Travelers of Ki'Mara

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Traveler

Everyone has access to the path of the Traveler. You might choose to only dabble in these skills or instead favor them completely over your primary path. Most people are born, live, and die within 50 wheels of their home but you have the sparof wanderlusand exploration in your heart. You are part survivalist, capable of living off the land and even prospering on the fringes of civilization. You are a scholar and seek to learn as much as you can about the indigenous people of Ki'mara and their old world. And you are always ready with skills to heal, believe, and traverse the world around you. 

The Path of the Traveler is available to all players when you create your character. The skills you purchase from this list count for both the Traveler List and your Primary Path when advancing to the next tier of skills (Journeyman, Expert, and Legendary skills). For information on tier advancement can be found here.

Novice Tier

At 1st level you only have access to Novice Tier Skills. Full descriptions of each skill can be found below the table.

Skill Name
Requirements
Description
XP Cost
Appraise Common Item
 -
You can appraise weapons, gems, commodities, and common items.
2
Apprentice Smithing
 -
You know how to create basic items out of basic materials.
3
Archery Focus
 -
Gain a special ability when wielding a type of bow that can be combined with other skills.
10
Basic Survival
 -
Gain 2 Water Commodities during spring, summer, and autumn events.
3
By Jove!
 -
Miraculously recover from Disabled status once per event.
5
Climb I-II*
 -
You are able to climb a vertical surface.
3 / 5
Comprehend Language
 -
You are able to read, speak , and write a language.
3
Dagger Specialization
 -
You deal +1 damage and can dual wield with daggers.
 10
Deadeye
 -
Gain a special ability when wielding a type of firearm that can be combined with other skills.
10
Dissect
First Aid
You can perform surgery to heal, to collect components, or to gather information from the bodies from living creatures.
5
Dread Promise I-II*
 -
You have a natural ability to discern the true depth of a person's fears and use it against them.
 10
Evade I-II*
 -
You are able to defend against a melee attack.
5 / 7
First Aid
 -
You are able to stabilize a disabled or dying character.
3
Fisticuffs
 -
Deal +1 Damage with your Fists, and unarmed damage is no longer Subdual.
4
Forage
Basic Survival
Gain 2 Food Commodities during spring, summer, and autumn events.
3
Helatite Guage
Mage or Mastermind path.
You are able to sense the mana in a helatite stone.
3
Laboratory Assistant
 -
You are able to assist in the creation of Mastermind Devices.
6
Large Shield
Small Shield
You can use a large shield in combat.
3
Ordained
10 Piety
You are recognized by a church for your faith in a god or gods.
0
Physician
First Aid
You can use Rank 1 Potions, Salves, Vaccines, and Cures.
5
Piety
 -
Your Piety is improved by 1.
1
Resolve I-II*
 -
You are able to defend against a mental attack.
4 / 6
Rumor Mongering
Smooth Talker or Dread Promise I
You use rumors and falsehoods to your advantage
6
Scouting
 -
Scouting lets you learn about landmarks surrounding the Caravan.
4
Shield Training
 -
You can use shield skills in combat.
2
Study
 -
You are able to Study the world around you and know its secrets.  
2
Trades
 -
You learn 1 trade each time you purchase this skill.
3
Two-Weapon Style
 -
Fight using two one-handed or smaller melee weapons.
7
Weapon Proficiency
 -
You may call skills with a single weapon of your choice.
3

*Rank III and IV can be purchased when you attain Journeyman Tier Traveler and Rank V can be purchased when you attain Expert Tier Traveler.

In the section below, each skill name is followed by its Usage (Common, Heroic, Mastery, Legendary). This defines the number of purchases you may make of that skill, when it refreshes, and how often you can use it. More information about a skills usage can be found on the Using Skills page under Larp Basics

 

Novice Tier Skill Descriptions

Appraise Common Items   ♦   Common

You know how to appraise basic weapons, gems, commodities, and basic items. See a Staff Member for details regarding exact pricing of items list (official list of item values in Amara coming soon!)

Apprentice Smithing   ♦   Common

You know how to create basic items out of basic materials. See Rules Team for IG item creation.

