Skill descriptions for JOURNEYMAN
Detailed skill descriptions for JOURNEYMAN: Legendepic in the World of Rem, compatible with Wayfarer.
Common Skills
Melee Combat:
Using one's body to fight up close. Also used to lead allies and hire-ons who fight using melee combat.
0 - A Hero knows how to hold the weapon of their choosing. They are clearly a beginner.
1 - A Hero begins to develop a fighting style. They hold their weapon confidently and know how to handle their nerves.
2 - A Hero is a fearsome warrior in their fighting style. Clearly skilled.
3 - A Hero has achieved Mastery of a fighting style. If they have their weapon of choice upon them, their aura of strength is obvious.
4 - A Hero has achieved Esoteric Mastery of a fighting style. Their martial artistry is the stuff of legends and they have achieved a new perception of reality and can hide their fighting prowess completely.
Ranged Combat:
Aiming with a bow, spinning a sling or stancing up to toss a weapon, such as dagger, javelin, or ax and loosing it upon an enemy. Also used to lead allies and hire-ons who fight using ranged combat.
0 - A Hero is a clumsy shot but they understand the technique required. Shaky, though.
1 - A Hero has a steady arm and can lead their shots.
2 - A Hero becomes a talented marksman in their own right. They hit more often than not.
3 - A Hero becomes a missile Master. They can call their shots effectively.
4 - A Hero has achieved Esoteric Mastery. They possess a Lyncean capacity to sight down foes and poetic accuracy, able to hit a coin at a distance.
Nature:
Surviving the wild, track a boar or identifying plants and foraging. Used often for setting up camp.
0 - A Hero is confident in nature. They find satisfaction in a long hike on a pleasant day.
1 - A Hero shows proper respect to nature. They do not take it lightly.
2 - A Hero can capably leave no trace after setting up camp. They fit in outside, far from civilization.
3 - A Hero has achieved a Mastery over nature. The wild provides.
4 - A Hero becomes an Esoteric Master of Nature. They can predict the weather and dowse for water.
Navigation:
A sense of direction and finding one's way. For setting a course or following directions.
0 - A Hero can stumble their way to their destination.
1 - A Hero can follow instructions reliably.
2 - A Hero can set a course with a map.
3 - A Hero has become a Master of navigation. They can orient themselves by compass alone and navigates tunnels with surety.
4 - A Hero is an Esoteric Master of direction. They can sense their home no matter where on Rem they rest.
Custom:
Interpersonal skills and manners, in relation to one's social class. Catching the news, eating politely, following dances, making fast friends and picking up on local customs. Most Heroes in Gluck are lower class commoners.
0 - A Hero fits in comfortably among their own people.
1 - A Hero is a good time to be around and can stumble their way through strange routines.
2 - A Hero is excellent company and a quick study in a foreign land or among new friends.
3 - A Hero has become a profoundly well-mannered Master of custom. They have achieved a worldly intuition.
4 - A Hero is an Esoteric Master of custom. They could gulp down monkey booze and excite a crowd by reciting boisterous sagas among the Chimpan Brave Souls in Halvalla or dine with an Elf Immortal and not break a sweat.
Stealth:
Sneaking and disguise.
0 - A Hero can hide in concealment reasonably well or execute a likeness.
1 - A Hero is able to imitate mannerisms and has begun to learn sneaking.
2 - A Hero can skulk around quietly and tail someone effectively. They can imitate someone's voice.
3 - A Hero has become a Master of all things stealthy. They can move without making a sound and assume almost any disguise with uncanny similarity
4 - A Hero with an Esoteric Mastery who has achieved supernatural sneakiness. They may be able to darken their image and blend into shadows completely or adopt another's persona to an extent that would confuse close relatives and dear friends.
Special Skills
Medical:
Setting broken bones and slowing bleeding. Medical knowledge and administering care. The practice of medicine comes from a place of love.
0 - A Hero can grasp the basic principles of first aid.
1 - A Hero knows is competent in first aid and can diagnose basic problems.
2 - A Hero has been introduced to the finer points of providing care to others. They could reliably assist in a surgery or childbirth.
3 - A Hero is a Master in medicine. They are now considered a Doctor who can lead operations or calmly deal with complications during childbirth. They can diagnose complex problems. A Doctor cannot perform miracles but they may save lives. Doctors are very well-regarded and welcomed everywhere.
4 - A Hero has achieved an Esoteric Mastery in the medical field. They can recharge a stopped heart with lightning to get it back to beating or graft severed bodyparts onto a living host, forming forbidden Chimera. If one is to possess this knowledge they must be warned: many a Remling would shun even a Hero should it come out that they are a Witch, a bad Doctor, who practices the Dark Arts.
Criminal:
The power to break locks, rob seruptitiously, kidnap, threaten, ransom a hostage, cheat at games, run a gang, and general skullduggery.
0 - A Hero can reliably take candy from a baby. Easy pickings come easy.
1 - A Hero is able to break a basic lock and wedge open a door. They make a capable delinquent or bandit.
2 - A Hero is able to pickpocket and cheat subtly. Theyre slick.
3 - A Hero is a Master thief and considered a Kleptomaniac. Their reputation precedes them and they will be treated seriously as criminals for better and for worse. If a Kleptomaniac happens to be caught, their name will spread and they will not be welcome wherever the news travels. In Jadehill, they once branded a K on the forehead of thieves and it is now considered a rite of passage to get your K after an outstanding heist.
