Heroquest Larp/Lrp Character Skills

Below you will find a list of all the live role playing skills available to player characters. Some skills are restricted to members of certain guilds or characters of a certain rank.

Heroquest Larp Skill Descriptions

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Additional Dexterity Buy Ki Cast Sphere Ranks 1 - 5 Dagger Proficiency Extra Resurrection Chance (Rank 100+) Field Medicine Guild Credit
Adrenal Dexterity Buy Adrenals Cast Sphere Ranks 6 - 8 Dagger Mastery Expertise First Aid
Adrenal Resist Fear Buy Power Cast Sphere Ranks 9 - 10 Disarm Focus Ki - Magic
Adrenal Resist Immobility Buy Spell Slot Level 1 - 10 Cast Additional Colour of Magic Levels 1 – 5 Discern Alchemical Potion Focus Ki - Power
Adrenal Resist Pain Buy Life Points Combat Awareness Discern Disease Forearm Parry
Adrenal Strength Concentrate Ki Discern Herbal Potion
Ambidexterity Connection with Sphere Discern Paralysis
Archer Acolyte Discern Poisoning
Archer Mage Discern Spiritual Influence
Armour Proficiency Discern Wounds
Armoured Dexterity Disguise
Double Handed Weapon Proficiency
Double Strength

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Improved Empowering Jack of All Trades Knockback Learn Spells Level 1 - 8 Magic Tolerance Priest in 2nd Sphere
Improved Ensorcelling Knockback Shot Learn Level 9 Spells Magic Tolerance Mastery
Knockdown Learn Level 10 Spells Make Focus
Learn Invocations Ranks 1 - 8 Make Herbal Potion
Learn Rank 9 Invocations Make Non-Metal Armour
Learn Rank 10 invocations Make Talisman
Marksman
Meditate
Meditate Adrenals
Meditate Ki
Memonic
Missile Attunement
Missile Proficiency

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U

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Read and Write Runes Shield Proficiency Throat Slit Unarmoured Dexterity Weapon Attunement
Recognise Magic Skinning Toughened Skin Mastery Use Adrenals Ranks 1 - 5 Weapon Proficiency
Recognise Power Sneak Attack Trap Handling Weapon Mastery
Resist Disarm Sorcerer in Primary Colour Triple Strength Wizard in 2nd Colour
Resist Knockback Sorcerer in 2nd Colour Wizard in 3rd Colour
Resist Knockdown Speed Dart Write Power Scroll
Resist Stun Spiritual Warrior Write Magic Scroll
Strength
Strength Attuned Bow
Stun
Stun Shot

Additional Dexterity

Costs:- One Status, Character points for rank of dexterity

Prerequisites:- 16 Points of Unarmoured Dexterity or 8 Points of Armoured Dexterity

Description:- This skill allows the character to purchase one additional point of dexterity beyond the normal maximum (16 points of unarmoured dexterity, 8 points of armoured dexterity).  This additional point of dexterity must be paid for with character points as normal.  Thus a character with this skill could have a maximum of 17 points of unarmoured dexterity or 9 points of armoured dexterity.

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Additional Dexterity Mastery

Costs:- One Status,  Character points for rank of dexterity

Prerequisites:- Additional Dexterity, 17 Points of Unarmoured Dexterity or 9 Points of Armoured Dexterity

Description:- This skill allows the character to purchase one additional point of dexterity beyond their normal maximum (17 points of unarmoured dexterity, 9 points of armoured dexterity).  This additional point of dexterity must be paid for with character points as normal.  Thus a character with this skill could have a maximum of 18 points of unarmoured dexterity or 10 points of armoured dexterity. 

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Enhanced Additional Dexterity Mastery

Costs:- One Status, Character points for rank of dexterity

Prerequisites:- Additional Dexterity, 18 Points of Unarmoured Dexterity or 10 Points of Armoured Dexterity

Description:-           This skill allows the character to purchase two additional points of dexterity beyond their normal maximum (18 points of unarmoured dexterity, 10 points of armoured dexterity).  These additional points of dexterity must be paid for with character points as normal.  Thus a character with this skill could have a maximum of 20 points of unarmoured dexterity or 12 points of armoured dexterity.

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Adrenal Dexterity (Ranks 1 – 5)

Costs:-                      Character points

Prerequisites:-        Use Adrenals to the same or higher rank

Description:-            This ability gives the recipient +1 Dexterity (armoured or unarmoured) during an Adrenal Dexterity burst for each rank purchased in this skill.  See the Use Adrenals skill for further details on Adrenals.   

The duration is for 60 seconds and cannot be increased.

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Adrenal Resist Fear (Rank 2)

Costs:-                      Character points

Prerequisites:-        Use Adrenals rank 2

Description:-            This allows the user to ignore the effects of fear and terror for 60 seconds. Remember that if the cause of the fear or terror is still there after the 60 seconds has expired then either another adrenal burst is required or you take the effect.

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Adrenal Resist Immobility (Rank 3)

Costs:-                      Character points

Prerequisites:-        Use Adrenals rank 3

Description:-            This allows the user to resist an immobilising spell, invocation or effect, anything that would stop the barbarian from acting as normal. Another adrenal is needed to combat a second source of immobility even during the first adrenals duration.  Each time an immobilising effect happens you have to use the adrenals again if you wish to continue being mobile.  Note that the resistance allows the effect merely to be postponed for 60 seconds not ignored.  If the effect would normally have finished before the 60 seconds have passed then it has no further effect (a Halt invocation for example only lasts ten seconds so its duration will have expired by the time the Adrenal burst wears off and the barbarian will not be halted).

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Adrenal Resist Pain (Rank 4)

Costs:-                      Character points

Prerequisites:-        Use Adrenals rank 4

Description:-            This allows the user to ignore the effects of pain for 60 seconds.  For example he could ignore a spirit wrack, or could hop on his one good leg although it would not allow a broken bone to be used.  If the source of the pain is still affecting the character after the 60 seconds has expired then the Barbarian will suffer pain as per usual unless another Adrenal burst is triggered.

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Adrenal Strength (Ranks 1, 3 and 5)

Costs:-                      Character points

Prerequisites:-        Use Adrenals at the same or higher rank

Description:-            This skill allows the character to gain strength categories (as per the Strength skill) for 60 seconds per Adrenal Burst.  These strength categories do not stack with the characters natural strength (thus a character who was already strong would gain no benefit from a Rank 1 Adrenal Strength burst unless he had previously been weakened in some way). 

                                    Rank 1 – User gains Strength for 60 seconds.

                                    Rank 3 – User gains Double Strength for 60 seconds.

                                    Rank 5 – User gains Triple Strength for 60 Seconds. 

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Ambidexterity

Costs:-                      Character points

Prerequisites:-        None

Description:-            A character may wield a weapon in either or both hands. Spellcasters may cast an invocation or spell that requires a one handed touch using either hand.

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Archer Acolyte

Costs:-                      One Status, Character points

Prerequisites:-        Missile Attunement,  Empowered Weapon (Bow or Crossbow), Cast Power Rank 1

Description:-            This skill allows the Archer to cast invocations of ranks 5 and below, with a range of “Touch”, upon an empowered bow to which he is attuned.  The next arrow fired from the bow will strike with its normal damage and the invocation cast onto the bow will be released upon the target as if they had been touched with two hands by the caster.  If the arrow misses its target the invocation is wasted.  A bow may only hold one invocation at a time and a stored invocation can be held for 1 minute before it dissipates.

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Archer Mage

Costs:-                      One Status, Character points

Prerequisites:-        Missile Attunement, Ensorcelled Weapon (Bow or Crossbow), Level 1 Spellslot

Description:-            This skill allows the Archer to cast Spells of level 5 and below, with a range of “Touch”, upon an ensorcelled bow to which he is attuned.  The next arrow fired from the bow will strike with its normal damage and the Spell cast onto the bow will be released upon the target as if they had been touched with two hands by the caster.  If the arrow misses its target the Spell is wasted.  A bow may only hold one Spell at a time and a stored Spell can be held for 1 minute before it dissipates.

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Archer Priest

Costs:-                      One Status, Character points

Prerequisites:-        Archer Acolyte, Cast Power Ranks 6+

Description:-            This skill allows the Archer to cast invocations of ranks 6 - 8, with a range of “Touch”, upon an empowered bow to which he is attuned.  The next arrow fired from the bow will strike with its normal damage and the invocation cast onto the bow will be released upon the target as if they had been touched with two hands by the caster.  If the arrow misses its target the invocation is wasted.  A bow may only hold one invocation at a time and a stored invocation can be held for 1 minute before it dissipates.

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Archer Wizard

Costs:-                      One Status, Character points

Prerequisites:-        Archer Mage, Level 6 Spellslot

Description:-            This skill allows the Archer to cast Spells of Levels 6 - 8, with a range of “Touch”, upon an ensorcelled bow to which he is attuned.  The next arrow fired from the bow will strike with its normal damage and the Spell cast onto the bow will be released upon the target as if they had been touched with two hands by the caster.  If the arrow misses its target the Spell is wasted.  A bow may only hold one Spell at a time and a stored Spell can be held for 1 minute before it dissipates.

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Armour Proficiency

Costs:-                      Character points

Prerequisites:-        None

Description:-            Armour proficiency grants a character proficiency in the wearing of all types of armour. It does not need to be bought separately for each armour type. Armour proficiency is the awareness of how to wear and use armour. This skill gives the character +1 to physical Armour Class whenever armour is worn. The skill is used when putting the armour on, and operates as long as the armour is worn. It thus continues to operate when the character is paralysed, slept, unconscious etc. This skill stacks with Armoured Dexterity. The total Armour Class given by this skill is still limited to the maximum of A.C. 20.

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Armour Mastery

Costs:-                      Character points

Prerequisites:-        Armour Proficiency

Description:-            This skill grants an additional +1 Physical Armour class which stacks with the bonuses already gained from Armour Proficiency for a total bonus of +2.

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Enhanced Armour Mastery

Costs:-                      Character Points

Prerequisites:-        Armour Mastery

Description:-           This skill grants an additional +1 Physical Armour class which stacks with the bonuses already gained from Armour Proficiency and Armour Mastery for a total bonus of +3.  

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Armoured Dexterity

Costs:-                      Character Points per rank

Prerequisites:-        None 

Description:-           This skill teaches the character how to dodge whilst encumbered. For each rank of this skill that a character learns, he gains an extra point of dexterity AC. This dexterity will work with other forms of physical AC, such as that provided by worn armour or certain spells. It does not work with unarmoured dexterity. It provides physical, magical and power armour class. To use Armoured Dexterity the character must be aware of the incoming attack and be capable of moving. Characters may have a maximum of 8 Ranks of Armoured Dexterity.  

  1. Restricted movement caused by a spell or invocation (such as bind or ensnare) will normally reduce dexterity to half.
  2. Being in intense pain (due to an invocation or broken limb for example) may reduce dexterity by half depending on the source (a broken leg would have more of an effect upon dexterity than a broken arm for example).
  3. A blow struck from behind or whilst blinded will ignore dexterity armour class entirely. 
  4. Slow spells and effects reduce dexterity by half. 
  5. A character who is Helpless (see Strength) is unable to benefit from dexterity. 

