General skills are available to all characters.
Skills followed by a number or range of numbers indicate a levelled skill, this skill has multiple levels, with higher levels having different effects. To purchase a levelled skill you must have the previous levels (e.g. to purchase first aid 3 to treat somebody you must have first aid 1 and 2) in addition to any other pre-requites. The XP cost represents the XP cost per level.
Skills without a number are non-levelled: there is no progression for them, you buy them only once unless specified in the skills description.
For every four levels of Health, Fitness and Fortitude (in any combination) you gain 1 extra body hit on each location.
Level 1:
The ability to recognise wounds on examination: with the call "Recognise Wounds" whilst examining another character, you will be told how many hit points each location has remaining and how much damage it has taken. If you are bleeding to death you should give the number of seconds you've been bleeding on each location to the caller. Note that this requires a physical examination - it is not in general possible to pull this off on a conscious character without them realising and giving their consent. (Note that there may be other ways of making the Recognise Wounds call which do not require a physical examination.)
Level 2:
The ability to stop a location bleeding with at least ten seconds of appropriate roleplay, which must include tying a bandage physrep of some description to the affected location.
Level 3:
The ability to stop all locations on a person from bleeding with at least ten seconds of appropriate roleplay, which should involve tying at least one bandage physrep to at least one location (and preferably one to each affected location). Also, the ability to call DETECT ALCHEMICAL and RECOGNISE DISEASE on a creature (this call informs you if the creature is under the effect of any alchemical substances or diseases and may give you some information about the disease) while examining them.
Level 4:
The ability to raise a location from 0 to 1 with at least thirty seconds of appropriate roleplay, which should involve props suitible for some kind of medical procedure.
Level 5:
The ability to perform significant surgical tasks. Provided with the remains of the limb, may (usually) raise a limb from 'permanently maimed / lost' to 0 with at least five minutes of appropriate roleplay, which should involve props suitable for major surgery. In exceptional circumstances it may be decided that a limb was destroyed and hence you cannot retrieve the remains to perform this procedure, but it is the responsibility of a ref to tell you this before you start or soon after you commence the operation - you do not have to fetch a ref to begin the surgery process. You may also be able to perform other major feats of surgery with this skill, but you should always fetch a ref for that purpose.
Surgery from First Aid 5 cannot do everything that is possible in the modern day. Reattaching limbs and restoring hit points is possible in order to reduce the need for people to phyrep missing limbs, and because limb loss is an explicit part of the hit and damage system. However in most other respects, surgery and the understanding of the body is more at pre-enlightenment levels. The main difference between surgery in treasure trap and medieval surgery is that with the various methods of supernatural healing available, there's a much better safety net in case of complications. Through supernatural healing and alchemy, it will often be possible to quickly heal somebody up afterwards, although they may experience other long term effects.
Things First Aid V can do well include general assistance with childbirth and midwifery up to and including Caesarian section, resetting old broken bones, pulling teeth, removing growths and removing weapons lodged in people.
Things that are outside the scope of First Aid 5 include transplanting organs, fixing severely damaged organs and similar complex internal diagnoses and repairs.
Players may cut subjects up as much as they like with FA 5 (all the rules above cover is the usefulness of such endeavours), but they should be aware if they have done extreme physical damage such as removing organs or making large openings in people's bodies, First Aid itself may be insufficient to put the subject back together again. There is basically no medical literature on the subject of the internals of the body in living humans (the general approach being 'sew it back together as quickly as possible and hope nothing vital fell out'). In very few places have there been surgeons of sufficient skill, and priests able to provide sufficient healing, to repair the damage from exploratory surgery. Autopsies are in general considered desecration of the dead, and so are less widely performed than might be expected.
To perform first aid you require at least 1 arm to have 1 or more hits.
Your character will receive an extra 5 Shillings at the beginning of each interactive for each level of this skill. A source of this income should be specified; it should not be a source that is already covered by a mechanism somewhere else in these rules (potion selling is the most common example).
This skill is not subject the the restrictions level pre-requisites (you can buy up to income 3 at level 1 as long as you have a proper justification.)