Archery Focus   ♦   Common

You have exceptional skill at shooting with either a bow or a crossbow. When you take this skill choose a weapon type. When using the selected weapon you gain one of the following abilities, which can be used alongside other skills: 

       Bow: Call “Steadyshot 1, Steadyshot 2, … Steadyshot 10” and auto hit any target within weapon range for base damage.

       Crossbow: All of your Bolts deal piercing damage

Basic Survival      Common

This skill allows you to survive in Temperate climates. You have knowledge of how to build shelters to protect you from the elements as well as the know how to live off the land for a short period of time. In addition Basic Survival provides 2 Drink Commodity (Water) cards at the beginning of each full weekend event during Spring, Summer, and fall months (Terrain Permitting). It does NOT provide any commodity cards at the beginning of a game during winter months. 

By Jove!   ♦   Common

An item you are carrying turned an otherwise deadly blow. Once per event you may regain 1 Hit Point while in the Disabled status by calling this skill then presenting an item that kept the last attack to hit you from being fatal. By Jove is not a defense. It may not be called if you are in the Dying status.


Cigarette cases and small leather bound books are both excellent examples of phys reps for this skill. Remember you MUST explain what happened to those around, for example you might say, "By Jove! I thought I was a goner but it seems that last bullet embedded itself in my hip flask tragically losing me a good quantity of Scotch!" You must be carrying the aforementioned phys rep with you to call this skill. A useful tip to successfully use this skill is to wait until after your attacker has moved away from you or allies are nearby. Unless you have a skill to quickly get away, your enemies may immediately choose to attack you again sending you back into Disabled status.

Climb  ♦   Mastery

You are able to climb any vertical surface and remain there until you decide to stop using this skill. You can still be targeted by spells and projectiles. To use this skill place your hand against the object you are climbing. If you are hit with any attacks you must either call a defense or call another instance of climb. If you cannot do either you fall and take 5 points of damage as well as the effects of the attack.

Comprehend Language      Heroic

You are able to Read, Speak and Write one language other than Amaran. You may take this skill multiple times, learning a new language each time. When speaking in a language known through this skill, you must hold you right hand up with your thumb and forefinger in the shape of an L. If writing in another language, denote which language you are using at the beginning of the text.

Deadeye   ♦   Common

You have exceptional skill at shooting with a Rifle, Revolver, Pistol, or Shotgun. When you take this skill choose a weapon type. When using the selected weapon you gain one of the following abilities, which can be used alongside other skills:

       Rifles: Call “Steadyshot 1, Steadyshot 2, … Steadyshot 5” and auto hit any target within weapon range for base damage.

       Revolvers: You may dual wield revolvers

       Pistols: You may hide up to one pistol on your person to defend against any search effect.

       Shotguns: Instead of dealing normal Damage, you may deal only 3 damage and apply a 3 stride Knockback.

       Other Guns: see the Rules Team.

Dissect   ♦   Common

You are able to operate on a body, living or dead, to gather components or perform other operations. Whenever this skill is being used on a living creature they must roleplay considerable pain unless they have been knocked unconscious. You may gather components from creatures or humanoids. Anyone you operate on immediately goes into the dying status if you remove an important body part and cannot be healed until the body part has been replaced or restored. You may also place an object into a body with this skill. Various medical conditions may require the use of this skill. Role-playing this skill takes a minimum of 1 minute.

Dread Promise   ♦    Mastery

You have a natural ability to discern the true depth of a persons fears and use it against them. To use this skill you must make a promise to do terrible things to your foe and then call, "Dread Promise, 1 minute Fear." At Mastery V you may make this promise against up to 5 targets who are standing within a 10 foot radius.

Evade     Mastery

You are capable of avoiding most melee attacks. When using this skill call, "Evade, No Effect" to defend against a melee attack. This skill only defends against an attack made from in front of you.

First Aid   ♦   Common

This skill allows you to stabilize a dying character. When you start to role-play treating the character their death count stops. Once you have applied first aid for 3 minutes you are able to heal a target for 1 point of damage (they are still unconscious). They cannot be moved while using this skill and their death count resumes as soon as you move further than 3 feet from their body. This skill must be used continuously; if it is interrupted for any reason you must begin it again from the beginning.