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Buy Adrenals

Costs:-                      Character points per point of Adrenals

Prerequisites:-        None

Description:-            This skill allows the character to purchase a store of Adrenal points.  Each point of adrenals costs a set amount of character points.  The maximum amount of Adrenal points any character may have is 200.  Adrenals can be used to perform various remarkable physical feats as described under the Use Adrenals skill.

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Buy Ki

Costs:-                      One Status, Character points per point of Ki

Prerequisites:-        None to buy Ki points.  Various to use Ki abilities (see description below)

Description:-            Ki is the essential energy that a monk possesses as a result of the harmony between body and mind and is the primary weapon and defence of the monk.  A monk initially starts with 0 Ki points and is normally limited to 200 Ki in total.  Ki may be rested back at the rate of 1 point every 15 minutes, in place of resting power.  Ki may be used in five ways and is released by a certain type of shout uttered by the monk in a sharp and audible manner, as follows:

  1. UHMN - Curing
  2. EHY - Damage enhancement
  3. TOH - Damage resistance
  4. YAH - Invocation resistance
  5. SHY - Spell resistance

In order to be effective the Ki shout must be of the correct type and must be used at the correct time (see below).  Each point of Ki expended inflicts one point of damage to the monk.  Learning the “concentrate Ki” skill negates this damage.  A monk is able to expend up to a maximum of five Ki upon a single shout.

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Curing

This cures damage at the rate of six points locational and total life per point of Ki expended.  The location to be cured must be touched.  The Ki shout is a short hum emitted at the time of the cure. Note only 1 point of Ki may be expended each time this skill is used and not the usual 5.

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Damage enhancement

This increases the physical damage inflicted by a single blow with a weapon by one rank per point of Ki expended.  The maximum damage that can be achieved in this fashion is quartz.  In order to use this skill, the monk must have enhanced mastery in the weapon being used.  It is not adequate for a monk to be magically granted enhanced mastery, rather the skill must be innate.  The damage enhancement shout is emitted immediately prior to the strike and the Ki is expended regardless of whether or not the target is hit.

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Damage resistance

Physical, power or magical damage inflicted by an opponent’s weapon (claws, etc.) is reduced by one rank per point of Ki expended.  The damage resistance skill may only be used once the monk has learned four ranks of unarmoured dexterity.  This dexterity must be innate and not provided by herbal potions, invocations or any other sources.  The damage resistance shout must be emitted as the weapon (or claws etc.) contacts the body.  In order to utilize the resistance abilities the monk must be able to see the attack coming and be able to use his dexterity against the attack.  Note that if an attack has two components, then they must both be resisted separately.  e.g. to reduce “Oct Magic 6” to “Quin Magic 5” requires the expenditure of 4 Ki, not 3.  It is possible to negate only one component if desired.   

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Invocation resistance.

To resist an invocation requires the expenditure of one point of Ki per rank of invocation up to a maximum of rank 5 (costing 5 Ki).  If the monk has insufficient Ki to achieve this, the invocation takes full effect and the monk falls unconscious for 15 minutes, as if overcast.  The monk is only able to resist invocations that affect his person directly and cannot resist an invocation on behalf of another.  For example, a monk cannot resist a Detect Power, as the invocation is not cast at him. He could resist a Remove Spiritual Protection.  Range and area-effect invocations are resisted at the rank of the equivalent touch invocation (if any).  Examples include:

  1. Fear (touch or range) rank three, if resisted, expends three Ki.
  2. Cause mortal wounds (touch or range), if resisted, expends five Ki
  3. Mass Curse is a rank 8 invocation but the monk may resist the Curse as it is an effective rank four invocation upon him.  This would expend 4 Ki and any other characters in the area of the Mass Curse would be affected normally. 

The invocation resistance shout must be emitted as the invocation is released.  Further, in order to utilize the invocation resistance ability the monk must be aware of and able to see the attack.  In order to learn and use the invocation resistance ability, a monk must be able to cast invocations to the rank he is seeking to resist. 

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Spell resistance

To resist a spell requires the expenditure of one point of Ki per level of spell up to a maximum of level 5 (costing 5 Ki).  If the monk has insufficient Ki to achieve this, the spell takes full effect and the monk falls unconscious for 15 minutes, as if overcast.  The monk is only able to resist spells that affect his person directly and cannot resist a spell on behalf of another.  For example, a monk cannot resist a Detect Magic, but can resist a Dispel Magic.   Range and area-effect spells are resisted at the level of the equivalent touch spell (if any).  Examples are:

  1. Slip, if resisted, expends one Ki:
  2. Bind, if resisted, expends three Ki:
  3. Slow (touch or range), if resisted, expends five Ki.
  4. Mass Weld, if resisted, expends five Ki (because it performs an effective level five spell). Note this would still affect other characters in the area of effect.

The spell resistance shout must be emitted as the spell is released.  Further, in order to utilize the spell resistance ability the monk must be aware of and able to see the attack.  In order to be able to learn and use the spell resistance ability a monk must be able to cast at least one spell to the level he is seeking to resist. 

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Buy Power

Costs:-                      Character points per point of Power beyond 5

Prerequisites:-        None

Description:-            Each time this skill is purchased the character gains one point of Power to a maximum of 200 total Power. All characters begin with 5 Power.

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Buy Spell Slot Level 1 - 10

Costs:-                      Character points

Prerequisites:-        At least one Spell Slot of each level below that of the purchased Slot, Make Focus (for spell slots levels 6 - 8), Sorcerer (for Spell Slots levels 9 and 10

Description:-            This skill gives the caster the ability to cast a spell of the designated level once per day providing the character knows a spell of that level. The amount of mana in a spell slot is the level of the slot. No character can exceed a total of 500 mana, though level 1 slots do not count against this 500 mana limit.

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Buy Life Points

Costs:-                      Character points per three points of Stamina

Prerequisites:-        None

Description:-            Each time this skill is purchased the character gains three total life points to a maximum of 201. This also increases a players locational life total. All characters begin with 30 life points.

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Cast 1st Sphere Ranks 1 - 5

Costs:-                      Character points per casting Rank

Prerequisites:-        Connection with 1st Sphere

Description:-           This skill grants the character the ability to cast lay invocations from their Primary Sphere, with which they must already have formed a connection (see Connection with Primary Sphere).  The character is taught all of the common invocations listed for that Sphere which can be found in the lay power section under the low level rules.  Only invocations which are listed there are learnt, additional invocations must be obtained through the use of the Learn Additional Invocations skills.  Each casting rank must be purchased separately using character points.

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Cast 1st Sphere Ranks 6 - 8

Costs:-                      Character points per casting Rank

Prerequisites:-        Cast 1st Sphere to rank 5, Make Talisman

Description:-           This skill grants the character the ability to cast Ritual invocations from their Primary Sphere. The character no invocations as a result of gaining this skill, the must be obtained using the Learn Additional Invocations skills.  Each casting rank must be purchased separately using character points.

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Cast 1st Sphere Ranks 9 - 10

Costs:-                      Character points per casting Rank

Prerequisites:-        Cast 1st Sphere to rank 8, High Priest in Primary Sphere

Description:-           This skill grants the character the ability to cast Cosmic invocations from their Primary Sphere. The character no invocations as a result of gaining this skill, the must be obtained using the Learn Additional Invocations skills.  Each casting rank must be purchased separately using character points.

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Cast 2nd Sphere Ranks 1 - 5

Costs:-                      Character points per casting Rank

Prerequisites:-        Connection with 2nd Sphere, Cast Rank of Power in 1st Sphere at the same or higher rank.

Description:-           This skill grants the character the ability to cast lay invocations from their Secondary Sphere, with which they must already have formed a connection (see Connection with Second Sphere).  The character is taught all of the common invocations listed for that Sphere which can be found in the lay power section under the low level rules.  Only invocations which are listed there are learnt, additional invocations must be obtained through the use of the Learn Additional Invocations skills.  Each casting rank must be purchased separately using character points.

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Cast 2nd Sphere Ranks 6 - 8

Costs:-                      Character points per casting Rank

Prerequisites:-        Cast 2nd Sphere to rank 5, Cast 1st Sphere to rank 8

Description:-           This skill grants the character the ability to cast Ritual invocations from their Secondary Sphere. The character is taught all of the common invocations listed for that Sphere which can be found in the lay power section under the low level rules.  Only invocations which are listed there are learnt, additional invocations must be obtained through the use of the Learn Additional Invocations skills.  Each casting rank must be purchased separately using character points.

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Cast 3rd Sphere Ranks 1 - 5

Costs:-                      One Status, Character points per casting Rank

Prerequisites:-        Connection with 3rd Sphere, Cast Rank of Power in 1st and 2nd Sphere at the same or higher rank.

Description:-           This skill grants the character the ability to cast lay invocations from their Tertiary Sphere, with which they must already have formed a connection (see Connection with Third Sphere).  The character is taught all of the common invocations listed for that Sphere which can be found in the lay power section under the low level rules.  Only invocations which are listed there are learnt, additional invocations must be obtained through the use of the Learn Additional Invocations skills.  Each casting rank must be purchased separately using character points.

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Cast 3rd Sphere Ranks 6 - 8

Costs:-                      Character points per casting Rank

Prerequisites:-        Cast 3rd Sphere to rank 5, Cast 2nd Sphere to rank 8

Description:-           This skill grants the character the ability to cast Ritual invocations from their Primary Sphere. The character no invocations as a result of gaining this skill, the must be obtained using the Learn Additional Invocations skills.  Each casting rank must be purchased using character points.

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Cast Additional Colour of Magic Levels 1 - 5

Costs:-                      Character points

Prerequisites:-        None

Description:-           This skill grants the character knowledge of all of the basic spells for one additional colour of magic.  A list of the basic spells for each school can be found in the battle magic section of the low level rules.  Only the spells listed here are taught this skill and no others.  Note that this spell does not make you a member of any other School of magic, your Primary School arranges this training for you.  This skill may be taken multiple times (at an increasing cost in character points) learning the basic spells for 1 additional colour each time.

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Combat Awareness

Costs:-                      One Status, Character points

Prerequisites:-        Dexterity ranks equal to or greater than your combat awareness rank(s)

Description:-           A character with Combat Awareness is able to react to blows and damaging effects even if he cannot see them. It allows you to use four points of your normal dexterity (armoured or unarmoured) against attacks you do not see coming.  If your dexterity is in any way impaired or reduced by anything other than lack of vision (such as by being Slowed, Welded etc.) then Combat Awareness provides no benefit whatsoever.   

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Combat Awareness Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Combat Awareness

Description:-           This skill works in exactly the same way as combat awareness but you may use up to eight points of your own dexterity against attacks you do not see coming.

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Enhanced Combat Awareness Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Combat Awareness Mastery

Description:-           This skill works in exactly the same way as combat mastery with the exception that you may use up to twelve points of your own dexterity against attacks that you do not see coming.

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Concentrate Ki

Costs:-                      One Status, Character points

Prerequisites:-        Buy Ki

Description:-           The character no longer takes damage from the expenditure of Ki.  Further a character no longer falls unconscious from attempting to resist a spell or invocation for which they have insufficient Ki or ability.  The spell or invocation still takes full effect, however.

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Connection with 1st Sphere

Costs:-                      Character points

Prerequisites:-        None

Description:-           This skill allows you to develop a spiritual connection with a Sphere of Power.  A connection with a Sphere is required to learn casting ranks in that Sphere and to benefit from certain invocations (Good Spirit will only affect someone who has a connection to the Good Sphere for example).  The Spheres do have an influence upon the character that should be role-played accordingly, a character with a connection to the Good Sphere should be noticeably "good".  The extent to which your character demonstrates this is entirely up to you. 