The character understand one other (named) language. This skill may be taken multiple times (once for each additional language) and is not subject to double-buying penalties. All characters are assumed to be fully literate in all languages they know (their starting languages and any they buy with this skill). If you wish your character to be illiterate please note it on the character sheet so the refs know.
If you wish to buy this skill after character creation, you must find someone to teach you the language.
Some suggested languages (and these are good suggestions, as they actually exist and will sometimes be useful; other languages can be chosen, but it would be good to have a quick chat to the Ref team about them):
Romish: The logical, precise (but complicated) tongue of the Dwarves, which may be suspiciously similar to Latin.
Quenyar: The flowing language of High Elves, which is likely to be understood by any other elf they meet.
Other elven dialects: Each type of elemental elf has its own specific dialect that has grown up over the years and is somewhat different from the others. They are close enough for two different elemental elves to understand each other, but with a little difficulty (think the difference between American and broad Yorkshire).
Tengwar: The language of magic, a tongue strangely evocative and rich in feeling; all aspiring mages must learn this before they can learn any spells. Spell scrolls are writen in this language, and anyone who knows how to read and speak Tengwar may use them. Elemental Theory includes the knowledge of Tengwar.
The character has been trained in undead recognition and in the finer points of necromancy; they're probably either a necromancer or a trusted member of an organisation that hunts them (such as the churches of Aten, Azrael and Balance). They will receive a player guide on undead, an OOC briefing from the refs during which they will be shown the likely physreps for undead. They gain the following abilities:
Call DETECT UNDEAD at will at a 10m range
Call WIDE DETECT UNDEAD at will
With a few seconds close examination (more than just a touch), call RECOGNISE UNDEAD
This may represent your calling on an appropriate deity to reveal undead to you, or may simply represent your experience and knowledge of undead - no vocal is necessary, but you may wish to use one in the former case. We advise non-necromancers to wait until it stops moving to do this last one…
Characters who take this skill who are also Spiritually Awakened to any god gain the ability to lay to rest an unresisting target by miracle-length vocal and touch or weapon blow. Please note that to take this skill you must provide a good justification in the character's background; it represents more than the passing familiarity with undead the long-suffering farmers outside the city have, and comes from extended periods of dealing with undead.
The duelling skill grants a character the ability to ignore "ZERO" calls during a duel, and inflict "ZERO" as a damage call instead of any other damage call available. "ZERO" damage is damage just great enough to draw blood, but not severe enough to cause any real harm.
Duelling I allows a character to call "ZERO" as a damage call. Each additional level of duelling allows a character to ignore one call of touch. For example, Someone with Duelling V would be able to ignore four calls of "ZERO" on them before the fifth one caused a slight injury and lost them the duel.
Your character has knowledge of one or more forms of IC brawling, be it fisticuffs, wrestling or another appropriate technique. You may brawl with other characters or monsters with have taken the brawling skill, by slow, obviously telegraphed pantomime-style fighting. You may call SUBDUE SINGLE for each blow you "land". Please do not actually make physical contact. You may not make use of this skill if you or your target are holding a weapon, nor against an unwilling target. This skill is not meant to be a realistic means of damage delivery, but as a medium for comedy or a different style of resolving an argument.
Characters who take this skill are physically weak. This may be for a variety of reasons. They cannot lift or move heavy objects, and may never call more tha HALF as a weapon blow damage call without enchantments, blessings, or alchemicals. They receive no advantages from this skill. You may choose to buy this skill at character generation or at a relevant point in play. Certain extreme IC events may lead to your character aquiring this skill, temporarily or permanently.
Characters who take this skill are extremely physically weak. This may be for a variety of reasons. They cannot weild a weapon at all, and may not run more than a few steps before becoming breathless. They receive no advantages from this skill. You may choose to buy this skill at character generation or at a relevant point in play. Certain extreme IC events may lead to your character aquiring this skill, temporarily or permanently.
Characters who have taken this skill are unable to read. This is not extremely unusual in setting. They receive no advantages from this skill, but may become literate by taking steps IC over long periods.
Characters who have taken this skill are unable to deal with numbers bigger than 5. This is not extremely unusual in setting. They receive no advantages from this skill, but may become numerate by taking steps IC over long periods.