Skills

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Combat Skills

Combat skills determine the weapons and armour your character can use and the number of times you can be hit in combat.

Anyone can...

  • All characters start with one body hit - a single blow in combat will incapacitate them
  • All characters can use a small weapon such as a dagger up to 18" long in combat
  • All characters may choose to be ambidextrous and use a weapon in either or both hands
  • All characters can wear any armour to gain one extra body hit. This armour must cover at least three body locations, where the six possible locations are head, torso, two arms and two legs

Skills are needed to...

  • A skill is required to use any weapon longer than 18"
  • A skill is required to use a shield
  • A skill is required to gain more body hits when wearing appropriate cultural armour

Use one handed weapon

You can use swords, clubs, axes and maces of between 18" and 36" long.

Use two handed weapon

You can use staves, swords, clubs, axes and maces between 36" and 72" long held in two hands.

Use spear

You can use a spear or javelin in melee using one or two hands. Spears are between 36" and 84" long and must have collapsible tips. Javelins are between 30? and 36? long, must have collapsible tips and must be safe for throwing. This does not allow you to throw javelins unless you also have the ‘throw javelin’ skill.

Throw javelin

You can throw javelins. This does not allow you to use javelins as melee weapons unless you also have the ‘use spear’ skill. Javelins are between 30" and 36" long, must have collapsible tips and must be safe for throwing.

Use missile weapon

You can use bows and slings as missile weapons. Crossbows are not permitted at Odyssey.

Use armour and shield

You can wear culturally appropriate armour to gain three additional body hits rather than one. You can also use a shield. See here for more information on cultural armour.

Extra hit

You can take one additional blow in combat before becoming incapacitated for each time you pick this skill.

Resilience

You are more likely to survive life-threatening wounds. See here for more information.


Priest Skills

Priest skills are concerned with the interaction between the gods and mortals. Priests have a measure of standing with the gods called kudos. See below for more detailed discussions of priest skills by nation.

[Skills - Rome] [Skills - Carthage] [Skills - Egypt] [Skills - Greece] [Skills - Persia] [Skills - Hellas Phoenicia]

Anyone can...

  • All characters may participate in ceremonies led by priests and ask a priest to make a sacrifice on their behalf
  • All characters can, if willing and not incapacitated, travel through a Gate of Horn between a nation’s homeland and Atlantis where the Annual is held
  • All characters except warleaders can, if willing and not incapacitated, travel through the Gates of Ivory to other lands on quests
  • All characters may be prepared for the afterlife by a suitably skilled priest of their nation

Skills are needed to...

  • A skill is required to sacrifice to the gods
  • Skills are required to open the Gates of Horn and the Gates of Ivory
  • A skill is required to prepare a body for burial

Open Gate of Horn

You can open the magical Gate of Horn between Atlantis and your nation’s homeland; or between Atlantis and the home of the gods.

Part of the home of the gods is the Chamber of the Great Game. This is where Great Game challenges are declared and is shared by all the priests attending the Annual. Only priests and their attendants may travel to the home of the gods or the Chamber of the Great Game.

To meet the gods will usually require an invitation to open the gate at a specific time. Whilst there, any priest may petition the gods for a number of things such as granting or removing blessings from members of your nation, advice or guidance.

Open Gate of Ivory

You can open the magical Gate of Ivory between Atlantis and other lands. To send a group on a quest through a gate you will need to be present at an appropriate time and have knowledge of the destination gate.

Gates can remain open for a fixed time only or can close immediately behind a group and will need to be opened from the destination for adventurers to return. Gates of Ivory may only allow the passage of a limited number of adventurers.

Opening a Gate of Ivory for a quest requires 10 seconds of roleplaying. Openign a Gate of Ivory for a funeral or human sacririfce requires a period of roleplay appropriate to the activity being undertaken, but certainly not less than 30 seconds.

You may perform a rite over the body of a dead member of your nation and send their soul through a Gate of Ivory to the afterlife. This may affect your kudos with the god of death of your nation.

