Scouting Lore

Creature Lore

A character with creature lore knows the ins and outs of fighting particular monsters, and can share this with their allies, given time.

Creature Lore increases the damage and dodge bonus of characters who receive it. This includes the character giving the advice. A character gains a Creature Lore bonus by listening to advice given by a character with the Creature Lore skill. This advice takes a minimum of a minute to use and must be relevant to the creature being fought. The decision if advice if effective is made by the GM and general consensus. The character giving the advice always receives the bonus themselves.

A character gains Creature Lore equal to the Rec Creature level of the character giving the advice as follows:

Level Bonus
Proficiency No Bonus
Specialisation +1
Expertise +2
Mastery +3
Advanced Mastery +4
Legendary Mastery +5

Creature Lore bonuses last for 15 minutes. A character can only be the recipient of 1 Creature Lore bonus at a time. There is no limit to the number of Creature Lore bonuses a character may attempt to provide during a day. A character may only provide one Creature Lore bonus at a time.

A character can give Creature Lore bonuses to groups of creatures depending on their Creature Lore level. More skilled characters can give more broadly applicable advice. These lists are not exclusive. If an exotic creature appears on a game, the GM should be consulted for if a character’s Creature Lore level is sufficient, using the Rec Creature level as a guideline.

Creature Lore Proficiency

Creature Lore Specialisation

Creature Lore Expertise

Creature Lore Mastery

Creature Lore Advanced Mastery

Creature Lore Legendary Mastery

Human/Barbarian/Amazon Warrior Priest Scout Mage
Creature Lore Proficiency 15 20 10 15
Creature Lore Specialisation 22 30 15 22
Creature Lore Expertise 33 45 22 33
Creature Lore Mastery 49 67 33 49
Creature Lore Advanced Mastery 74 100 49 74
Creature Lore Legendary Mastery 110 150 74 110
Elf Warrior Priest Scout Mage
Creature Lore Proficiency 15 20 10 15
Creature Lore Specialisation 22 30 15 22
Creature Lore Expertise 33 45 22 33
Creature Lore Mastery 49 67 33 49
Creature Lore Advanced Mastery 74 100 49 74
Creature Lore Legendary Mastery 110 150 74 110
Half-Elf Warrior Priest Scout Mage
Creature Lore Proficiency 15 20 10 15
Creature Lore Specialisation 22 30 15 22
Creature Lore Expertise 33 45 22 33
Creature Lore Mastery 49 67 33 49
Creature Lore Advanced Mastery 74 100 49 74
Creature Lore Legendary Mastery 110 150 74 110
Half-Orc Warrior Priest Scout Mage
Creature Lore Proficiency 22 30 15 22
Creature Lore Specialisation 33 45 22 33
Creature Lore Expertise 49 66 33 49
Creature Lore Mastery 74 99 49 74
Creature Lore Advanced Mastery 110 149 74 110
Creature Lore Legendary Mastery 165 223 110 165
Half-Ogre Warrior Priest Scout Mage
Creature Lore Proficiency 30 40 20 30
Creature Lore Specialisation 45 60 30 45
Creature Lore Expertise 66 90 44 66
Creature Lore Mastery 99 134 66 99
Creature Lore Advanced Mastery 149 201 100 149
Creature Lore Legendary Mastery 223 302 150 223

Forager Lore

Coming Soon

Trap Lore

Setting up a trap requires 30 seconds of concentration +10 seconds for each level of a trap, representing the preparation to craft and place a workable trap that can harm or hinder someone. As part of this process, the Player must place a phys-rep for the trap at the location the trap is. Traps are phys-reped by a length of cord or rope laid on the floor in a color appropriate to the level of the trap as follows:

Trap Level Phys-rep colour
Proficiency, Specialisation Yellow
Expertise, Mastery Blue
Advanced Mastery, Legendary Mastery Green

A character can set up as many traps as they have appropriate phys-reps and suitable OOC locations of a trap and time to set them up. Traps must not be placed in ways which violate the safety guidelines or create trip hazards.

Traps can be identified with the Recognise Tracks skill. This requires Recognise Tracks equal to the trap maker’s trap level. A player can disarm any Trap they know how to make, as long as they can successfully identify it.

Example: Nate has Rec Tracks Mastery and knows how to make Spike Trap 2s. He finds a Trip Trap, needing Rec Tracks proficiency, when patrolling. He cannot disarm it.

Later Nate finds a Spike Trap 14, needing Rec Tracks Mastery to identify. As he knows how to make Spike Trap 2s, he can disarm the trap.

Later Nate sees Gaheris fall into a Spike Trap 18, needing Rec Tracks Advanced Mastery to identify. Even if he knew where the trap was placed roughly, by seeing the enemy trapper prepare something for example, as he could not identify this, he could not disarm it.

Traps can only be activated by the trap-maker, who can trigger any trap they are in line of sight of at will. Traps affect the closest player or monster to the trap when triggered, within a 5ft radius of the marker. A player can choose not to activate a trap if they so wish.

