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Stacked Abilities

An ability that can be taken multiple times across different skill trees is referred to as a “stacked” ability. These skills/spells strengthen and reinforce each other to cause additional effects the more duplicates of a stacked ability you have. Examples include “Armour” skills, “Heal Wounds” as well as abilities like “Physique” and “Ritual.” 

Affinity(Skill only) The Mage has trained their body, or been born into, an affinity with an elemental magic that they are proficient in. For example, a Mage who can use Light Magic would have an automatic Affinity with Light. Affinity for an element grants resistance to all spells from that specific Elemental Spellset, cutting durative spells down to half of their usual time (20 seconds cuts down to 10 seconds, for example), and negating any damaging effects of that spell, though knockdown or extra effects may still occur. Miasma of the same Affinity Type also has less effect on the possessor of this skill, meaning a character can survive 3 full minutes in thick miasma before dropping to their death count. Affinities may also:

  • Grant favour with specific gods or beasts
  • Alter foraging outcomes
  • Give more information when dealing with the Affinitous element.

Analyse (Skill only) An analyst can observe a creature in order to gain information about it. Upon encountering a creature, object or context, the player must notify a ref, then spend a suitable amount of time studying, testing or engaging the target in order to learn about it. The ref will then disclose the information the user has gleaned. A player may also Analyse another player, instead asking the target to show them the section of their Guildcard relevant to the skillset used, or asking a ref to do it for them after appropriate roleplay. Any answers the player receives from Analyse may vary depending on their roleplay, time spent studying the target, and what type of the Analyse skill they have. Stacked uses of Analyse will return a wider picture of the target’s function and abilities according to the user’s own expertise, and will return quicker results.

Armour (Light, Heavy, Mage) (Skill)  Wearing Armour bestows additional HP to any location where the relevant type of Armour is covering over half the area of that Location, and must be visible or heavily implied via use of costume. Armour skills also allow the user to mundanely repair armour of the same type, as per the Mend ability, with each Armour skill the character possesses counts as one stack of the Mend ability. Different types of the skill can be stacked, allowing a character to wear, for example, light armour underneath heavy armour for a total of +3 HP and weight. HP bestowed by armour is non-native and cannot be used if the Armour is shattered or has lost all efficacy due to damage. Bolt calls ignore Light and Heavy Armour when calculating damage. Bolt calls do not go through Mage Armour. 

Origin does not recommend use of excessively heavy metal armours due to potential for personal injury. Be aware that the player chooses to wear heavy armour at their own risk.

Armour Type

HP value

Added Weight


Light Armour



Medium leather hide, studded leather, or naturally occurring armour such as bark, shell, etc. 

Heavy Armour



Maille, plate and substantial armours made of sturdy and inflexible materials.

Mage Armour



Armour that looks magical – may include runes, symbols, or scripture. 

Evaluate (Skill) Two times per day, the user of this skill can accurately evaluate the worth, some potential uses and origin of any In-Character item or resource. The skill can also be used to detect forgeries, as well as any lies a creature may be telling about an object or resource. The Evaluate skill will give reference to the disciplines of the user. Uses of the stacked Evaluate skill will give more information about the object in reference to the Users specialties and expertise.

Heal (Wounds) – (Durative Touch Skill / Durative Touch Spell) (6 charges per day. +6 charges per day for every Heal stack possessed.) The player is using their skills to Heal their target using roleplay that is relevant to the type of healing being performed; for example, an Apothecary might use balms and potions in order to heal, a surgeon may bandage or stitch a wound, a Life Mage may draw upon native energies from the world around them, whereas a Priest might call upon a deity to heal the target.

The player may use one charge of the Heal Wounds ability to heal their target 1 Hit Point on a single 

location for every 20 seconds they are in contact with their target. The player may use 2 charges of the Heal Wounds ability to upgrade it to 1HP per location for every 20 seconds they are in contact with their target. For every additional stack of the Heal Wounds ability, the player can heal an +1 HP for every 20 seconds of healing roleplay. For example, if a character is both a Life Mage and a Surgeon, they can spend 1 charge in order to heal a target 2 Hit Points on their Head Location after 20 seconds of roleplay. A character who is an Expert Apothecary, Life Mage and Restorationist would be able to heal another creature 3 Hit Points per location for 20 seconds of contact and two spell charges.

  • The target’s Death Count is frozen whilst any Heal Wounds ability is being performed. 
  • Stacked uses of Heal Wounds which include a spell (i.e. the Restorationist and Life Mage uses of Heal) component cannot be used on the caster themselves. 
  • Other durative effects such as Paralyse, Burn, Quakes etc. persist whilst Heal is being performed, and are not affected by the Heal ability. 
  • If the Heal ability is interrupted before 1HP is returned to the target’s Head or Chest location, the target must resume Death Count as normal. 
  • Only Native HP can be restored via Heal – armour cannot be repaired via Heal Wounds. 
  • The player may indicate to their target how many Hit Points are being recovered per 20 seconds by holding up the relevant number of fingers as an OC action. The player may indicate which Location or Locations are being healed by indicating those Locations through spell vocals and roleplay. 