4 - A Hero with an Esoteric Mastery of criminality, called a Kingpin. They may be considered an urban legend, or folk tale. They can steal the shirt off a Remling's back and manage a complex chain of command effectively.
Assassination:
The act of killing without suspicion. Assassins are considered the saddest thing a person can be, and they should be grieved for their work.
0 - A Hero is exposed in youth to Dour, God of swift death, sweets and saviour of children. This exposure can take the form of a kid's story or a sigil or a nightmare or a face-to-face encounter with the god herself.
1 - A Hero is initiated into the Dagger Gang as a Small Knife. They are capable of low level assassinations on the street level.
2 - A Hero becomes a Big Knife in the Dagger Gang. They must dress in black and have the attention of the Consigliere to the Patriarch, Griever Killerman.
3 - A Hero becomes a Master assassin and is considered a Blademan within the gang. They must swear an oath to the Killman Family and share a dessert with a member, called a Whetstone, usually an older Blademan, who will become their mentor.
4 - A Hero has achieved Esoteric Mastery of assassination. They have caught the attention of the Patriarch of the Dagger Gang, Griever Killman, who will offer marriage with one of his children or relatives. A Killman marriage comes with secret initiation into the Cult of Children and special training into the Cult's instant kill technique. If a child ever wishes to end a life, it must be fulfilled.
Language:
The ability to Speak, Read & Write in Common and other languages.
0 - A Hero becomes a capable speaker. They can memorize poems or jokes from speech and know the alphabet.
1 - A Hero becomes a ready reader. They can read all words in Common, even ones they dont know the meaning of. They can write poorly.
2 - A Hero becomes a handy writer. Their penmanship is excellent and they can recognize Archain but do not ken it.
3 - A Hero learns a second language and becomes a Master. They now know Archaian.
4 - A Hero learns a language of power and becomes an Esoteric Master. They know the runes required to read and recite spellbooks and magic scrolls.
Science:
Belief, knowledge and practice in Scientism. The combined learning of the Alchemists of Aldeth, the Chronophiles of Minutia, the Astronomers of the Green Tower and the lost Machinists of Ferd.
0 - A Hero knows how to track the Roc and keep an hour. They may be able to identify strange substances. They may have a Scientist family.
1 - A Hero is a Neophyte in the Church of Science. They have an understanding of an Alchemy and have learned the high truths of matter and can identify materials effectively. They are most interested in rare gems called philosopher stones, which can be used for gearwork, the most high invention of Science.
2 - A Hero is an Adept in the Church of Science. They can ably perform Alchemy and have studied the passage of time: Chronophile wisdom let's a scientist reckon the age of an object and, as they study the passage of time, they are responsible for recording history.
3 - A Hero has achieved Mastery as a Scientist. They are considered a Sage of Science. Sages are expected to know Astronomy, tracking the many stars which dart around and naming them, although they all work independently and none can agree or live long enough to form a pattern in the stochastic lights above. Some particularly fervent Astronomers believe the stars reveal auspices.
4 - A Hero has achieved an Esoteric Mastery of Science. They are now called Gearmen within the Church and they have complete knowledge of Machinery and may freely customize Clockdolls. They can repair Clockdolls for the price of parts and comprehend ancient mechanisms and star parts.
Animal Handling:
The Cult of Tamers preach unity with beasts, birds and serpents. Rearing, taming, calming and riding animals. Tend to wear fur pelts, feathers, scales, teeth, claws, talons and tails gifted to them by the Cult of Hunters.
0 - A Hero is passionate about animals. Could care for a housepet. They must choose an Animal Friend to dedicate this skill to.
1 - A Hero has joined the Cult of the Tamers as an ascendant. They receive a tattoo of their chosen Animal Friend. They me be able to calm a wounded Animal Friend.
2 - A Hero is an Adept in the Cult of Tamers. If their animal is large enough to ride, they can capably break wild ones, if they are too small they can befriend them by feeding them.
3 - A Hero is a Master of animals and a Whisperer within the Cult of Tamers. They can now dance with their Animal Friend. Whisperers are able to reliably intuit the feelings or diagnose the needs of their Animal Friend.
4 - A Hero has achieved Esoteric Mastery of animals and achieved the highest status within the Cult of Tamers: Were. The Were are considered embodiments of their Animal Friend and can take on its traits.
Artisan:
Craftsmanship, trades. Evaluating the price of items. The Cult of Craft is many faced. Coordinating and consulting with the other Cults to buy resources for their own practices has formed strong relationships with the Cult of Diggers who mine the ore, the Cult of Cutters who fell the tree, the Cult of Hunters who stalk their prey, The Cult of Gardens who grow and so on.
0 - A Hero who is exploring their chosen field independently. They can make something simple and determine the value of an object within their area of practice.
1 - A Hero who has been initiated into the Cult. They are given a ring and a single vow to always strive for improvement. They may be hired for small projects.
2 A Hero who is able to produce reliable work, quickly. They are respected within the Cult.
3 A Hero becomes a Master in their craft. They can now produce a magnun opus. They are now known within the Cult with their tool as an honourific and can teach others.
4 A Hero becomes an Esoteric Master of their craft. They can produce something uncanny by investing their very Soul into the work.