Fisticuffs    ♦   Common

You are extremely proficient at meting out bodily harm with your bare hands. When using your fists, deal +1 Damage and all damage is normal rather than Subdual.

Forage   ♦   Common

You are able to live off the land, gathering edible fruits, vegetables, fungi, and roots in the wild to support one person for one day. Having forage on your card automatically provides 1 food commodity during spring and summer, but does not provide any during fall and winter.

Helatite Gauge   ♦   Common

This skill allows you to gauge the potential mana in a helatite stone. You can tell the exact value of any stone you touch or the relative strength of any helatite within plain sight; even if it is being carried by someone else.

Laboratory Assistant   ♦   Common

Whenever you work with a mastermind to complete a device that has charges you are able to get an additional 25% usage (rounded up) out of the Invention. Each invention may only benefit from this skill once. 

Large Shield   ♦   Common

You know how to use large shields in combat.

Ordained   ♦   Common

You’re recognized by the church for your faith to a god or gods. You must choose a faith when you take this skill and can only access talismans and artifacts of that faith. You may never change this decision unless you have obtained approval from a Storyteller. Please see Gods and Worship for more information.

Physician   ♦   Common

You know simple medical practice and can create Rank 1 Potions, Slaves, Vaccines, and Cures. You may also use this skill on a stabilized character; spend 1 minute of Roleplay to heal 4 HP, or cure a status ailment that does not require an antidote.

Piety   ♦   Heroic

You gain 1 Piety Point. Piety is primarily used to imprint talismans with power and wield divine symbols. Piety measures how connected you are to your gods and acts as a sort of divine fuel. You must refresh your piety at each event before you can use it in any way. To refresh your piety visit a shrine and pray to your gods for 2 minutes per piety you wish to recharge. You may refresh any amount of piety with each visit, up to the maximum piety your character has (if you have 3 piety you cannot recharge 4). Piety does not need to be taught or learned, it is a personal journey for each individual.

Resolve  ♦   Mastery

This skill allows you to defend against mental attacks. When using this skill say “Resolve, No Effect”.

Rumor Mongering  ♦  Heroic

This skill allows you to start a rumor about another PC or NPC that can affect them in a positive or negative way. When you use this skill you must go to logistics and submit your rumor to the Narrator on duty. You must do this in writing and include the following information: The PC or NPC’s name, any factions or affiliations that you know they have and the rumor that you wish to start. The outcome is determined by the nature or realism of the rumor and whether it has been used before. If successful this skill may cause some NPC's to help or harm the target of the rumor in some way. You may also use this skill to remove one rumor about you or another player. You may use Rumor Mongering once per purchase, per event.

Scouting   ♦   Common

This skill allows you to learn about the area around the caravan from scouting out your surroundings. At each event site you will find “Landmarks” that have numbers written on the area details. When you find a landmark, record its name and a number on the card, then cross off the number and go to logistics to learn something about that location.

Shield Training   ♦   Common

This skill allows you to call shield-based skills with all shield types.

Study   ♦   Common

This skill represents the ability to learn new knowledge about a race, a culture, a location, an enemy, a science, or any particular field of study. When you purchase this skill, choose any field of study and gain the ability to learn more about subjects of that field through research and observation, usually involving at least 10 minutes of in-game study. Any player may come up with a new study, and staff will come up with any necessary specific rules to accompany the skill. 


           Sample Study: Ethology

           You are able to study animals in their natural habitat to study them. When using this skill you must observe and study a                  creature for a period of 10 minutes while taking no other action. Afterwards, seek out a staff member to learn more about                the creature type, potentially including strengths and weaknesses.  

Trade   ♦   Heroic

You know a Trade which allows you to produce Commodities. Trades divided into four categories, based on the four types of Commodities; Food, Drink, Clothing, and Material. If you are learning Trades in-game (instead of starting with them) PCs or NPCs that teach you your Trade do not need to possess the exact same Trade you wish to learn, but their Trade must be in the same category (someone with Trade: Food - Farmer can teach you Trade: Food - Gatherer but not Trade: Clothing - Tailor). You can purchase Trade as many times as you like, including multiple instances of the same Trade; each instance provides you with Two Commodities of the selected type at Check-In. While the possibilities are limited only to your imagination, please Click Here to see a list of example Trades and to learn more about how Commodities work.