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Connection with 2nd Sphere

Costs:-                      Character points,

Prerequisites:-        Connection with 1st Sphere

Description:-           This skill allows you to develop a spiritual connection with a second Sphere.  If your primary Sphere is Good or Evil then you may only take Neutral as your second Sphere.  If your primary Sphere is Neutral then you may take either Good or Evil as a second Sphere.  A connection with a Sphere is required to learn casting ranks in that Sphere and to benefit from certain invocations (Good Spirit will only affect someone who has a connection to the Good Sphere for example).  The Spheres do have an influence upon the character that should be role-played accordingly (a Good Sphere user who gains Neutral as a second Sphere may become a little darker in nature whilst a Reaper Priest who takes Neutral as a second Sphere may become a little more calm and understanding).  The extent to which your character demonstrates this is entirely up to you. 

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Connection with 3rd Sphere

Costs:-                      Character Points

Prerequisites:-        Connection with 2nd Sphere

Description:-            Some characters, with Neutral as their primary Sphere, may eventually be able to connect with a third and final Sphere.  This has a cost in character points and the character will gain a connection to whichever of the Spheres (Good or Evil) they are not currently connected to.  A character must be entitled to be taught the Cast from 3rd Sphere skill in order to learn Connection with 3rd Sphere although no additional status is required to be spent in order to gain the connection.

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Dagger Proficiency

Costs:-                      Character Points

Prerequisites:-        None

Description:- This skill allows the character to inflict a base damage of "Single" when using a dagger (defined as a bladed weapon of no more than 18 inches in total length). The base damage may be increased using spells, invocations or skills which add damage (such as Strength).

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Dagger Mastery

Costs:-                      Character Points

Prerequisites:-        Dagger Proficiency

Description:- This skill allows the character to inflict a base damage of "Double" when using a dagger (defined as a bladed weapon of no more than 18 inches in total length). The base damage may be increased using spells, invocations or skills which add damage (such as Strength).

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Enhanced Dagger Mastery

Costs:-                      Character Points

Prerequisites:-        Dagger Mastery

Description:- This skill allows the character to inflict a base damage of "Triple" when using a dagger (defined as a bladed weapon of no more than 18 inches in total length). The base damage may be increased using spells, invocations or skills which add damage (such as Strength).

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Disarm

Costs:-                      One Status, Character points for each use per day

Prerequisites:-        Weapon Attunement

Description:-           This skill allows you to cause an opponent to drop his weapon.  In order to use the skill you must touch your weapon to your opponent’s weapon and call “Disarm”, instead of your usual damage, at the point of contact.  You should not hit your opponent’s weapon with force although the blow should of course be role-played.  Should your blow miss your opponents weapon then that use of disarm is wasted.  You may purchase multiple ranks of the disarm skill, up to a maximum of 10, with each rank allowing you to perform the disarm skill once per day.  One Status is spent to learn the disarm skill irrespective of how many ranks of the skill a character spends his points on.

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Discern Alchemical Potion

Costs:-                      One Status, Character Points

Prerequisites:-        None

Description:-           This skill tells you whether or not a potion is Alchemical or Herbal. It will also reveal how many doses it contains and how the potion should be administered. Furthermore a use of this skill will reveal the effect of any alchemical potion that duplicates the effect of a spell or invocation of level/rank 5 or below.  For example if a character finds a potion of Cure Mortal Wounds (a rank 5 invocation) then using this skill would reveal how many doses the potion contains, that the potion should be drunk and the invocation released by a touch and the effect of the potion (casting a Cure Mortal invocation).  If the same character tried to discern a potion of Fire Bolt 8 (an 8th level spell) he would only learn that the potion was alchemical, how many doses it contained and that the potion should be drunk to be used.  This skill requires the user to carefully examine the potion, including smelling the contents and other appropriate role-playing.  You should inform the player referee at a convenient battle board that you intend to discern the potion and he will give you your answers at an appropriate time (either the next battle board or during “time in” if he so wishes).   

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Discern Alchemical Potion Mastery

Costs:-                      Character Points

Prerequisites:-        Discern Alchemical Potion

Description:-           This skill works exactly as Discern Alchemical Potion with the exception that it will reveal the full effects of any alchemical potion that duplicates the effect of a level/rank 6 to 8 spell/invocation.

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Enhanced Discern Alchemical Potion Mastery

Costs:-                      Character Points

Prerequisites:-        Discern Alchemical Potion Mastery

Description:-           This skill works exactly as Discern Alchemical Potion with the exception that it will reveal the full effects of any alchemical potion that duplicates the effect of a level/rank 9 or 10 spell/invocation.  It may also reveal the effects of other alchemical potions you may discover, although this will depend on the type of potion discovered.  Your player referee will tell you what the use of the skill reveals.

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Discern Disease

Costs:-                      Character Points

Prerequisites:-        Discern Wounds

Description:-           This skill teaches the character how to recognise the symptoms of a disease.  This skill reveals if a herbal or power disease afflicts the character: what rank it is and what type.  Esoteric diseases not cured by Cure Disease invocations will reveal only that the character is diseased with an unknown disease.  The use of this skill requires at least 30 seconds of appropriate role-playing with the patient and would typically involve examining their mouth, nose etc. (“Stick out your tongue and say ‘Aarrgghh’”).

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Discern Herbal Potion

Costs:-                      One Status, Character Points

Prerequisites:-        None

Description:-           This skill tells you whether or not a potion is Alchemical or Herbal. It will also reveal how many doses it contains and how the potion should be administered. Furthermore a use of this skill will reveal the effect of any herbal potion of rank 5 or below.  For example if a character finds a herbal potion of strength (a rank 3 herbal potion) then using this skill would reveal how many doses the potion contained, that the potion should be drunk to take effect and the effect of the potion (gaining the strength skill for 15 minutes).  If the same character tried to discern a potion of double strength (a rank 6 herbal potion) he would only learn that the potion was herbal, how many doses it contained and that the potion should be drunk to be used.  This skill requires the user to carefully examine the potion, including smelling the contents and other appropriate roleplaying.  You should inform the player referee at a convenient battle board that you intend to discern the potion and he will give you your answers at an appropriate time (either the next battle board or during “time in” if he so wishes).   

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Discern Herbal Potion Mastery

Costs:-                      Character Points

Prerequisites:-        Discern Herbal Potion

Description:-           This skill works exactly as Discern Herbal Potion with the exception that it will reveal the full effects of any herbal potion of ranks 6 to 8.

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Enhanced Discern Herbal Potion Mastery

Costs:-                      Character Points

Prerequisites:-        Discern Herbal Potion Mastery

Description:-           This skill works exactly as Discern Herbal Potion with the exception that it will reveal the full effects of any potion of rank 9 or 10.  It may also reveal the effects of other herbal potions you may discover although this will depend on the type of potion discovered.  Your player referee will tell you what the use of the skill reveals.

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Discern Paralysis

Costs:-                      Character Points

Prerequisites:-        Discern Wounds

Description:-           This skill teaches the character to recognise the difference between the different forms of paralysis. This skill will reveal the nature of the paralysis. Common types are Ghoul paralysis, freeze with fear, freeze with cold, etc. At least 30 seconds of role-playing with the patient is required to use this skill, typically trying to move the limbs of the person.

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Discern Poisoning

Costs:-                      Character Points

Prerequisites:-        Discern Wounds

Description:-           This skill teaches the character to recognise the symptoms of poisoning.  This skill will reveal which location has been poisoned and the poison’s basic effect (e.g. damage, death, paralysis etc.) and possibly some indication of the rank of the poison.  It does not reveal how to remove the poison.  Typically examination of the wound (or mouth for ingested poisons) is used for this.  Note this skill cannot be used to discern a poison that is still in a bottle or similar container, Discern Herbal Potion is required for this.

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Discern Spiritual Influence

Costs:-                      Character Points

Prerequisites:-        Discern Wounds

Description:-           This skill teaches the character how to recognise the presence of some form of influence over the characters spirit. This skill will only give a yes or no answer as to whether the spirit is under some form of influence. Such an influence may be insanity, possession, beguile, befriend or the like. This skill requires at least 30 seconds of role-playing with the patient to use, typically an examination of the eyes (as the windows to the soul).

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Discern Wounds

Costs:-                      None, Basic Skill

Prerequisites:-        None, Basic Skill

Description:-           This skill can be used to determine the present total life of a creature by finding its pulse. You may lean the characters total stamina and how much they are wounded. To find locational damage taken the specific location must be examined. This takes 5 seconds per location in good light and twice that in poor or no light. To just check on total life through a pulse takes 10 seconds of good role-playing with the patient. If a character is on negative stamina points, they will give the answer as "Dying" and will require immediate attention and tending.

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Disguise

Costs:-                      One Status, Character Points, 20 Gests

Prerequisites:-        None

Description:-           This skill allows the character to develop one cover identity as whom they can disguise themselves so as not to reveal their true identity.  A disguise persona created using this skill has the following attributes:

  1. Their own name and appearance different to that of the skill user.
  2. Can be of any normal character race (Elf, Human, Drow etc.).
  3. Has their own fake guild membership cards, Tower Pass and other documentation.

No additional skills are taught so taking a disguise persona of a Sorcerer for example would not be very convincing if the character with the personae could not cast suitable spells.  Note that a personae may not be a duplication of another individual either character or NPC.  A disguise created using this skill is almost flawless and only an individual highly skilled in disguises himself would be able to penetrate it (simply rubbing on the face of a Drow disguised as a human would not be enough to disturb the disguise). This skill may be taken a number of times at an additional cost of 1 Status and 20 Gests. Each time this skill is taken the character gains an additional disguise personae.  

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Disguise Mastery

Costs:-                      One Status, Character Points

Prerequisites:-        Disguise

Description:-           Given the correct materials this skill allows you to temporarily disguise others.  It does not grant them the benefits of the disguise skill themselves but could be used to change their appearance to be other than usual.  For example a character may attempt to disguise his group of Drow as a rabble of Half-orcs so they can gain access to a Hordeling gathering.  Note that the disguise must be applied “in character” utilising make-up, prosthetics and anything else the character feels is appropriate and takes as long as it takes to perform “in character”.  It is absolutely unacceptable to simply say “I am in disguise” if questioned.  It is also worth noting that Shadowsfall and similar groups are unlikely to be fooled by such a simple disguise as the one provided by this skill.    

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Enhanced Disguise Mastery

Costs:-                      One Status, Character Points

Prerequisites:-        Disguise Mastery

Description:-           This skill allows the user to determine whether or not someone else is wearing a disguise.  You are required to observe that person closely, noting their appearance and mannerisms for not less than five minutes.  You should inform the player referee at an appropriate point that you are using the skill and they will give you the results of your examination when they feel you have learned enough about the target.  You should not ask the target “out of character” whether or not they are disguised, the player referee will provide the answers for you.    

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Double Handed Weapon Proficiency

Costs:-                      Character Points

Prerequisites:-        None 

Description:-           This skill allows the character to inflict a base damage of "Double" when using a chosen Two Handed Weapon type (such as Swords or Axes). This skill may be purchased multiple times, allowing the character to be proficient with more than one type of weapon. The base damage may be increased using spells, invocations or skills which add damage (such as Strength).