Example: Nemesis is fleeing towards the party from an angry Troll she’s insulted. Brightleaf decides not to trigger the Spike Trap she’s prepared when Nemesis runs over it but instead wait until the Troll following her does.

A trap maker can trigger the trap by calling Time Stop, followed by Trap!.
The victim caught by the trap will take the effect listed on the Trap or called out by the Trapmaker, pick up the phys-rep, (the trap has been used up) and return the phys-rep to the player trapmaker if able, or if not a monster or the GM.

A player is responsible for retrieving their phys-reps when the players leave a location. Repeated failures to collect trap phys-reps will incur negative points.

All effects caused by traps are Natural. Spell Immunity, Path/School Resistance and Disruptive Aura have no effect on traps.

A player can combine multiple traps they know by purchasing the Multi-trap skill. The order in which the traps trigger is determined when they buy the skill.

Low Level Skill to learn
Level 0 Level 1 Level 2 Level 3 Level 4
Proficiency Proficiency Specialisation Specialisation Expertise
Trip
Global Entangle Double Global Entangle
Thunder Clap 1 Thunder Clap 2
Flash 1 Flash 2
Spike Trap 2 Spike Trap 4 Spike Trap 6 Spike Trap 8 Spike Trap 10
Subdue Spike Trap 2 Subdue Spike Trap 4 Subdue Spike Trap 6 Subdue Spike Trap 8 Subdue Spike Trap 10
High Level Skill to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
Expertise Mastery Mastery Advanced Mastery Advanced Mastery Legendary Mastery
Mass Trip
Triple Global Entangle Quadruple Global Entangle Quintuple Global Entagle
Thunder Clap 3 Thunder Clap 4 Thunder Clap 5
Flash 3 Flash 4 Flash 5
Spike Trap 12 Spike Trap 14 Spike Trap 16 Spike Trap 18 Spike Trap 20 Spike Trap 22
Subdue Spike Trap 12 Subdue Spike Trap 14 Subdue Spike Trap 16 Subdue Spike Trap 18 Subdue Spike Trap 20 Subdue Spike Trap 22
Trip

Duration: Instantaneous
Target: Person
Resisted by: Dexterity
Effect:
Causes any plants around the targeted character to tangle together, which trip him if he’s moving (the player should fall to his knees). If there are no ground level plants in the area, the spell has no effect.

You cannot Trip someone who is in the process of getting out of a Grip i.e. has just one leg free.

A usable Dexterity of 4 is sufficient to avoid the effects of Trip.

Mass Trip

Duration: Instantaneous
Target: Area (10’ Radius)
Resisted by: Dexterity
Prerequisite: Trip
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Trip.

<Strength> Global Entangle

Duration: 15 minutes
Target: Person
Resisted by: Strength
Effect:

Global Entangle traps causes nets, plants or webbing to entangle all limbs on a target. A character with at least <Strength> can break the hold, taking 5 seconds per entangled location. A target who has been Global Entangled is a valid target for Backstab from any direction.

Flash <n>

Duration: 10 seconds
Target: Person
Resisted by: Toughness
Effect:
Any target with Toughness less than <n> is blinded (see The System for a description of this effect). With the following additional penalty:

  • The first attack (melee/missile/thrown/touch/spell/miracle etc.) the character makes within the 10 seconds automatically misses.
Thunder Clap <n>

Range: 10’ radius
Duration: 10 seconds
Target: Person
Resisted by: Toughness
Effect:
The caster claps his hand at the end of the vocals and calls “Thunder Clap <n>”. Any character with Toughness less than <n> is stunned for 10 seconds (unable to do anything but stagger around).

Spike Trap <n>

Duration: Instantaneous
Target: Person
Resisted by: Normal Armour, Immolate.
Effect:
Causes (N) Piercing Normal Damage to each leg as the target’s own weight drives them into the hidden spikes. Forager Lore abilities which do not cause damage, such as Weakness Blade, may be applied to Spike Trap but spells and miracles cannot be. Immolate makes a target immune to Spike Trap.

Subdue Spike Trap <n>

Duration: Instantaneous
Target: Person
Resisted by: Normal Armour, Immolate.
Effect:
Causes (N) Piercing Normal Subdue Damage to each leg as the target’s own weight drives them into the hidden spikes. Forager Lore abilities which do not cause damage, such as Weakness Blade, may be applied to Spike Trap but spells and miracles cannot be. Immolate makes a target immune to Spike Trap.

Human/Barbarian/Amazon Warrior Priest Scout Mage
Create Trap 4 x Level 6 x Level 2 x Level 6 x Level
Elf Warrior Priest Scout Mage
Create Trap 6 x Level 9 x Level 3 x Level 9 x Level
Half-Elf Warrior Priest Scout Mage
Create Trap 6 x Level 9 x Level 3 x Level 9 x Level
Half-Orc Warrior Priest Scout Mage
Create Trap 4 x Level 6 x Level 2 x Level 6 x Level
Half-Ogre Warrior Priest Scout Mage
Create Trap 9 x Level 12 x Level 6 x Level 12 x Level