 5” before striking. Strike must hit the torso.
Purchasing this skill adds 4 Stamina Points to your Stamina Pool

Stamina, 40CP [Multiple, Increase Every 5 Purchases]
Adds one Stamina Point to your Stamina Pool.

Strong Grip, 40 CP [Multiple, Increase Per Purchase]
Usage: Per Purchase
Resist Disarm

Social Skills

Tamed Lands Skill Tree – The skilled diplomat averting a hostile encounter by knowing who to talk to, or the researcher who wants to know how the world – and more importantly its people – works.

Contacts – Contacts are people you can reach out to for information between games. They may not always have the answers you’re looking for, and sometimes they may expect something in return for the information given. Sure, you may get away with refusing to assist them, but burning a contact will come back to haunt you.

Contact: Merchant, 30 CP [Single Purchase]
Usage: Between Events
You know someone of importance in the merchanting world who can get you information and/or assistance with most things dealing with the buying and selling of legitimate goods. The merchant contact can be of specific types of items, or one who sells a wide range of goods, the trade-off being you’re more likely to get better results from a specialist than a generalist.

Contact: Political, 30 CP [Single Purchase]
Usage: Between Events
You know someone of importance in the political arena who can get you information and/or assistance with most things political.

Contact: Underground, 40 CP [Single Purchase]
Usage: Between Events
You know someone of importance in the underground arena who can get you information and/or assistance with most things shady or illegal.
Such contacts could be a fence (someone who facilitates trades for contraband materials), a high-ranking dark guild member (thieves, smugglers, assassins), or a corrupt law enforcement official.

Cultural Studies: Tamed Lands, 30 CP [Multiple, Increase Per Purchase]
Usage: Between Events
Your observance of the cultural norms allows you to research cultures based in the Tamed Lands. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Cultural Studies: Wastelands, 30 CP [Multiple, Increase Per Purchase]
Usage: Between Events
Your observance of the cultural norms allows you to research cultures based in the Wastelands. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Cultural Studies: Wylds, 30 CP – [Multiple, Increase Per Purchase]
Usage: Between Events
Your observance of the cultural norms allows you to research cultures based in the Wylds. Multiple purchases allow you to generate more research results for one or more subjects per event. Applying this skill to one subject multiple times will produce broader and more detailed information.

Linguistics, 20 CP [Multiple, Increase Every 5 Purchases]
Usage: Once Per Purchase
Your knowledge of languages allows you to communicate with sentient beings who may not be able to speak the common tongue. Each purchase of this skill will allow (only) you to communicate with a sentient being for the duration of the exchange or a maximum of 15 minutes. State “Linguistics” to use.

Research Assistant, 40 CP [Single Purchase]
Usage: Between Game
Your training has made you valuable in assisting someone with a research project and allows them to get more information from a research attempt. You will receive a copy of their research results and bonus information will be granted if you are skilled in the area being researched.

Rumor Mongering, 20 CP [Multiple, Increase Per Purchase, Max 3]
You’ve developed a knack for hearing things. They aren’t always important things, nor are they necessarily strictly true, but you hear them.
With the first purchase of this skill you will get a write up of any rumors currently circulating with your character sheet at check in.
The second purchase of Rumor Mongering will allow you to submit a rumor to be added to the rumors circulating during the next event. Rumors must be submitted to cast (via emailing rumors@sustainablecollapse.com) two weeks before the event.
The final purchase of this skill will give you hints as to which rumors have truth to them.

Stealth Skills

Wastelands Skill Tree – Not all who would defend themselves, their homes, and those they love, will charge forth with sword or gun shining in the sunlight. Some prefer the hidden hand and striking from the shadows. Stealth called attacks use Agility Points and purchasing a Stealth Skill adds enough Agility Points to your Agility Pool to use the skill once. Certain spells or abilities may be able to temporarily reduce the Agility cost on skills. The Agility cost can never be reduced below 1.

Agility, 40 CP [Multiple, Increase Every 5 Purchases]
Adds one to you Agility Pool

Backstab, 40 CP [Multiple, Increase Per Purchase]
Usage: 2 Agility
State “Stealth 2” before striking. Strike must be delivered from behind and both feet planted.
First purchase of this skill adds 2 Agility Points to your Agility Pool.
All additional purchases of this skill increase the damage by 1.