Only characters of the same nation as you may use a Gate of Ivory that you have opened.

A referee must to be present when using Gates of Ivory.

To perform a human sacrifice, as demanded by some gods, the skill ‘open Gate of Ivory’ is required.

Ceremony

You may perform a ceremony to make sacrifices to the gods. This will increase your kudos and make the gods more sympathetic to you.

You may perform a ceremony to make sacrifices to the gods. This will increase your kudos and make the gods more sympathetic to you.

Ceremonies may also be used to draw the attention of gods to a place if required as part of a quest.

You may perform a short ceremony at the start of an arena battle to announce a warleader. If that warleader wins then this increases your personal kudos; if they lose then kudos is lost. This may only be done by one priest per warleader per battle.

The ‘ceremony’ skill is not appropriate for the sacrifice of specific items. Characters are welcome to roleplay the use of the skill in any number of culturally appropriate ways, but referees will only record the quintessence and coin used. Sacrifices should be placed in the bags available with the appropriate slip and handed to a crew member or to GOD. We would hope that the roleplay itself is its own reward.

If the gods have asked for the sacrifice of a specific item, this should be delivered directly ot them in the Home of the Gods via Gate of Horn.


Philosopher Skills

Philosopher skills change the world in some way, either using knowledge of the balance of the four humors in the human body to heal wounds or making greater changes to the world at large by performing rites knows as mysteries. Mysteries are powered by applying a magically pure form of one of the four elements, known as quintessence. Philosopher skills are strongly linked to the blood and nation of the philosopher. Effects, whether the application of quintessence or physician skills, normally only work on others from the same nation as the philosopher.

Anyone can...

  • All characters can recognize and carry the different types of quintessence
  • All characters may use preparations made by philosophers - normally in the form of potions, dusts, salves, vapours or oils
  • All characters can observe whether a character is wounded, incapacitated or dead

Skills are needed to...

  • A skill is required to use raw quintessence to perform a mystery, to produce either a preparation or a magical effect
  • A skill is required to restore lost body hits to a wounded character

Note

  • The physician skill and many mysteries you perform will only work on members of your own nation

Apply quintessence

  • You can perform mysteries to create potions and other magical effects

You are able to use the appropriate type of quintessence in a mystery. There is one skill for each of the types of quintessence: air, earth, fire and water. If you have any apply quintessence skill then you are also able to use blood and coin in these magics.

Air is the foundation of offensive powers; it is used to strike harder and make characters stronger. Earth is the base of defensive magic; it can protect and repair. Fire is the source of curses and destructive change; it is used to wound, infect and kill. Water magic is soothing and healing; it can restore health and vitality.

Physician

  • You can heal a wounded character to restore lost body hits.
  • If you treat an incapacitated character then their chance of survival is greatly increased

You can treat the wounds of another character who is from the same nation as you. This includes restoring lost body hits and treating characters who have been incapacitated. This is the most effective way to heal a character and stop a character dying.

You can use these skills on another character or on yourself as long as you are not incapacitated.


Warleader skills

Warleaders who do not choose a kit can pick two skills from this list.

  • Use one-handed weapon
  • Use two-handed weapon
  • Use spear
  • Throw javelin
  • Use missile weapon
  • Use armour and shield
  • Extra hit (May be chosen more than once)
  • Resilience

Champion skills

Champions who do not choose a kit can pick four skills from this list.

  • Use one-handed weapon
  • Use two-handed weapon
  • Use spear
  • Throw javelin
  • Use missile weapon
  • Use armour and shield
  • Extra hit (May be chosen more than once)
  • Resilience

Priest skills

Priests who do not choose a kit can pick two skills from this list.

  • Ceremony
  • Open Gate of Horn
  • Open Gate of Ivory
  • Use one-handed weapon
  • Extra hit
  • Resilience

Philosopher skills

Philosophers who do not choose a kit can pick two skills from this list.

  • Apply air quintessence
  • Apply earth quintessence
  • Apply fire quintessence
  • Apply water quintessence
  • Physician
  • Use one-handed weapon
  • Resilience