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Double Handed Weapon Mastery

Costs:-                      Character Points

Prerequisites:-        Double Handed Weapon Proficiency

Description:-           This skill allows the character to inflict a base damage of "Triple" when using a chosen Two Handed Weapon type (such as Swords, or Axes). This skill may be purchased multiple times, allowing the character to be a master of more than one type of weapon. The base damage may be increased using spells, invocations or skills which add damage (such as Strength). A character with this skill may wield one handed weapons of the same type with a base damage of "Single".     TOP

Enhanced Double Handed Weapon Mastery

Costs:-                      One Status, Character Points

Prerequisites:-        Double Handed Weapon Mastery

Description:-           This skill allows the character to inflict a base damage of "Quad" when using a chosen Two Handed Weapon type (such as Swords, or Axes). This skill may be purchased multiple times, allowing the character to be a master of more than one type of weapon. The base damage may be increased using spells, invocations or skills which add damage (such as Strength).  A character with this skill may wield one handed weapons of the same type with a base damage of "Double".

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Extra Resurrection Chance

Costs:-                      None

Prerequisites:-        1000 character points (rank 100) 

Description:-           The artifact named Moragar’s Inheritance within the White Retreat bolsters the Spirit Strength of the powerful. As a result the character receives an additional Resurrection chance beyond the normal four for every 1000 points they earn.  

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Expertise

Costs:-                      Character Points

Prerequisites:-        Weapon Attunement 

Description:-           This skill allows a warrior to deal damage using skill and finesse rather than brute strength. The character deals +1 Rank of damage when using the weapon to which he is attuned. However this bonus to damage can never be used in conjunction with the damage increase provided by the Double Strength or Triple Strength Skills regardless of the source of those skills.  

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Field Medicine

Costs:-                      One Status,  Character Points

Prerequisites:-        Enhanced Bind Wounds Mastery

Description:-           Characters with this skill are highly skilled at treating injuries using bandages, ointments or simply TLC.  In order to use this skill you must role-play tending to the patients injuries uninterrupted for a minimum of five minutes.  At the end of each five minute period of using Field Medicine the patient gains 6 Total life and 6 locational life (location determined by the user of the skill and the role-playing involved) as if they had received a cure light wounds invocation.  Note however that this is not a spiritual cure and would have full effect upon an individual who is immune to power for example.  Obviously the patient must have injuries to tend to, should they be uninjured the skill will have no effect.  This skill can only be used on living, humanoid creatures such as humans, elves, drow, half orcs etc.  It cannot be used on Undead, Magical or Spiritual creatures, Minotaurs or similar creatures.      

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First Aid

Costs:-                      None - Basic Skill

Prerequisites:-        None - Basic Skill

Description:-           All adventurers are given basic training in tending to the minor wounds they may receive during combat. Using this skill requires the character to role-play the tending of the wound (which may be on themselves or another character) for 30 seconds and the expenditure of one point power. Succesful use of this skill restores 6 Total Life points to the character and 6 locational life points to the area tended.

The First Aid skill can also be used to save a character who is dying. By role-playing the effort of binding the characters wounds and encouraging them to remain in the land of the living it is possible to to stabilise them. This process takes at least 5 minutes of excellent role-playing between both the patient and those tending to them. The further below 0 life the dying person is the harder it is to successfully treat them in the this manner. Additional people can assist in tending with each one increasing the chance of successful treatment. A maximum of four actual people may be invovled in the process of tending to a dying person (although this number may be effectively more than four, see First Aid Mastery for details). In all cases the Referee will indicate whether or not the attempt has been successful, the players should continue with the attempt until he does so.

When binding wounds or setting a broken bone you will be expected to role-play doing so. We do not expect new players to Heroquest to bring bandages etc. We would ask that once your character has bought this skill that they do have some bandages etc. with them. After approximately 5 minutes a bandaged wound will be okay and the bandage can be removed for later use.

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First Aid Mastery

Costs:-                      Character Points

Prerequisites:-        None

Description:-           A character with this skill may perform First Aid in 10 seconds rather than 30 seconds. They must still expend one point of power to apply the curing effect.

A character with this skill counts as two people for the purposes of tending to a dying individual.

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Enhanced First Aid Mastery

Costs:-                      Character points

Prerequisites:-        First Aid Mastery

Description:-            This skill can only be learnt by someone who already has the Bind Wounds Mastery skill. It teaches a character how to set a broken bone such that the pain for the afflicted character is reduced to a bearable level. The afflicted character can then cast spells, but the location remains unusable until it is restored to at least 1 locational life. It takes at least 2 Minutes of good role-playing with the patient to set a broken bone using this skill.

A character with this skill counts as three people for the purposes of tending to a dying individual.

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Focus Ki - Magic

Costs:-                      One Status, Character points

Prerequisites:-        Buy KiMake Focus

Description:-           This skill allows the character to resist spells above level 5.  In order to use this skill the character must first spend five minutes preparing himself and focusing his mind.  This is something that should be role-played in a manner appropriate to the character (a very calm monk may sit cross legged burning incense in front of him whilst a more aggressive monk may perform a series of ritual combat moves).  Regardless of the way it is role-played the character is unaware of his surroundings during this preparation time is a similar way to a wizard casting a high level spell.  Within the next fifteen minutes, after preparing, the character may use the spell resistance Ki shout (SHY) to resist one spell between levels 6 and 8 provided that the character is capable of casting at least one spell of that level themselves.  For example a character capable of casting level 7 spells may, after the five minute preparation, resist one spell of level 6 or 7 within the next fifteen minutes.  Should the character be unfortunate enough to be the victim of level 8 spell he could not resist it as he cannot cast level 8 spells himself.  If the character does not resist a spell within fifteen minutes of finishing then his preparation is wasted and another period of preparation is required before a level 6 to 8 spell could be resisted.  You are required to expend one point of Ki for each level of the spell resisted to a maximum of 8 to resist a level 8 spell.  All of the other restrictions of the standard resist spell Ki shout apply.

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Focus Ki – Power

Costs:-                      One Status, Character points

Prerequisites:-        Buy KiMake Talisman

Description:-           This skill allows the character to resist invocations above rank 5.  In order to use this skill the character must first spend five minutes preparing himself and focusing his mind.  This is something that should be role-played in a manner appropriate to the character (a very calm monk may sit cross legged burning incense in front of him whilst a more aggressive monk may perform a series of ritual combat moves).  Regardless of the way it is role-played the character is unaware of his surroundings during this preparation time is a similar way to a mage casting a high rank invocation (see the casting wizardry section of the mid rank rules for details).  Within the next fifteen minutes, after preparing, the character may use the invocation resistance Ki shout (YAH) to resist one invocation between ranks 6 and 8 provided that the character is capable of casting at least one invocation of that rank themselves.  For example a character capable of casting rank 7 invocations may, after the five minute preparation, resist one invocation of rank 6 or 7 within the next fifteen minutes.  Should the character be unfortunate enough to be the victim of rank 8 invocation he could not resist it as he cannot cast rank 8 invocations himself.  If the character does not resist an invocation within fifteen minutes of finishing then his preparation is wasted and another period of preparation is required before a rank 6 to 8 invocation could be resisted.  You are required to expend one point of Ki for each rank of the invocation resisted to a maximum of 8 to resist a rank 8 invocation.  All of the other restrictions of the standard resist invocation Ki shout apply.

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Forearm Parry

Costs:-                      One Status, Character Points per rank

Prerequisites:-        Ambidexterity

Description:-           The forearm parry skill enables the monk to deflect weapons or claws by catching them on, and deflecting them with, the forearm.  This is done in such a fashion as to reduce the damage inflicted by the weapon by the number of ranks the character has of the forearm parry skill.  Thus, a monk with 4 ranks of forearm parry (forearm parry Quad, Magic 4, Power 4), who parries a weapon that would inflict Quin, takes four points of damage (a Single) to the arm.  If the forearm parry skill equals or exceeds the damage being inflicted, no damage is incurred (including bruising).  Forearm parry functions against physical, power and magical damage.  This skill allows you to buy a maximum of 4 ranks of forearm parry (up to forearm parry Quad).

Note that the forearm parry skill does not stack with any other armour class values at all ever.

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Forearm Parry Mastery

Costs:-                      One Status, Character Points per rank

Prerequisites:-        Forearm ParryBuy Ki

Description:- This skill functions in exactly the same way as Forearm Parry with the exception that this character may purchase an additional 2 ranks of Forearm Parry skill (to a maximum of forearm parry Quartz, Magic 6, Power 6).

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Enhanced Forearm Parry Mastery

Costs:-                      One Status, Character Points per rank

Prerequisites:-        Forearm Parry MasteryStrength

Description:- This skill functions in exactly the same way as Forearm Parry with the exception that this character may purchase an additional 2 ranks of Forearm Parry skill (to a maximum of forearm parry Oct, Magic 8, Power 8).

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Guild Credit

Costs:-                      One Status

Prerequisites:-        None

Description:- By swearing one point of Status to the guild they will give you 25 Gests.  This skill may be gained multiple times at a cost of One Status each time. Status spent on this skill may be regained by paying back the 25 Gests to the Guild. Some guilds may place restrictions on how the money is spent (The Lodge would not be happy lending you money to buy magic things with!).

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High Priest in Primary Sphere

Costs:-                      One Status

Prerequisites:-        Priest in Primary Sphere

Description:- This skill entitles you to use the title of High Priest.  For further information on what this really means please see the High Priest section in the High Level Rules.   This skill entitles you to buy the Cast Rank of Power 9 and Cast Rank of Power 10 skills (using character points as normal) in your Primary Sphere.  Note that no new invocations are taught by taking this skill, it grants you only the title and the ability to learn Cosmic Invocations in the future.

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Improved Empowering

Costs:-                      One Status, Gests

Prerequisites:-        None

Description:- This skill enables the character to have a weapon or armour empowered beyond rank 2. For each rank of Empowerment beyond two the character must spend status on this skill as well as the relevant cost in gests.

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Improved Ensorcelling

Costs:-                      One Status, Gests

Prerequisites:-        None

Description:- This skill enables the character to have a weapon or armour ensorcelled beyond level 2. For each rank of Ensorcellment beyond two the character must spend status on this skill as well as the relevant cost in gests.

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Jack of All Trades

Costs:-                      One Status

Prerequisites:-        None

Description:- This skill entitles you to spend Status with a third (or Tertiary) Guild.  This works exactly as spending status with your secondary guild with the restriction that your status spent with your secondary guild must exceed that spent with your tertiary guild.  The point of status required to learn this skill is sworn to your Primary Guild in return for them allowing you to join a third guild.  

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Knockback

Costs:-                      One Status, Character points per use per day

Prerequisites:-        None

Description:- This skill can only be used with a two-handed weapon.  This skill enable a character to knock another character backwards 5 feet by way of a well-aimed blow.  You must pay character points for each use per day of the Knockback skill.  To use the Knockback skill you must strike your opponent and call “Knockback” in place of your usual damage.  Assuming that the person that you have struck is affected by the Knockback skill they will be pushed back 5 feet but are otherwise unharmed and free to act normally after that.  Should you miss your target or strike their weapon and not them then that use of the skill is wasted for the day.  This skill allows you to purchase, with character points, up to five uses of Knockback per day.     