Dual Wield, 20 CP [Multiple, Increase Per Purchase, Max 3]
First Purchase allows you to wield a small (10” max), and long weapon
Second Purchase allows you to wield a short and long weapon
Third Purchase allows you to wield two long weapons

Hamstring, 40 CP [Single Purchase]
Usage: 3 Agility
State “Maim” immediately before attacking. Attack must land on an arm or leg.
A maimed limb cannot be used unless splinted or healed. Ex. If your left leg is maimed you may not stand, walk, or push yourself around on the ground with it. It must remain immobile.
Purchasing this skill adds 3 Agility Points to your Agility Pool

Hit the Deck, 50 CP [Single Purchase]
Usage: 4 Agility
When hit with a called Gun Skill you can yell “Hit the Deck” and place both hands and a knee on the ground. This cancels the effect and damage of the shot. The attacker does not regain the expended skill.
Purchasing this skill adds 4 Agility Points to your Agility Pool

Nerve Strike, 30 CP [Single Purchase]
Usage: 2 Agility
State “Pain” before attacking. Target struck by Pain must make 3 points of contact with the ground before being able to get back up (ex. 2 Knees and a hand.)
Purchasing this skill adds 2 Agility Points to your Agility Pool

Strong Grip, 40 CP [Multiple, Increase Per Purchase]
Usage: Once Per Purchase
Resist Disarm

Sweep, 40 CP [Single Purchase]
Usage: 3 Agility
State “Knockdown” immediately before attack.
The strike must land on the torso or legs of your target. Target must SAFELY fall flat onto their back and give a quick five count before they can get up again.
A shield will not block this skill.
Purchasing this skill adds 3 Agility Points to your Agility Pool

Waylay, 50 CP [Single Purchase]
Usage: 3 Agility
State “Slumber” before striking with your weapon. Strike must be delivered from behind and with both feet planted.
Purchasing this skill adds 3 Agility Points to your Agility Pool

Survival Skills

Wastelands Skill Tree – The World of Mirhanan can be an unforgiving place and those born in the Wastelands are all too familiar with this. Being able to be self-reliant for one’s own survival is paramount. These skills won’t ever replace a talented healer, but they may keep you alive long enough to find one.

Avoid Trap, 40 CP [Multiple, Increase Per Purchase]
Usage: Per Purchase
State “Avoid” after triggering a trap to resist the effect.

Cure Poison, 20 CP [Single Purchase]
Usage: As Components Allow
Having the right plant at the right time can ease the suffering of someone under the effects of poison or venoms. When you purchase this skill, you will be provided the correct component for identification and use.

Karma, 20 CP [Single Purchase]
Usage: Per Purchase
Instead of starting your dying at the end of your bleed out count, you are restored to 1 health.

Poultice, 30 CP [Single Purchase]
Usage: As Components Allow
Out in the wastes where healers and medical professionals are far and few between, you learned the arts of herbal remedies. With the right plant component and a bandage, you can dress a wound that will provide an additional effect.
You will be given a component with its effect when at check in the event you first purchase this skill. Other components and their effects can be researched between games by turning a component in at check out.

Radiation Tolerance, 40 CP [Multiple, Increase Per Purchase, Max 3]
Usage: Special
When in Radiations Zones, your Rad Count can exceed your Health Pool by one per purchase before suffering from Radiation Effects.

Scavenging Urban, 60 CP [Multiple, Increase Per Purchase]
In your travels you have learned the signs to identify where non-perishable items can be found. While these items tend to be limited in scope, they have the advantage of not expiring at the end of the event. Such items may include wood, raw ore, minerals, or glass. This list is not comprehensive.
You may purchase this skill three times. Each purchase grants you a pull from the Non-Perishable Scavenging bag at check in.

Scavenging Woodlands, 60 CP [Multiple, Increase Per Purchase]
Surviving in the woodland areas of the wastelands, you have learned the growth and habitat locations of plants and wildlife. While these items expire at the end of the event (unless properly preserved) they tend to have a wider variety of usage over the urban scavenged items. Such items may include plants, insects, and reptiles. This list is not comprehensive.
You may purchase this skill three times. Each purchase grants you a pull from the Woodland Scavenging bag at check in.

Splint, 20 CP [Single Purchase]
Usage: As Components Allow
With this skill you are able to mobilize someone with a maimed leg. After a minute of RP with a bandage the person is able to walk at a slow pace. This does not heal the leg, only allows for the person to walk on it.

Stabilize, 20 CP [Single Purchase]
Usage: Special
Purchasing this skill allows you to suspend someone’s bleed out count. It does not heal any vitality or restore consciousness. You, or a person you designate, must stay within arm’s length and take no actions besides role playing applying pressure to the wound in order to keep the bleed out count suspended. You may move the stabilized person at a slow walk with the assistance of another person to carry them. The target’s bleedout count resumes if they take any damage, or the person “applying pressure to the wound” stops for any reason.