Two Weapon Style  ♦  Common

You have learned to fight using a 1-handed or small weapon in each hand.

Weapon Proficiency   ♦   Common

Each time you take this skill you may choose a new weapon with which to gain proficiency. You are able to call weapon-based skills while using one of the following weapon types:

  • Fists
  • Small Blade
  • Small Blunt 
  • Small Axe
  • 1-Handed Blade
  • 1-Handed Blunt
  • 1-Handed Axe
  • Spear
  • 2-Handed Blade
  • 2-Handed Blunt
  • 2-Handed Axe
  • Pole Arm
  • Pole Axe
  • Staff
  • Throwing Weapon
  • Throwing Spear
  • Bow
  • Crossbow
  • Musket
  • Pistol
  • Rifle
  • Revolver
  • Exotic (Misc. Weapons)

Journeyman Tier

To open the Journeyman Tier of Traveler you must have a total of 100 XP spent on skills from your Primary Path and the Traveler list.

Skill Name
Requirements
 Description
 XP Cost

Appraise Rare Item

Appraise Common Items
You know how to appraise magic items, components, and foreign currency.
5

Brawling

Fisticuffs
You deal lethal damage with your fists and may call melee attackss with them.
5

Exploration

Scouting
You are able to investigate landmarks and find treasure.
6

Forage Expert

Forage
You gain 1 additional food commodity at the beginning of each event.
5

Journeyman Smithing

Apprentice Smithing
You can duplicate existing items and use Rank 2 Smithing Manuals
4
Mastery III
Mastery II of any skill.
Gain Rank III of a Mastery skill you already know at increased XP cost.
+2
Mastery IV
Mastery III of any skill.
Gain Rank IV of a Mastery skill you already know at increased XP cost.
+2

Trapping

Basic Survival
You are able to build Rank 1 and Rank 2 traps.
7

Treat Wounds

First Aid
You are able to heal 5 HP after 3 minutes
6
Understanding
 -
You know how to operate mastermind inventions and devices.
 4

Winter Survival

Basic Survival
You gain 1 water commodity during winter events.
4
Write Manuscript
 -
You can create books that are used to learn skills.
5
Repair Armament
Journeyman Smithing
You are able to repair weapons and armor that have been broken.
7
 

Journeyman Tier Skill Descriptions

Appraise Rare Items   ♦   Common

You know how to appraise magic items, components, and foreign currency. You will receive a second list similar to the one you get from Appraise Common Items.

Brawling   ♦   Common

You are able to deal lethal damage and may call melee attack skills with your fists. You may not call defensive skills and still take damage when blocking weapon attacks while fighting unarmed.

Exploration   ♦   Common

This skill allows you to explore a landmark in greater detail. When you go to logistics you may now investigate an area in greater detail. You have a chance to find commodities or components at that Landmark. This skill can only be used once per landmark at a game site.

Forage Expert   ♦   Common

This skill works like forage except that you gain 2 Food commodities during spring and summer months and 1 during autumn and winter.

Journeyman Smithing   ♦   Common

You can use Rank 2 Smithing Manuals. Additionally you can duplicate existing Rank 1 and 2 items by using the original as a construction manual. This skill also allows you to work with Coldsteel, Lacestone, Lodestone Ore, Mercury, Obsidian, Red Iron Ore, and Red Meteorite. These materials require Smithing Manuals to convert into bars or other forms.

Repair Armament   ♦   Common

You are able to repair any piece of armor or weapon with a component that was used to create it.

Trapping   ♦   Common

You are able to construct simple traps. See the Trap Rules for more information.

Treat Wounds   ♦   Common

This skill allows you to bandage wounds and treat basic trauma to humanoids or other creatures with similar anatomy. You may use this skill to heal 5 Hit Points on one target after 3 minutes of roleplaying. If you are interrupted for more than 10 seconds this skill fails and a new attempt must be made. A recipient of this skill may not benefit from more than 1 use of Treat Wounds at the same time. Additionally, anyone that has received the skill First Aid for a minimum of 30 seconds may remain within 10 strides of you without resuming their death count (even while unconscious or being carried).