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Knockback Mastery

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Knockback

Description:- This skill works exactly as the Knockback skill.  It entitles you to purchase an additional 5 uses per day of the Knockback Skill to a maximum of 10 uses per day.   

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Enhanced Knockback Mastery

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Knockback Mastery

Description:- This skill works exactly as the Knockback skill.  It entitles you to purchase any amount of uses per day of the Knockback skill.

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Knockback Shot

Costs:-                      One Status

Prerequisites:-        Missile Attunement

Description:- This skill allows the character to use his missile weapon to drive back the enemy.  It works in the same way as the Knockback skill with the exception that you must hit the target with an arrow or bolt from your missile weapon.  Knockback shot can be used with any and all missiles that the character fires but NO physical, power or magical damage is ever inflicted by a Knockback Shot.  The character should call “Knockback” as their damage shout.

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Knockdown

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Knockback

Description:- This skill may only be used with a two-handed weapon.  This skill allows the character to drive opponents to their knees with the power of their blows.  You must pay character points for each use per day of the Knockback skill.  To use the Knockdown skill you must strike your opponent and call “Knockdown” in place of your usual damage.  Assuming your opponent is affected by the Knockdown skill he will be forced to fall to his knees, collapsing slightly so that his elbows touch the floor.  Once an opponent has hit the floor he is free to rise and act normally.  Should you miss your target or strike their weapon and not them then that use of the skill is wasted for the day.  This skill allows you to purchase, with character points, up to four uses of Knockdown per day.   

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Knockdown Mastery

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Knockdown

Description:- This skill works exactly as the Knockdown skill.  It entitles you to purchase an additional four uses per day of Knockdown, to a maximum of eight uses per day.

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Enhanced Knockdown Mastery

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Knockdown

Description:- This skill works exactly as the Knockdown skill.  It entitles you to purchase an additional four uses per day of Knockdown, to a maximum of twelve uses per day.

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Learn Spells Level 1 - 8

Costs:-                      One Status

Prerequisites:-        Make Focus

Description - For each status paid to their Primary or Secondary School Guildmembers for this skill characters receive 3 Spell choices from the lists for their School as found here.

Primary Guildmembers may choose from the Additional Battle Magic, High Magic and Primary High Magic lists for their School, Secondary Guildmembers may only choose from Additional Battle Magic and High Magic lists. For spells of levels 1 - 5 all levels of a single spell (such as Blindness 1 - 5) or Warlock's Blade 2 and 4) count as a single choice. For spells of levels 6 - 8 each level of spell counts as a seperate choice. (Blindness 6 - 8 counts as 3 choices for example). You must learn any lower level versions of a spell before learning a higher level version. You must learn Blindness 1 - 6 before learning Blindness 7 for example.

All of the three choices need not come from the same list but they must all be from the School to which the status for this skill was paid. Thus a Primary Black Wizard may choose Blindness 1 - 5, Blindness 6 and Wizard's Dispel 6 as their three choices in exchange for one point of status.

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Learn Level 9 Spells

Costs:-                      One Status

Prerequisites:-        Sorcerer

Description:- This skill entitles you to be taught a number of new spells of level 9 from colour of the School of Magic from whom this skill was gained.  Please see the appropriate Arcane Magic Spells page for your School of Magic.

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Learn Level 10 Spells

Costs:-                      One Status

Prerequisites:-        Have at least one level 9 spell

Description:- This skill entitles you to be taught a number of new spells of level 10 from colour of the School of Magic from whom this skill was gained.  Please see the appropriate Arcane Magic Spells page for your School of Magic.

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Learn Additional Rank 1 - 8 Invocations

Costs:-                      One Status

Prerequisites:-        Make Talisman,  Priest of the Sect

Description:- This skill entitles you to be taught a number of new invocations of ranks 1 - 8 from the Sect from which this skill was gained.  Please see the appropriate Invocations page for your Sect.  This skill may be taken multiple times, learning different invocations each time.

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Learn Rank 9 Invocations

Costs:-                      One Status

Prerequisites:-        High Priest

Description:- This skill entitles you to be taught a number of new invocations of rank 9 from a Sphere in which you are a High Priest.  Please see the appropriate Cosmic Power Invocations page for your Sect.  This skill may be taken multiple times, learning different invocations each time.

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Learn Rank 10 Invocations

Costs:-                      One Status

Prerequisites:-        Have at least one rank 9 invocation

Description:- This skill entitles you to be taught a number of new invocations of rank 10 from a Sphere in which you are a High Priest.  Please see the appropriate Cosmic Power Invocations page for your Sect.  This skill may be taken multiple times, learning different invocations each time. 

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Magic Tolerance 

Costs:-                      One Status, Character points

Prerequisites:-        None

Description:- A member of the Barbarians Lodge who learns this skill has become more understanding of the essence of magic.  He has received Gorlan’s special permission to use permanently ensorcelled weapons.  This skill does not allow a Barbarian to have beneficial spells cast upon him by others nor does it allow the use of items which release spells or spell like effects upon the Barbarian because that is still too creepy and weird. 

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Magic Tolerance Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Magic Tolerance

Description:- A member of the Barbarians Lodge who learns this skill has become more understanding of the essence of magic.  He has received Gorlan’s special permission to use permanently ensorcelled armour.  This skill does not allow a Barbarian to have beneficial spells cast upon him by others nor does it allow the use of items which release spells or spell like effects upon the Barbarian because that is still too creepy and weird.

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Enhanced Magic Tolerance Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Magic Tolerance Mastery

Description:- A member of the Barbarians Lodge who learns this skill has become more understanding of the essence of magic.  He has received Gorlan’s special permission to use permanently ensorcelled items (Amulets, Rings, Cloaks etc.).  This skill does not allow a Barbarian to have beneficial spells cast upon him by others nor does it allow the use of items which release spells or spell like effects upon the Barbarian because that is still too creepy and weird.  

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Make Focus

Costs:-                      One Status,  Character points, 100 Gests

Prerequisites:-        None

Description:- A Focus is an ensorcelled item (usually a necklace or a ring) which aids the character in harnessing elemental forces.

A Character who has constructed a Focus has earned the title of Wizard

Whilst wearing their own Focus a character no longer takes damage from casting Magic Spells of levels 1 - 5.

Once a character has a focus he may purchase spell slots of levels 6, 7 and 8.

A Primary member of a School of Magic learning this skill will also be taught the Specialist Spell of their chosen colour (which is described Additional Battle Magic for each School) and Dispel Magic Levels 6 - 8 by their School upon making their focus.  Characters learning this skill from their secondary guild do not gain these bonus spells.  

A Focus only works for the character that made it and should it be lost or destroyed (which can happen through the overcasting of spell slots) it will cost 100 Gests to replace. 

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Make Herbal Potion

Costs:-                      One Status, Character points, 10 Gests per Rank for recipes

Prerequisites:-        Enhanced Discern Herbal Potion Mastery

Description:- This skill allows a character to brew temporary potions whilst outside of the Towers.  The making of the potions should be role-played on the adventure itself and takes half an hour.  These potions are temporary and are considered to last only for the duration of that adventure (you cannot save potions for future adventures).  You must purchase potion recipes from your guild in order to use this skill.  There are twelve potion recipes available to characters rules for which can be found in the marketplace section. Potion recipes cost 10 gests per rank.  For example to make dexterity potions to rank 5 would require a payment of 50 gests to made to your guild.  The Make Herbal Potion skill allows you to make 10 ranks of potions, for which you have the recipe, per dungeon split in any way you choose (for example you could make a rank 6 double strength potion, a rank 2 remove pain and a rank 2 dexterity potion or one rank 10 ingestive venom).

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Make Herbal Potion Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Make Herbal Potion

Description:- This skill works in exactly the same way as Make Herbal Potion.  It allows you to brew an additional 10 ranks of potions per event (a total of 20 ranks).  This takes an additional half an hours brewing and preparation time (a total of one hour).  Note that the brewing time can be split into half an hour sections, making ten ranks of potion per half an hour (so you could spend half an hour on the Friday night brewing ten ranks of potions and then brew the other ten ranks in half an hour on Saturday if you so wished).  

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Enhanced Make Herbal Potion Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Make Herbal Potion Mastery

Description:- This skill works in exactly the same way as Make Herbal Potion.  It allows you to brew an additional 10 ranks of potions per event (a total of 30 ranks).  This takes an additional half an hours brewing and preparation time (for a total of one and a half hours).  Note that the brewing time can be split into half an hour sections, making ten ranks of potion per half an hour (so you could spend half an hour on the Friday night brewing ten ranks of potions, brew another ten ranks in half an hour on Saturday morning and the final ten ranks on Saturday afternoon if you so wished). 

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Make Non-Metal Armour

Costs:-                      One Status, Character points

Prerequisites:-        Skinning

Description:- This skill allows the character to make a suit of standard non-metal armour (A.C. 6) from a skin which they have gained from an event (see Skinning).  It costs half the price listed in the armour rules to make a suit of armour from an acquired skin (20 Gests for non-metal).  One Skin and 20 gests must be exchanged in return for a card for the armour.

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Make Non-Metal Armour Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Make non-metal armour

Description:- This skill allows the character to make a suit of superior +1 non-metal armour (A.C. 7) from a skin which they have gained from an event (see Skinning).  It costs half the price listed in the armour rules to make a suit of armour from an acquired skin (40 Gests for superior non-metal +1).  One Skin and 40 gests must be exchanged in return for a card for the armour.   

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Enhanced Make Non-Metal Armour Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Make non-metal armour mastery

Description:- This skill allows the character to make a suit of superior +2 non-metal armour (A.C. 8) from a skin which they have gained from an event (see Skinning).  It costs half the price listed in the armour rules to make a suit of armour from an acquired skin (80 Gests for superior non-metal +2).  One Skin and 80 gests must be exchanged in return for a card for the armour.   

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Make Talisman

Costs:-                      One Status, Character points, 100 Gests

Prerequisites:-        50 Power

Description:- A Talisman is an empowered item (usually a necklace or a ring) which aids the character in channeling the power of the Spheres.

A Character who has constructed a Talisman has earned the title of Priest.

Whilst wearing their own Talisman a character no longer takes damage from casting Spiritual Invocations of ranks 1 - 5.

Once a character has a Talisman he may learn the Cast 1st Sphere Rank 6 - 8 skills.

A Talisman allows the character to store his power within it instead of his body. For example a character with 50 Power may choose to keep 40 of it in his Talisman and 10 in his body. It takes one minute to transfer any amount of power between the Character and their Talisman and vice versa.

Any invocation of rank 1 to 5 that is cast using the power stored in a Talisman does not inflict casting damage.

Invocations and effects which remove power from an individual (such as Power Drain or Power Meld) do not affect the power stored in a Talisman unless specifically targeted (thus in the above example, assuming that the character had no power armour class, a Power Drain 16 cast on the character would only drain the 10 power stored in the characters body, leaving him unconscious due to being on zero power but with 40 power remaining in his Talisman.

A Talisman only works for the character that made it and should it be lost or destroyed (which can happen through the overcasting of power) it will cost 100 Gests to replace. 

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Marksman

Costs:-                      One Status, Character points, 50 Gests

Prerequisites:-        Missile Attunement

Description:- This skill grants the character an additional +1 rank of damage with his attuned missile weapon bringing his base damage with that weapon to "Sept".  This base damage may be increased only by spells, invocations and skills which specifically refer to missile damage.