Lie (Skill) The user, so long as the falsehood is plausible, will always appear to be telling the truth. The Lie skill will help the user omit things they don’t want known, even under the influence of skills such as Deja Vu, Alchemical concoctions, and others. 

Stacked uses of the Lie skill make the user’s falsehoods near impossible to detect, except under extreme circumstances such as a truth-based Pact, or a Sanctuary of Truth. 

Mend (Touch Skill / Durative Touch Spell) The act of repairing armour, weaponry, objects or items that have been broken. Mend repairs armour 1HP per location for every 20 seconds spent roleplaying repair. Using 2 charges of the ability upgrades the spell to repairing 1HP globally for every 20 seconds in contact with the target. For every additional stack of the Mend ability, the player can repair an extra +1 HP for every 20 seconds of mending roleplay. Mend as used in conjunction with ‘Armour’ abilities, can only be used as a stacked ability if the user has the relevant Armour ability, for instance, characters possessing only Light Armour cannot Mend Heavy Armour. A character with Light armour and Restorationist would only be able to use their Restorationist’s Mend to repair Heavy Armour but could stack the abilities to mend Light Armour for 2HP per 20 seconds. Mend does not affect Native HP. Only Magical charges of the Mend Skill can restore Mage Armour.

Physique (Passive Skill) Whether you are a Trickster who has spent years bending bars and avoiding capture, or a Surgeon adept at holding down flailing patients, time in the field has made you hardy and strong.

For every Taskmaster: Expert Skillset possessed, the character gains an additional Native +1HP to all locations, and +1 to their Weight. 

Research (Skill) Once per day the character can develop an idea in their chosen field of Expertise. For instance, research into the creation of rechargeable magical items if they are a Crafter or Artificer, or they may wish to research the manners and customs of other Groups if they are a Diplomat. Each use of the Research skill takes an hour of roleplay, can be aided by another creature with the Research skill, and can be informed and augmented by studying other creatures, objects, Spells and Skills. Research must begin and end within the sight of an informed Ref. Research forms including characters and players involved, methodology, explaining experiments and any used items or abilities must be submitted for every session completed. Roleplay that is relevant to the attempted research will be rewarded. For example, a Biologist conducting research into the effects of an unknown herb might test it on a subject to find out what it does. Answers to Research may not be immediate and may be cumulative over multiple sessions. Once started, if Research is interrupted it may be resumed again within 15 minutes, otherwise the session must be abandoned, and the skill used. An hour can also be spent converting successful Research into a Dossier or Blueprint so the information can be stored, sold, traded or held as an IC item. Having a Blueprint also speeds up the time necessary to reproduce the Blueprint’s item or effect. Blueprints cannot be read without the Advanced Literacy Skill.

A team of Researchers can comprise up to five people with the Research skill. Scholars with the Lead Research skill can coordinate research between up to 15 Researchers in order to achieve better or faster results, so long as at least one Researcher is an expert relevant to the question being looked into. Every Loremaster: Expert Skillset possessed allows an extra Research session to be completed per day, or can be used to speed up currently undertaken Research. For group research to be sped up, all Researchers must be using the same amount of stacked Research skills, or the median average value applies. 

Ritual (Spell) In service of your beliefs you perform your sacred duties with fervour and dedication. Rituals allow communication with those powers higher than yourself. A character may use Ritual spells to perform a ritual or rite, beseeching a deity, spirit, power or faith to help you enact their will or grant powers or detriments to friends and enemies alike. Rituals can be used to worship a Higher Power, ask a Higher Power for assistance or information, cure a creature of a latent condition and much more. Any Hierophant: Expert Spells can be used in a Ritual setting and Rituals can be used to gain more effective results than the standard spells can, including improving durations, effects, increasing number of potential targets and durations, and targeting creatures who aren’t physically present. Rituals take longer and require more complex performances than their Spell counterparts. Rituals should include performance and artistry that is relevant to the object of your worship and what the goal of your ritual is. Location, participants, shrines, offerings and outside influences may all affect the result of a ritual. It is possible for Rituals to fail and have unintended negative effects. Rituals must take place within sight of an informed ref.

Rituals can include up to 5 characters with Hierophant Expert or Apprentice Spells. Priests in possession of the Lead Ritual skill can lead Rituals up to 15 characters total, and can lead Rituals pertaining to disciplines that they are not experts in, so long as at least one of the relevant experts is taking part in the ritual. For every Hierophant: Expert Spellset possessed, (or the Exorcism or Dispel Spells), the character gains a point in Ritual ability which increases the chance of an attempted Ritual being successful. Group Rituals include the ritual points of all participants.

Sustain (Durative Touch Spell) So long as the caster is in contact with the target and spell vocals or performance are continuous throughout, any durative condition the target is suffering is frozen and endures, including Death Count, Mute, Paralyse, etc. Casters of the Stacked Sustain spell are not interrupted in their spell vocals when damaged, as per the Unfaltering Will Spell, though they must take damage as normal. The caster falling to their Death Count, losing contact or being rendered unconscious will interrupt a Sustain spell.