Professional Skills – Academic and Crafting

Fighting applies to a broad range of people in the Rising of Chaos to the extent that almost all characters are likely to have trained in combat. Professional skills cover the areas of speciality that you might have as a “job” such as physician or hunter.

What kind of skills are there?

  • There are four groups of professional skills:
    • Academic and Crafting – The Academic side covers your “Book Learned” skills and how you have applied them to your character. Examples such as Engineering and Lore fall into this category. The Crafting side covers your “Hands On” skills of making and building and how you have applied them to your character. Examples such as Alchemist and Artificer fall into this category.
    • Aptitude – These cover your “Natural” and “Outdoorsy” skills with examples such as Hunting people and Natural Intuition falling into this category.
    • Chirurgical – These cover your skills as a physician, healer and immunologist with examples such as Bandaging and Splinting.
    • Casting – These are alien to real life and cover the skills that you need to be a successful magic user in RoC. They will need a read through to get your head around.

How do I gain these skills?

  • Some of them you choose when you start and they will determine your profession.
  • The rest you buy with Endeavour

Do they work in a different way?

  • The Majority of these skills let you use the Omni Deck to see if you can achieve something
  • Some skills just require roleplaying
  • Others will have variation but will be described in their section. 

Academic and Crafting Skills

Skill and Cost in Endeavour Description  
Lore- 1 Lore is your knowledge of a chosen field from the Lore Lists (insert link to lore lists). When you have this skill you will be able to interact with Lore Feat Sheets and receive system handouts of relevance at the start of the event.
Lore Adept – 2 Each buy permanently adds one suit to all Lores previously learned with the Lore skill above  
Alchemical Ken- 2 Allows you to interact with Alchemical Feat Sheets and represents your ability to identify potions, poisons and tinctures. Each buy past the first allows you to permanently add one suit to any check of this type that you make.
Tinkering – 2 Allows you to interact with Tinkering Feat Sheets and represents your ability to alter, repair and incapacitate Mechanically Based Devices. Each buy past the first allows you to permanently add one suit to any check of this type that you make.
Engineering – 2 Allows you to interact with Engineering Feat Sheets and represents your ability to alter, repair and incapacitate Mechanical. Each buy past the first allows you to permanently add one suit to any check of this type that you make.
Alchemist – 1 Allows you to brew potions and poisons on events and in downtime; characters start with two Rank 1 recipes and may buy more with in character Money. Alchemical Feat Sheets may be attempted on event to brew potions with difficulties and ingredients indicated by the recipe sheet. Each buy past the first allows you to permanently add one suit to any check of this type that you make.

 

Characters with Alchemist may brew up to Rank 4 Alchemical Recipes.

Craft Foci – 1 Allows you to craft magical Foci (link to Foci) on events and in downtime; characters need magical resources to create the Foci. Foci Feat Sheets may be attempted on event to make Foci with difficulties and resources indicated by the Foci Lists.

                                                                                                             

Each Purchase increases the level of Foci you can craft by one step.

Crafter – 1 Allows you to create machined parts for Engineering and Tinkering efforts on events and in downtime. Many Feat Sheets will have a crafting option which allows the character to produce resources from a device that can be used for other skills.
Smith – 2 Allows your character repair Weapons, Armour and shields on event. Characters may interact with Equipment Damage on Feat Sheets. Each buy past the first allows you to permanently add one suit to any check of this type that you make.

Lores

  • There are many Lores which represent your knowledge of things that are happening around you on event or in downtime.
  • When called for they may be labelled “Generically” i.e. Magic or “Specifically” i.e. Wyld.
  • If you have a Lore which falls into the Generic list and a Feat Sheet calls for a Generic Skill Test, magic and Wyld in this case you may attempt the test.
  • If a Feat Sheet asks specifically for Wyld you must have that Lore to make that test.

Magical Lores

Lore Brief Description
Focus IS: Your understanding of the workings of the magic of Faith and how it affects those that use it and the world around them

IS NOT: An understanding of the teachings of the Divine beings that guide the people of faith.

Psionic IS: Your understanding of the workings of the magic of the Mind and how it affects those that use it and the world around them

IS NOT: An understanding of the way that the Astral functions nor the White and what lurks within it.

Wyld IS: Your understanding of the workings of the magic of Wyld and how it affects those that use it and the world around them

IS NOT: An understanding of the Gillieabad and the structure of rituals and how they specifically function.

Source IS: Your understanding of the workings of the magic of The Source and how it affects those that use it and the world around them

IS NOT: An understanding of Daemons, the insidious nature of corruption or the inner workings of the Colleges.

Weave IS: Your understanding of the workings of the magic of the Weave and how it affects those that use it and the world around them

IS NOT: An understanding of the Strange nor a full knowledge of the performances of history and the power of the Mockingbird Lords.