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Meditate

Costs:-                      Character points

Prerequisites:-        None

Description:- This skill teaches the character how to prepare his mind ready to receive an invocation to put him into a state of meditation. This skill allows the user to benefit from the meditation invocations. It can only be done once per solar day. This skill allows the user to regain all power (except for that which is active) over a period of 30 minutes. Whilst engaged in meditation the character may do nothing else until it is completed. The character is entirely unaware of their surroundings, but can be disturbed by receiving damage. Such a disturbance interrupts the Meditate and prevents its further use in that day. The amount of power recovered when a character is disturbed is dependent on the referee, although it will generally be in direct ratio to the time spent.      

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Meditate Adrenals

Costs:-                      One Status, Character points

Prerequisites:-        None

Description:- This skill allows the character to recover all Adrenals currently used that day by spending half an hour in a meditative trance.  Whilst a character is meditating back their Adrenals they are unaware of their surroundings, as they are so focused upon the task in hand.  Should the character be interrupted during the half an hour they will recover Adrenal points at the referee’s discretion (normally an amount proportional to the time spent meditating).  This skill may only be used once per day.  An Adrenal Meditation need not be spent lying still with your eyes closed; it may be a war dance, a chant or some other action appropriate to your character provided that you role play the skill and remember that you are unaware of anything going on around you during your meditation.      

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Meditate Ki

Costs:-                      One Status, Character points

Prerequisites:-        None

Description:- This skill allows the character to recover all Ki points currently used that day by spending half an hour in a meditative trance.  Whilst a character is meditating back their Ki they are unaware of their surroundings as they are so focused upon the task in hand.  Should the character be interrupted during the half an hour they will recover Ki points at the referee’s discretion (normally an amount proportional to the time spent meditating).  This skill may only be used once per day.  A Ki Meditation need not be spent lying still with your eyes closed; it may be a series of exercises, a chant or some other action appropriate to your character provided that you role play the skill and remember that you are unaware of anything going on around you during your meditation.        

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Memonic

Costs:-                      Character points

Prerequisites:-        One level 1 spell slot

Description:- This skill teaches the character how to train his mind so that extra magical capacity can be called upon. This skill allows the character to regain spell slots that have been used that solar day by spending 30 minutes studying his spellbook. This can only be performed once per solar day. Spell slots of spells whose duration has not yet expired cannot be regained.

Primary Mages regain an amount of mana equal to their rank in Spell Slots, divided as the character wishes.

Secondary Mages regain half their rank in mana.  

Whilst the caster is studying their spellbook they may do nothing else until they have completed this. The character is entirely unaware of their surroundings, but can be disturbed by receiving damage, having their spellbook taken away etc. Such a disturbance interrupts the Memonic Enhancer and prevents its further use in that day. The amount of mana recouped when a character is disturbed is dependent on the referee, although it will generally be in direct ratio to the time spent. 

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Memonic Mastery

Costs:-                      Character points

Prerequisites:-        Memonic

Description:- This skill works in exactly the same way as Memonic with the exception that it now only takes 20 Minutes. The character may still only Memonic once per day.    

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Enhanced Memonic Mastery

Costs:-                      Character points

Prerequisites:-        Memonic Mastery

Description:- This skill works in exactly the same way as Memonic with the exception that it now only takes 10 Minutes. The character may still only Memonic once per day.     

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Missile Attunement

Costs:-                      One Status, Character points, 50 Gests

Prerequisites:-        Enhanced Missile Mastery

Description:- This skill allows the character to become particularly skilled with one specific missile weapon (normally a bow or Crossbow).  Note that this is one specific weapon and not a type of weapon.  When using their chosen weapon the character inflicts a base damage of "Quartz".  This base damage may be increased only by spells, invocations and skills which specifically refer to missile damage.

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Missile Proficiency

Costs:-                      Character Points

Prerequisites:-        None

Description:-           This skill grants the character proficiency with a chosen missile weapon (bow or crossbow) allowing them to inflict a base damage of "Triple" with that weapon type. This base damage may be increased only by spells, invocations and skills which specifically refer to missile damage.

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Missile Mastery

Costs:-                      Character Points

Prerequisites:-        Missile Proficiency

Description:-           This skill increases the base damage with the chosen type of missile weapon (bow or crossbow) to "Quad". This base damage may be increased only by spells, invocations and skills which specifically refer to missile damage.

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Enhanced Missile Mastery

Costs:-                      Character Points

Prerequisites:-        Missile Mastery

Description:-           This skill increases the base damage with the chosen type of missile weapon (bow or crossbow) to "Quin". This base damage may be increased only by spells, invocations and skills which specifically refer to missile damage.

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Priest in Second Sphere

Costs:-                      One Status

Prerequisites:-        Make TalismanCast Rank 5 in Second Sphere

Description:- This skill entitles the character to become a Priest of the second Sphere to which the character has a connection (see connection with second sphere).  The character is allowed to learn the Cast Second Sphere Ranks 6 - 8. Note that no invocations are learnt as a result of this skill, only the title is granted.  To gain additional invocations in your secondary sphere you must join the Path Sect of that sphere as your secondary guild and spend status on the learn invocation skills.  

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Priest in Third Sphere

Costs:-                      One Status

Prerequisites:-        Cast Rank 5 in Third Sphere

Description:- This skill entitles the character to become a Priest of the Third Sphere to which the character has a connection (see connection with Third Sphere).  The character is allowed to learn the Cast Third Sphere Ranks 6 - 8. Note that no invocations are learnt as a result of this skill, only the title is granted.  To gain additional invocations in your secondary sphere you must join the Path Sect of that sphere as a Tertiary Guild and spend status on the learn invocation skills.  Note that this skill grants an exception to the rule that a character may join only two guilds but only for the purposes of allowing them to join the Path Sect of that Sphere.  Thus a Priest of the Grey Path who chose to become a Priest of the White Path (their secondary Guild) would be allowed to join the Dark Path as a result of purchasing this skill but they would not be able to join any additional guilds.

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Recognise Magic

Costs:-                      Character points

Prerequisites:-        None

Description:- This skill teaches the character to recognise the Aura given out by magic. This skill will reveal the presence of magic within one inch of the characters hand and will give an indication of the level of mana in effect, if applicable. The mana level recognised is the active mana of the spell (equal to the spells level), and levels of spell expended to provide extra duration do not count as part of this active mana. Items that are permanently ensorcelled can be detected by this skill and can be distinguished from items that have active spells upon them, although the exact powers of the ensorcelled items are not revealed. This skill can also be used by a spell caster on themselves to reveal what spell slots they have remaining (this will help prevent under- or over-casting). Under no condition may it ever be used on another person to reveal what spell slots they have remaining.

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Recognise Power

Costs:-                      Character points

Prerequisites:-        None

Description:- This skill teaches the character to recognise the Aura given out by power. This skill will reveal the presence of power within one inch of the characters hand and will give an indication of the rank in effect, if applicable. The rank recognised is the active power of the invocation (equal to the invocations rank), and ranks expended to provide extra duration do not count as part of this active power. Items that are permanently empowered can be detected by this skill and can be distinguished from items that have active invocations upon them, although the exact abilities of the empowered items are not revealed. This skill can also be used by a caster on themselves to reveal exactly how much power they have remaining (including power in their Talisman if applicable). You may use this skill on others to determine roughly the amount of power within their body as shown below;

Power Answer to Recognise Power
0 None
1 - 10 Low
11 - 50 Medium
51 - 100 High
101 + Very High

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Read/Write Runes

Costs:-                      Character points

Prerequisites:-        None

Description:- The character has learnt how to read a particular Rune Set. This skill is required to read Spell or Invocation Scrolls (requiring Read Magic runes or Read Power runes respectively). The player is permitted to carry a crib sheet for the chosen rune set with them on events to assist them in the translation. The crib sheet represents the character knowledge and may not be used by others unless they have the Read/Write Runes skill for the same rune set. This skill may be taken multiple times, choosing a different rune set each time.

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Resist Disarm

Costs:-                      One Status, Character points

Prerequisites:-        Weapon Attunement

Description:- This skill grants the character immunity to the Disarm Skill.  In order to resist disarm a character must clearly utter an appropriate phrase or some other appropriate role-playing that makes it obvious that you have resisted, rather than ignored or simply not heard, the disarm attempt.

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Resist Knockback

Costs:-                      One Status, Character points

Prerequisites:-        Double Strength

Description:- This skill grants the character immunity to the Knockback Skill.  In order to resist a knockback the character must clearly utter an appropriate phrase or some other appropriate role playing that makes it obvious that you have resisted, rather than ignored or simply not heard, the knockback attempt.

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Resist Knockdown

Costs:-                      One Status, Character points

Prerequisites:-        Double Strength

Description:- This skill grants the character immunity to the Knockdown Skill.  In order to resist a knockdown the character must clearly utter an appropriate phrase or some other appropriate role playing that makes it obvious that you have resisted, rather than ignored or simply not heard, the knockdown attempt.

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Resist Stun

Costs:-                      One Status, Character points

Prerequisites:-        Toughened Skin Mastery

Description:- This skill grants the character immunity to the warrior skill Stun.  In order to resist a stun the character must clearly utter an appropriate phrase or some other appropriate role playing that makes it obvious that you have resisted, rather than ignored or simply not heard, the stun attempt.  This skill does not allow you to resist "Stun Location" effects such as those generated by the Yellow High Magic Spell Stun.

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Shield Proficiency

Costs:-                      Character Points

Prerequisites:-        None

Description:- This skill allows the character to use a shield to defend himself. A shield should be no wider than the characters shoulders and no longer that the distance from chin to groin. Blows deflected by a shield inflict no damage on the character.

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Skinning

Costs:-                      One Status,  Character Points

Prerequisites:-        None

Description:- This skill allows the character to skin and prepare the hides of particularly dangerous creatures for later use in the manufacture of armour.  The creature must be killed without the use of edged weapons in order to be of any use in the manufacture of armour.  It takes 30 minutes to skin and prepare the hide of a single man-sized creature which should be accompanied by appropriate role-playing.  Suitable creatures for skinning include Trolls, Bugbears, Lycanthropes and other such creatures.  Your referee will indicate whether or not a creature is suitable for skinning.  

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Skinning Mastery

Costs:-                      Character Points

Prerequisites:-        Skinning

Description:- This skill reduces the time required to skin a creature to 20 minutes.

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Enhanced Skinning Mastery

Costs:-                      Character Points

Prerequisites:-        Skinning Mastery

Description:- This skill reduces the time to skin a creature to 10 minutes.

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Sneak Attack

Costs:-                      One Status (not Assassins), Character points

Prerequisites:-        None

Description:-            This skill allows the character to add one rank of physical damage to their blows under the following circumstances (magic and power damage is unaffected).

  • Striking an opponent in the back when that opponent is either unaware of the characters presence or already engaged in melee with another character to the front.
  • Striking an opponent who is slept, unconscious, paralysed or otherwise immobilised.

It is generally only possible to Sneak Attack any individual once with each hand in any one attack as after that the opponent will be aware of you (the first one will get their attention, wake them up etc.) and will be attempting to defend themselves.  If someone is paralysed, unconscious or obviously pays no heed to the Sneak Attack (does not turn to ward off their attacker or is completely focused on an opponent to the front) then additional Sneak Attacks may be made until the target makes some effort to defend themselves, if able.  It is not permitted to pin someone to the floor in order to use a Sneak Attack (even if they were already lying down due to being slept etc.) and all Sneak Attack blows should be good, obvious swings of the weapon to simulate the targeting of a weak spot.