Understanding   ♦   Common

You have learned how to operate advanced mastermind inventions. You are able to use devices that require the mastermind path to operate. If you later learn the mastermind path you may refund this skill for free.

Winter Survival   ♦   Common

You are able to build shelter that will protect you from winter conditions. You also know how to forage for food during winter and create fire in snow or severely windy conditions. You are also able to purify snow into drinking water. Having winter survival on your card automatically provides 1 water commodity during winter events.

Write Manuscript   ♦   Common

You are able to record lessons and information that can later be used to learn skills. To write a manuscript you must have someone teach you a skill as though you were a member of that path. While writing a manuscript you may learn the skill if it appears on a path you have access too.

Expert Tier

To open the Expert Tier of Traveler you must have a total of 300 XP spent on skills from your Primary Path and the Traveler list.

Skill Name
Requirements
Description
XP Cost
Appraise Unique Item
Appraise Rare Items
You know how to appraise relics and one of a kind items.
8
Armorsmithing
Journeyman Smithing
You are able to use Rank 3 Armor Manuals.
6
Boxing Fists
Brawling
You can call defensive skills with your fists and deal +1 Damage.
6
Cartographer
Exploration
You are able to map your surroundings finding greater rewards.
8
Extreme Survival
Winter Survival
You gain 1 water commodity each event, even in harsh climates.
5
Improved Trapping
Trapping
You may build Rank 3 and Rank 4 Traps.
9
Master Blacksmith
Journeyman Smithing
You can use Rank 3 and 4 Mundane and Enhancement Manuals.
8
Mastery V
Mastery IV of any skill.
Gain Rank V of a Mastery skill you already know at increased XP cost. 
+2
Triage
Treat Wounds
You are able to set up a triage zone to heal many patients at once.
10
Weaponsmith
Journeyman Smithing
You are able to use Rank 3 Weapon Manuals
6
 

Expert Tier Skill Descriptions

Appraise Unique Item   ♦   Common

You know how to appraise artifacts, relics, and other unique items. You may obtain value and other information from Narrators if it is not already present on the item’s card.

Armorsmithing   ♦   Common

You specialize in creating armor that is equally strong and beautiful. You can use Rank 3 Armor Manuals.

Boxing Fists   ♦   Common

You are able to call defensive skills with your fists and any weapon attack that you block with them does not deal damage to you. When fighting someone with your fists you must make them aware their weapon attacks do not deal damage to you when striking your fists. You deal an additional +1 damage when fighting with your fists.

Cartographer   ♦   Common

This skill allows you to create a map as you explore your surroundings. In addition to scouting and exploring the area if you have found 3 or more landmarks you may also receive a map from logistics that has several details including the location of all landmarks and other unique location at the event site.

Extreme Survival   ♦   Common

You can create shelters that protect you from extremely cold and extremely hot weather conditions. You know how to forage for food in unnatural weather conditions and journeys that move through rocky or magical dead lands. You know where to look for water in these conditions and purify it of poisons commonly found in these severe conditions. Having extreme survival on your card automatically provides 1 water commodity whenever you are in these hostile terrains.

Improved Trapping   ♦   Common

You are able to build complex traps using the same rules as basic traps.

Master Blacksmith   ♦   Common

This skill allows you to forge items out of rare materials including: Red Mercury, Rutilated Quarts, Void Sand, White Iron Ore, and White Meteorite. You are able to use Rank 3 and Rank 4 Mundane and Enhancement Manuals.

Triage    ♦   Common

You are able to set up a triage to treat severe wounds and work with others to heal Hit Points. You must spend 2 minutes roleplaying the setup of an area for triage before the effects of this skill are activated. Any character that enters your triage may be stabilized after 30 seconds of role-playing the skill First Aid and remain stabilized for as long as the Triage remains active. Additionally, characters that use the skill Treat Wounds in a Triage restore 10 HP instead of 5 and may roleplay working together to heal up to 3 patients simultaneously. If at any point you leave the Triage it will only be active for 30 minutes before you must return to maintain it.

Weaponsmithing   ♦   Common

You specialize in creating melee weapons that give even a novice warrior the edge over their opponent. You can use Rank 3 Weapon Manuals.