Adrenaline
Administer a shot of adrenaline to a dying target. The target is temporarily restored to full health for 2 minutes before they either crash and drop back to Bleeding Out, or are injured enough to Bleed Out again.
Bandage
Spend 10 seconds to temporarily stabilise a target back to 1 HP by bandaging their most critical wounds using a bandage (bandage phys rep required).
The target is considered Maimed, but alive. They must be healed via Treatment, Potions or Magic to fully recover.
Cartographer
Once a day, your knowledge in maps and topography enables you to identify a resource location not already on a map.
Notify a ref so the resource can be deployed in the field, it may not be available instantly.
Deception
Anyone has the ability to lie, but those with this skill can twist their words and obscure their meaning to those who would see through others’ deception (e.g. Detect Lies) through years of practice.
Three times a day, compose yourself in such a manner that you can convincingly deceive a non-allied target without being caught.
Deduction
Once a day, in 30 words or less, pose a theory to a referee to see if you’re on the right track. The referee can only give a yes or no response.
Detect Lies
Three times a day, you can determine whether a target is lying to you.
Diagnosis
Spend 5 minutes studying a human target to determine what is ailing them. More individuals with the Diagnosis skill can work together to either reduce the time of Diagnosis, or to determine trickier ailments.
Evaluate
After examining a non-magical item for an appropriate time, determine its worth (information will be on the attached lammie, if there is no lammie, speak to a ref).
Favour
Once an event, call in a favour from your extended network.
It will take time for your request to reach your target, and depending on the nature of your request and the distance the message needs to travel, it may take more than one event for the favour to be fulfilled.
Identify Construct
Once a day, call “Identify Construct” to a Construct, they will respond with the exact type they are (E.g. Gargoyle, Homunculi, etc) and their rank.
This is considered an OC call and other characters cannot hear it.
Identify Cult
Once a day, call “Identify Cult” to a Cultist, they will respond with which cult they belong to (E.g. Emissaries of Silence, Brothers of Order, etc) and their rank.
This is considered an OC call and other characters cannot hear it.
Identify Demon
Once a day, call “Identify Demon” to a Demon, they will respond with the exact type they are (E.g. Imp, Demon, etc) and their rank.
This is considered an OC call and other characters cannot hear it.
Identify Fae
Once a day, call “Identify Fae” to a Fae, they will respond with the exact type they are (E.g. Pixie, Banshee, etc) and their rank.
This is considered an OC call and other characters cannot hear it.
Identify Lycan
Once a day, call “Identify Lycan” to a Lycan, they will respond with the exact type they are (E.g. Werewolf, Werecat, etc) and their rank.
This is considered an OC call and other characters cannot hear it.
Identify Undead
Once a day, call “Identify Undead” to an Undead Creature, they will respond with the exact type of undead they are (E.g. Skeleton, shade, etc) and their rank.
This is considered an OC call and other characters cannot hear it.
Interrogate
Three times a day, attempt to interrogate a detained, non-allied target to extract information from them. If successful the target will provide information on a card. This can be resisted by more powerful creatures. Not all targets will have anything to say. Suffix your interrogation with “Interrogate”, which is an OC call.
Intuition
Once a day, ponder a question by referring back to your training in the Jaegerhaus. Ask this question to a ref. Your memory may not always be entirely accurate and could be hazy.
Mortician
Spend 10 minutes embalming a deceased target with specialist chemicals to be sent off for burial. Proper handling of the dead helps to ensure that there is no further supernatural interference with their corpses. Start every game with one Embalmer’s Potion.
Puzzler
Puzzles in the game are hard skilled, but the Puzzler can obtain one clue to one puzzle per event to help solve it.
Recognise Forgery
After examining an item for an appropriate time, spot whether it is legitimate or fake (information will be on the attached lammie, if there is no lammie, speak to a ref).
Staunch
Staunch a wound by pressing bandages or cloth to the area. This pauses the target’s Bleed Out until they can be healed.
Staunch can also be used by someone without the skill, so long as someone with the skill shows the other how to Staunch whilst they work on the same patient, they do not learn the skill permanently.
Surgery
Every 15 seconds you can heal 1HP to a target with an appropriate phys rep, such as surgery tools. Whilst under the effect of Surgery, the target’s death count is halted unless the Physician is interrupted. If interrupted, the Physician must start over.
Surgery is painful for the target when conscious, and this should be roleplayed appropriately.
Treatment
Maimed, ill and wounded targets can be treated in order to recover to full health. Treat them for 5 minutes, and the target must then spend 10 minutes resting and recovering. The target is sluggish and achy during this time. Sick targets must be Diagnosed first.