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Sneak Attack Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Sneak Attack

Description:-            This skill allows the character to add one additional rank of physical damage to their Sneak Attacks (for a total of +2 ranks of physical damage).  The same restrictions on making a Sneak Attack apply.

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Enhanced Sneak Attack Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Sneak Attack Mastery

Description:-            This skill allows the character to add one additional rank of physical damage to their Sneak Attack (for a total of +3) ranks of physical damage.  All of the same restrictions on making a Sneak Attack apply.

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Sorcerer in Primary Colour

Costs:-                      One Status

Prerequisites:-        Wizard in Primary Colour

Description:- This skill entitles you to use the title of Sorcerer.  For further information on what this really means please see the Sorcerer section in the High Level Rules.   This skill entitles you to buy level 9 and 10 spell slots using character points as normal.  Note that no new spells are taught by taking this skill, it grants you only the title and the ability to learn Arcane Spells in the future.

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Sorcerer in 2nd Colour

Costs:-                      One Status

Prerequisites:-        Wizard in 2nd Colour, Sorcerer in Primary Colour

Description:- This skill grants the character the title of Sorcerer in their secondary colour of Magic.  Note that no additional spells are taught as a result of this skill however the character may now spend status with their secondary guild on the learn level 9 spells and learn level 10 spells skills.

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Speed Dart

Costs:-                      One Status

Prerequisites:-        Level 1 Spell Slot

Description:- This skill grants the character knowledge of the specialist spell Speed Dart at levels 1 - 5.  Speed Dart is cast upon the archers bow and will increase the damage done by that bow by either one or two ranks for a number of shots as shown in the table below.  The spell expires in 15 minutes regardless of whether or not all of the shots have been used.  The spell cannot be extended.  The Maximum damage that may be inflicted by a speed dart is Oct.

Level Damage Increase (ranks) Number of Shots
1 +1 1
2 +1 2
2 +2 1
3 +1 4
3 +2 2
4 +1 8
4 +2 4
5 +1 16
5 +2 8

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Spiritual Warrior

Costs:-                      One Status, Character points

Prerequisites:-        90 Life, Armoured Dexterity Rank 1, Discern Wounds, Bind Wounds, Armour Proficiency, Weapon Mastery, Cast Rank of Power 3, 15 Total Power

Description:- This skill allows you to choose one of the abilities listed below;

Ability Effect
Resist Fear Character may resist one Fear effect targeted at them.
Additional Damage Character inflicts +1 damage on a single blow.  Maximum damage Quartz.
Resist Element Character gains +4 Magical A.C. versus a single attack.  The character must choose one element that they may resist when selecting this skill.
Resist Curse Character may resist one Lesser Curse effect targeted at them.
Resist Power Drain Character may resist Power Drain effects up to 16 Points of Power Draining. If an effect would drain more than 16 points of Power then the Resist may not be used.
Cast Through Weapon The character may deliver one lay rank invocation with a range of touch through his weapon. Full vocals must be used and power expended as usual, only the method of delivery is changed and the caster may have his weapon in his hand whilst casting the invocation. This ability may be used twice per day.

Each use of the ability must be accompanied by role-playing appropriate to your character; calling upon the King or the Sphere for example.  Each use of the ability requires the expenditure of 1 point of power from the characters body, not their Talisman.  Using power in this way does not cause casting damage. 

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Spiritual Warrior Mastery

Costs:-                      One Status,  Character points

Prerequisites:-        Spiritual Warrior, 120 Life, Armoured Dexterity Rank 2, Bind Wounds Mastery, Armour Mastery, Enhanced Weapon Mastery, Cast Rank of Power Rank 5, 25 Power, Read and Write Runes

Description:- This skill allows you to choose one of the abilities listed below;

Ability Effect
Resist Fear Character may resist one Fear effect.  If choosing this ability for a second time you may use this ability to Resist Fear on behalf of another character within 20 ft.
Additional Damage Character inflicts +1 damage on a single blow.  Maximum damage Quartz.  If you are choosing this ability for a second time you may inflict +2 ranks of damage for a single use of the Additional Damage ability and the maximum damage is increased to Sept.
Resist Element Character gains +4 Magical A.C. versus a single attack.  The character must choose one element that they may resist when selecting this skill.  If choosing this ability for a second time then the character may resist an additional element (for a total of two).
Resist Curse Character may resist one Lesser Curse effect targeted at them. If choosing this ability for a second time the character may resist Greater Curse effects targeted at them.
Resist Power Drain Character may resist Power Drain effects up to 16 Points of Power Draining. If an effect would drain more than 16 points of Power then the Resist may not be used. If choosing this ability for a second time the character may resist Power Drain effects regardless of the amount of Power being drained.
Cast Through Weapon The character may deliver one lay rank invocation with a range of touch through his weapon. Full vocals must be used and power expended as usual, only the method of delivery is changed and the caster may have his weapon in his hand whilst casting the invocation. This ability may be used twice per day. If choosing this ability for a second time the character may use the ability an additional two times per day, for a total of four.

Each use of the ability must be accompanied by role-playing appropriate to your character; calling upon the King or the Sphere for example.  Each use of the ability requires the expenditure of 1 point of power from the characters body, not their Talisman.  Using power in this way does not cause casting damage.

A note on resists:- If the source of the effect to be resisted is delivered as a Mass Effect then the Spiritual Warrior may choose to resist it upon himself or upon one other person within the Mass Effect, assuming he possesses that ability. He may not do both.

Enhanced Spiritual Warrior Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Spiritual Warrior Mastery, 150 Life, Armoured Dexterity Rank 3, Enhanced Bind Wounds Mastery, Enhanced Armour Mastery, Weapon Attunement, Make Talisman

Description:- This skill allows you to choose one of the abilities listed below;

Ability Effect
Resist Fear Character may resist one Fear effect targeted at them.  If choosing this ability for a second time the character may use this ability to Resist Fear on behalf of another character within 20 ft. 
Additional Damage Character inflicts +1 damage on a single blow.  Maximum damage Quartz.  If choosing this ability for a second time you may inflict +2 ranks of damage for a single use of the Additional Damage ability and the maximum damage is increased to Sept.  If choosing this ability for a third time a single use of the ability will add +3 ranks of damage for a single blow with a maximum damage of Oct.
Resist Element Character gains +4 Magical A.C. versus a single attack.  The character must choose one element that they may resist when selecting this skill.  If choosing this ability for a second time then the character may resist an additional element (for a total of two). Choosing this ability for a third time allows the character to resist a total of three chosen elements.
Resist Curse Character may resist one Lesser Curse effect targeted at them. If choosing this ability for a second time the character may resist Greater Curse effects targeted at them. If choosing this ability for a third time the character may use this ability to resist greater and lesser Curses on behalf of another character within 20 ft.
Resist Power Drain Character may resist Power Drain effects up to 16 Points of Power Draining. If an effect would drain more than 16 points of Power then the Resist may not be used. If choosing this ability for a second time the character may resist Power Drain effects regardless of the amount of Power being drained. If choosing this ability for a third time the character may use this ability to Resist Power Drain, of any quantity, on behalf of another character within 20 ft. 
Cast Through Weapon The character may deliver one lay rank invocation with a range of touch through his weapon. Full vocals must be used and power expended as usual, only the method of delivery is changed and the caster may have his weapon in his hand whilst casting the invocation. This ability may be used twice per day. If choosing this ability for a second time the character may use the ability an additional two times per day, for a total of four. If choosing this ability for a third time the character may use the ability an additional four times per day, for a total of eight.

Each use of the ability must be accompanied by role-playing appropriate to your character; calling upon the King or the Sphere for example.  Each use of the ability requires the expenditure of 1 point of power from the characters body, not their Talisman.  Using power in this way does not cause casting damage. 

A note on resists:- If the source of the effect to be resisted is delivered as a Mass Effect then the Spiritual Warrior may choose to resist it upon himself or upon one other person within the Mass Effect, assuming he possesses that ability. He may not do both.

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Strength

Costs:-                      Character Points

Prerequisites:-        None

Description:-           This skill makes the character even stronger than a normal person.  It benefits the character in the following ways.

  1. The character adds an additional rank of physical damage to all attacks made with melee weapons.
  2. The character can pull out of binds, entangles etc. as described under the relevant spell/invocation. This takes 5 seconds of good role-playing per location affected.
  3. The character cannot be overpowered or held back by any number of characters who do not have Strength

A table summarising the various levels of strength within the game is given below;

Strength Level Description
Triple Strength Adds +3 Physical Damage using a two handed weapon.
Double Strength Adds +2 Physical Damage
Strength See Strength Skill. Adds +1 Physical Damage
Normal All characters begin at normal strength. It provides no in-character bonuses or penalties.
Weak The character may move no faster than a walk and may no longer strike blows in combat (they may parry and attempt to defend themselves but it should be obvious that they are not physically healthy). A weak individual should role-play the fact that they have almost no physical strength. A weak individual may still cast spells and invocations and may still use items and similar abilities provided they do not require much physical effort.
Helpless Character cannot fight. Character can move at a slow crawl but cannot climb stairs or perform any physical feat (such as opening a door). A Helpless character may not cast spells or invocations or use abilities that require physical effort (such as Ki).

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Double Strength

Costs:-                      One Status, Character Points

Prerequisites:-        Strength

Description:-           This skill makes the character even stronger than a person with the strength skill.  It benefits the character in the following ways.

  1. The character adds an additional rank of physical damage to all attacks made with melee weapons.  This is in addition to the bonus rank gained from Strength for a total of +2 ranks.
  2. The character can rip out of binds, webs, entangles etc., that normally require Strength to escape, almost instantly (1 second per location roleplaying the escape is still required).
  3. Welds, Ensnare etc. can be broken out of in 5 seconds per location affected (roleplaying of the effort involved is required).
  4. The character cannot be overpowered or held back by any number of characters who do not have Double Strength

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Triple Strength

Costs:-                      One Status, Character Points

Prerequisites:-        Double Strength

Description:-           This skill makes the character even stronger than a person with the double strength skill.  It benefits the character in the following ways;

  1. The character adds an additional rank of physical damage to all attacks made with two-handed melee weapons.  This is in addition to the bonus ranks gained from Strength and Double Strength for a total of +3 ranks.  This additional damage is not added when using a single handed weapon of any sort.
  2. The character can rip out of Weld, Ensnare etc., that normally require Double Strength to escape, almost instantly (1 second per location role-playing the escape is still required).
  3. Entrapment, Cocoon etc. can be broken out of in 5 seconds per location affected (role-playing of the effort involved is required). 
  4. The character cannot be overpowered or held back by any number of characters who do not have Triple Strength

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Strength Attuned Bow

Costs:-                      One Status, 25 Gests

Prerequisites:-        None

Description:- This skill grants the character a bow or crossbow which can be used in conjunction with the increased damage ranks gained from the Strength skills in the same way as a melee weapon.  Thus a character with a Strength Attuned Bow and double strength would do +2 ranks of damage above what they would normally do with a bow.  If the bow is destroyed or lost it will require 25 gests to replace but no additional Status.