Vorokian IS: Your understanding of the workings of the magic of The Magic of the Vorokian Worlds and how it affects those that use it and the world around them

IS NOT: An understanding of each Vorokian Race, the power that is hidden in their worlds or the workings of their Colleges.

Magical Academia

Lore Brief Description
Divine (National) IS: Your knowledge of a specific Nations Pantheon within a society, their teachings and how prayer functions.

IS NOT: Your knowledge of how their magic works or heretical matters.

Nexus IS: Your knowledge of the history of the Nexus, the Colleges teachings and the power of Convocation

IS NOT: Your knowledge of how Source magic works or corruption.

Astral IS: Your knowledge of the history of the Astral, how that knowledge has been interpreted and how circles work.

IS NOT: Your knowledge of how Psionic magic works or White.

Gillieabad IS: Your knowledge of the ranks of the Gillieabad and their structure, how their rituals work and their history.

IS NOT: Your knowledge of how Wyld magic works or Abominations.

Legends IS: Your knowledge of the Ancient Stories that affect the world, their points of power and how summoning their power works or Strange

IS NOT: Your knowledge of how Weave magic works or corruption.

Vorok Core IS: Your knowledge of the worlds of the Vorokian, how the Nexus affected their world and how their Convocations worked.

IS NOT: Your knowledge of how Vorokian magic works or corruption.

Supernatural Creatures

Lore Brief Description
Daemon IS: Your knowledge of Daemons, their strength, weaknesses and evolutions

IS NOT: Your knowledge of the Shadowed Lands or Corruption.

Angelic IS: Your knowledge of Angels, their strength, weaknesses and evolutions

IS NOT: Your knowledge of the heavens or heresy.

Returned IS: Your knowledge of the walking Dead, their strength, weaknesses and evolutions

IS NOT: Your knowledge of how Focus magic works or heresy.

Dahinn IS: Your knowledge of the Dahinn, their strength, weaknesses and evolutions

IS NOT: Your knowledge of how Dahinnist magic works or The Hollowing.

Lycan IS: Your knowledge of Lycanthropes, their strength, weaknesses and evolutions

IS NOT: Your knowledge of the curse of these creatures.

Fae IS: Your knowledge of The Fae, their strength, weaknesses and evolutions

IS NOT: Your knowledge of Eidelos or their stories.

Anthropological

Lore Brief Description
Basanic IS: Your knowledge of the culture of the Royal Basin

IS NOT: Anything else

Rhygahrean IS: Your knowledge of the culture of Rhygahrea

IS NOT: Anything else

Iskarani IS: Your knowledge of the culture of the Iskarani

IS NOT: Anything else

Ancestral IS: Your knowledge of the culture of the Ancestral

IS NOT: Anything else

Dragon Empire IS: Your knowledge of the culture of the Dragon Empire

IS NOT: Anything else

Drayel Vork IS: Your knowledge of the culture of the Frozen North
Kuldarian Monarchies IS: Your knowledge of the culture of the Kuldisar Lands

IS NOT: Anything else

Daer Akmirian

Lore Brief Description
Myth IS: Your knowledge of the legends of a land (Choose One)

IS NOT: The understanding of the Weave

Underworld IS: Your knowledge of the criminal world of a land (Choose One)

IS NOT: Your knowledge of the Dead

Law IS: Your knowledge of the culture of the legal systems of a land (Choose One)

IS NOT: Anything else

Plants IS: Your knowledge of Plant life

IS NOT: Your knowledge of things hidden on people to incriminate them

Beasts IS: Your knowledge of the Animals

IS NOT: Anything else

Military IS: Your knowledge of Military history, units and famous officers of a land (Choose One)

IS NOT: Anything else

Mercantile IS: Your knowledge of Merchant rivalries, how to do accounting and famous merchants

IS NOT: Anything else

Professional

Lore Brief Description
Antiquities IS: Your knowledge of rare or lost mundane items of great value, their locations and the stories around them

IS NOT: Anything else

Relics IS: Your knowledge of enchanted items, their properties and how to make them work

IS NOT: Anything else

Artificing IS: Your knowledge of how enchanted items are made and those that make them.

IS NOT: Anything else

Alchemy IS: Your knowledge of Potions, tinctures, unguents and those that make them

IS NOT: Your knowledge of turning lead into gold

Medicae IS: Your knowledge of medical procedures, famous physicians and medical equipment

IS NOT: Anything else

Engineering IS: Your knowledge of famous public works, design work and Engineers of days gone past.

IS NOT: Anything else

Geology IS: Your knowledge of the properties of rare resources, minerals, where to find and how to extract them

IS NOT: Anything else