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Stun

Costs:-                      One Status, Character points

Prerequisites:-        Disarm

Description:- This skill allows the character to strike with such precision as to render an opponents limb useless for 10 seconds.  You must pay character points for each use per day of the Stun skill.  To use the Stun skill you must strike your opponent in a limb (not the head or the body) and call "Stun" in place of your usual damage.  Assuming that the person that you have struck is affected by the Stun skill they will be unable to use that limb at all for ten seconds although they do not have to drop anything held with that limb.  Should you miss your target or strike their weapon and not them then that use of the skill is wasted for the day.  This skill allows you to purchase, with character points, up to four uses of Stun per day.

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Stun Mastery

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Stun

Description:- This skill allows the character to purchase an additional four uses of Stun per day to a maximum of eight uses per day.

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Enhanced Stun Mastery

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Stun Mastery

Description:- This skill allows the character to purchase an additional four uses of Stun per day to a maximum of twelve uses per day.

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Stun Shot

Costs:-                      One Status, Character points per use per day

Prerequisites:-        Marksman

Description:- This skill allows the character to aim an arrow or bolt with such precision as to render an opponents limb useless for 10 seconds.  You must pay character points for each use per day of the Stun Shot skill.  To use the Stun Shot skill you must hit your opponent in a limb (not the head or the body) and call “Stun” in place of your usual damage.  Assuming that the person that you have struck is affected by the Stun Shot skill they will be unable to use that limb at all for ten seconds although they do not have to drop anything held with that limb (if appropriate).  Should you miss your target then that use of the skill is wasted for the day.  This skill allows you to purchase, with character points, up to eight uses of Stun Shot per day.

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Throat Slit

Costs:-                      One Status, Character points

Prerequisites:-        Dagger Mastery

Description:- This skill allows the character to cut the throat of an opponent.  Throat slit may only be performed using a dagger, as any other weapon is too large and unwieldy.  The character must draw the dagger across the victim’s throat from ear to ear to perform a throat slit.  This can only be done if the victim is either surprised (the attack comes from behind) or unable to stop the attack (paralysed, slept etc.).  A throat slit can never be carried out from the victim’s front unless they are unable to respond (paralysed, slept etc.).  Throat slit inflicts the same damage as the character would normally cause with the dagger and is not modified by the bonus damage granted by Sneak Attack.  Provided that this damage exceeds the targets armour class, then the throat slit will be successful.  A successful throat slit causes the victim to bleed at the rate of 1 life per second (or 1 monster hit per second).  Victims are unable to cast spells or invocations, speak beyond a gurgle and cannot move faster than a slow stagger.  We expect anyone using the Throat Slit Skill to do so very carefully.  Remember no grappling is allowed in Heroquest.  Complaints will lead to this skill being withdrawn.   

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Throat Slit Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Throat Slit, Enhanced Dagger Mastery

Description:- This skill works in exactly the same way as Throat Slit with the added bonus that the character inflicts +1 rank of damage when making a Throat Slit attack.

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Enhanced Throat Slit Mastery

Costs:-                      One Status, Character points

Prerequisites:-        Throat Slit Mastery, Dagger Attunement

Description:- This skill works in exactly the same way as Throat Slit Mastery with the added bonus that the character inflicts an additional +1 rank of damage (for a total of +2 ranks) when making a Throat Slit attack.

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Toughened Skin

Costs:-                      Character Points

Prerequisites:-        None

Description:- This skill increases the characters physical armour class by +1 due to their Toughened hide. This increase stacks with all other forms of physical armour class including unarmoured dexterity.

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Toughened Skin Mastery

Costs:-                      One Status, Character Points

Prerequisites:-        Toughened Skin

Description:- This skill makes the character immune to bruising damage.  Should an attack fail to exceed the characters armour class they will take no damage at all.

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Enhanced Toughened Skin Mastery

Costs:-                      One Status, Character Points

Prerequisites:-        Toughened Skin Mastery

Description:- This skill grants the character +1 armour class due to his extremely tough skin.  This additional armour class counts against physical, power and magical damage suffered by the character and stacks with all other forms of armour class. 

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Trap Handling

Costs:-                      Character Points

Prerequisites:-        None

Description:- The trap handling skill teaches the character how to handle a trap without automatically activating it. This does not guarantee the successful disarming of a trap, just the knowledge necessary to attempt to deal with it.  A character with the trap handling skill may carry a small pouch of tools to aid them in their task or may simply rely on quick fingers and healthy disregard for their own safety.  A character without this skill who attempts to disarm a trap will suffer the effects of the trap regardless of whether or not they successfully disarmed the physical representation of the trap.

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Unarmoured Dexterity

Costs:-                      Character Points per rank

Prerequisites:-        None

Description:-           This skill teaches the character how to dodge whilst unencumbered. by armour or other forms of physical protection. For each rank of this skill that a character learns, he gains an extra point of dexterity AC. This dexterity will not work with other forms of physical AC, such as that provided by worn armour or certain spells. It does not work with armoured dexterity. It provides physical, magical and power armour class. To use Unarmoured Dexterity the character must be aware of the incoming attack and be capable of moving. Characters may have a maximum of 16 Ranks of Armoured Dexterity. Dexterity armour class may be reduced or negated by the following effects; 

  1. Restricted movement caused by a spell or invocation (such as bind or ensnare) will normally reduce dexterity to half.
  2. Being in intense pain (due to an invocation or broken limb for example) may reduce dexterity by half depending on the source (a broken leg would have more of an effect upon dexterity than a broken arm for example).
  3. A blow struck from behind or whilst blinded will ignore dexterity armour class entirely. 
  4. Slow spells and effects reduce dexterity by half. 
  5. A character who is Helpless (see Strength) is unable to benefit from dexterity. 

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Use Adrenals Ranks 1 - 5

Costs:-                      One Status, Character Points per rank

Prerequisites:-        At least 1 point of Adrenals

Description:- This skill allows the various Adrenal Skills to be used.  In order to use the Adrenal Skills the character must give an appropriate war cry (“by Crom” for example) and expend a number of Adrenal points (see Buy Adrenals) equal to the rank of the Adrenal Skill.  For example a character with the Use Adrenal Skill to rank 3 and the Adrenal Dexterity Skill to rank 3 could call upon the spirit of the cougar in order to gain 3 points of dexterity for 60 seconds.  Using Adrenals does not cost life points and Adrenal points may be rested back in the same way as (but instead of) power (1 point every 15 minutes of rest).       

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Weapon Attunement

Costs:-                      One Status, Character Points, 100 Gests

Prerequisites:-        Enhanced Weapon Mastery (in the type of weapon to be attuned to) or Enhanced Double Handed Mastery (in the type of weapon to be attuned to)

Description:- This skill allows the character to become as one with his chosen weapon.  One particular weapon of a type in which the character is already an enhanced master may be chosen to be attuned to.  When wielding his attuned weapon the character inflicts +1 rank of physical damage (a base damage of Quad with a one handed attuned weapon, Quin with a two handed attuned weapon) which is modified by the users strength as normal.  This skill may be taken multiple times, with a different weapon each time (note that you may not attune to the same weapon more than once) at a cost of One Status, Character Points and 100 Gests per attunement.

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Weapon Proficiency

Costs:-                      None, Basic Skill

Prerequisites:-        None, Basic Skill

Description:- This skill allows the character to inflict a base damage of "Single" when using any melee weapon in one or two hands. All characters gain this skill for free.

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Weapon Mastery

Costs:-                      Character Points

Prerequisites:-        None

Description:- This skill allows the character to inflict a base damage of "Double" when using a chosen Single Handed Weapon type (such as Swords or Axes). This skill may be purchased multiple times, allowing the character to be proficient with more than one type of weapon. The base damage may be increased using spells, invocations or skills which add damage (such as Strength).

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Enhanced Weapon Mastery

Costs:-                      Character Points

Prerequisites:-        Weapon Mastery (in chosen weapon type)

Description:- This skill allows the character to inflict a base damage of "Triple" when using a chosen Single Handed Weapon type (such as Swords or Axes). This skill may be purchased multiple times, allowing the character to be proficient with more than one type of weapon. The base damage may be increased using spells, invocations or skills which add damage (such as Strength).

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Wizard in Second Colour

Costs:-                      One Status

Prerequisites:-        Make Focus

Description:- This skill entitles the character to become a Wizard of a Second School of Magic.  Note that no spells are learnt as a result of this skill, only the title is granted.  To gain additional spells from your secondary School you must join the appropriate School of Magic as your secondary guild and spend status on the learn spell skills.  

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Wizard in Third Colour

Costs:-                      One Status

Prerequisites:-        Wizard in Second Colour

Description:- This skill entitles the character to become a wizard in a third School of Magic.  Note that no spells are learnt as a result of this skill, only the title is granted.  To gain additional spells in your third colour you must join the appropriate School of Magic as a Tertiary Guild and spend status on the learn spell skills.  Note that this skill grants an exception to the rule that a character may join only two guilds but for the purposes of allowing them to join that School of Magic only.  Thus a Wizard of the Red School who chose to become a Wizard of the White School (their secondary Guild) would be allowed to join the Blue School as a result of purchasing this skill but they would not be able to join any additional guilds.

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Write Battle Magic Scrolls

Costs:-                      One Status, Character Points

Prerequisites:-        Level 1 Spell Slot

Description:- This skill allows the character to write Magical Scrolls of up to level 5 as per the scroll rules in the General Rules section. 

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Write High Magic Scrolls

Costs:-                      One Status, Character Points

Prerequisites:-        Level 6 Spell Slot, Write Battle Magic Scrolls

Description:- This skill allows the character to write Magical Scrolls of up to level 8 as per the scroll rules in the General Rules section. 

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Write Level 9 Arcane Magic Scrolls

Costs:-                      One Status, Character Points

Prerequisites:-        Level 9 Spell Slot, Write High Magic Scrolls

Description:- This skill allows the character to write Magical Scrolls of up to level 9 as per the scroll rules in the General Rules section.

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Write Level 10 Arcane Magic Scrolls

Costs:-                      One Status, Character Points

Prerequisites:-        Level 10 Spell Slot, Write Level 9 Arcane Magic Scrolls

Description:- This skill allows the character to write Magical Scrolls of up to level 10 as per the scroll rules in the General Rules section. 

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Write Lay Power Scrolls

Costs:-                      One Status, Character Points

Prerequisites:-        Cast Power Rank 1

Description:- This skill allows the character to write Power Scrolls of up to rank 5 as per the scroll rules in the General Rules section. 

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Write Ritual Power Scrolls

Costs:-                      One Status, Character Points

Prerequisites:-        Cast Power Rank 6, Write Lay Power Scrolls

Description:- This skill allows the character to write Power Scrolls of up to rank 8 as per the scroll rules in the General Rules section. 

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Write Rank 9 Cosmic Power Scrolls

Costs:-                      One Status, Character Points

Prerequisites:-        Cast Power Rank 9, Write Ritual Power Scrolls

Description:- This skill allows the character to write Power Scrolls of up to rank 9 as per the scroll rules in the General Rules section.

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Write Rank 10 Cosmic Power Scrolls

Costs:-                      One Status, Character Points,

Prerequisites:-        Cast Power Rank 10, Write Rank 9 Cosmic Power Scrolls    

Description:- This skill allows the character to write Power Scrolls of up to rank 10 as per the scroll rules in the General Rules section. 

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