General Skills

General Skills include all of the non-combat skills that a character might need. This includes some innate traits, such as Light Sleeper, and practical skills such as Tracking, Gardening, or Cartography.
Please Note
Citadel is currently in playtesting. All rules released are subject to change before our first official event in 2025.
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Animal Empathy - 5XP

Prerequisite: Tracking 1

Once per Short Rest, you may calm an agitated beast. With no weapons (including claws) or other items in your hands, you must hold both hands palm outward toward an animal and state "Animal Empathy." The animal will not attack you as long you keep your hands raised. This effect ends if the beast is attacked. This ability may or may not be effective against a magically enhanced creature or one suffering from a mental effect.

Antiquities Appraisal - 6XP

Prerequisite: none

You have extensively studied historical items, architecture, and fables. You may spend time studying an item or specific location to learn more information about it. You must spend at least one (1) minute of Concentration and roleplay, and must be within arm's reach of the item or location you wish to appraise. This ability may only be used in the presence of a Marshal, and may not be used on a living creature. Once the minute has completed, the Marshal will provide information about the item or location. This may include an estimation of its value, age, cultural heritage, and historical significance. You are allowed to ask follow-up or clarifying questions, which the Marshal will answer at their discretion. This ability does not reveal any magical properties beyond what can be obviously observed.

Astrology - 12XP

Prerequisite: none

You are skilled at observing the movements of celestial objects and drawing conclusions about hidden truths, whether past, present, or future. You receive access to a document describing the basics of Tokavah's astrology, including symbols, signs, and meanings.

Forecasting. At the start of each event, you receive a set of signs and transits for the next three days that indicate when important events may occur, and some hints as to the nature of those events.

Horary. You can consult with a Marshal as to auspicious (or inauspicious) times or locales for ceremonies and other player-initiated actions.

Farcasting. Once per event, you can ask for forecasting on a past or future occurance, outside the scope of the current game event. This information is communicated in the form of signs and transits, as with Forecasting above. This information is not guaranteed to be delivered at the same game event as it is requested.

Cartography - 10XP

Prerequisite: Inscription 1 or Tracking 1

You have a keen mind for direction and an eye for detail. After a delve within the Citadel, if you have drawn a map of your route, you may show it to the Marshal. The Marshal will verify its accuracy and correct any mistakes.

Additionally, you always know your way back to the location where you first entered the Citadel

Craft (any) - 5XP

Prerequisite: none

Craft Talents vary from character to character, but must always fit the world of Citadel. Some examples are artisan, archeologist, carpenter, forester, hunter, blacksmith, healer, sailor, and tailor. All Craft skills must be approved when purchased. Silly or inappropriate Craft skills will be rejected.

Characters receive one (1) silver at the start of each event. You may also use your Craft to make money in between games. You may ask a Marshal specific questions about a situation if it is relevant to your expertise.

Gardener 1 - 8XP

Prerequisite: none

You are an amateur gardener and know not only how to harvest plants, but how to successfully replant them into your personal garden. Characters with this skill are highly encouraged to have a phys-repped garden on site. The prop should be clearly marked with a Garden Notes sheet, which lists all the plants in the garden, and the contents of the garden should be kept up to date on the player's character sheet.

To plant something new in the garden, you must have the correct part of the plant (such as a seed or a whole, living plant). The tag for the plant will indicate if it can be planted or if it has any special growing properties. Once planted, the tag for that plant is considered expended, and cannot be utilized unless you choose to entirely remove it from your garden.

You may maintain three (3) plants in your garden. The plants do not have to be unique. You could choose to grow multiples of the same plant, if that is what you desire. This skill stacks with the Botanist Physicker skill.

At the start of each event, the character may receive a duplicate tag of each plant within their garden to represent harvesting the excess growth.

Gardener 2 - 8XP

Prerequisite: Gardener

You may plant one (1) additional plant in your garden for a total of four (4) plants.

Gardener 3 - 8XP

Prerequisite: Gardener 2

You may plant one (1) additional plant in your garden for a total of five (5) plants.

Healing Ways - 6XP

Prerequisite: none

You have studied the basics of first aid. Although all characters can identify Wounds, as well as Apply Pressure to a Wound to pause the Wounded character's Bleed Out Timer (see Obvious Wounds and Applying Pressure), you have the training to ask additional questions and attempt to Stabilize a Wounded target.

In addition to the questions "Are you Wounded?" and "In which location?", you may state Sense Health and then ask (in any order): "Are you Unconscious due to Wounds?", "Are you asleep?", and "Are you alive or dead?". All questions and answers from this ability are considered Out-of-Play, but an observer can tell that the healer is examining the target.

You may spend one (1) minute of Concentration and roleplay to Stabilize another character's Wounds. You must be within arm's reach of the target. You initiate this ability by stating "Beginning Healing Ways." As soon as Healing Ways is initiated, the Wounded character's Bleed Out Timer pauses. However, if the healer loses Concentration or otherwise stops administering Healing Ways before the minute is complete, then the Wounded character's Bleed Out Timer resumes (it does not start over). After the minute is complete, the healer applying Healing Ways states "Stabilize", signifying that the Wounds are now considered Stable. An Unconscious character will awaken one (1) minute after being Stabilized as Walking Wounded, and will fully recover in one (1) hour if no other treatment is administered.

This skill requires a Healer's Kit in order to perform.

Light Sleeper - 4XP

Prerequisite: none

You remain alert even while asleep. You must note that you have this skill and where you are sleeping (bed location) on your Cabin Notes.

Any time a creature or entity attempts to enter the cabin unbidden, a Marshal will enter first and wake the Light Sleeper, saying "You sense danger".

Lore 1 - 5XP

Prerequisite: none

You have studied or have experience in a specific topic. Subsequent levels of skill represent further expertise.

Lore skills have no specific In-Game effect, but often are useful during the course of an adventure or when performing Between Game Actions. During an event, a Marshal may ask if anyone has an appropriate skills or Lore relevant to the situation, which may yield additional information. Any use of Lore in this manner is at the sole discretion of the Marshal.

Every Lore topic must be approved by Citadel Staff. If a topic is not approved, you are welcome to request a different one or spend your XP on a different skill. When selecting a nation as a Lore skill, level one (1) of the skill is represented by that nation's Culture Packet.

You may sometimes receive information at the beginning of an event due to your relevant Lores.

Lore 2 - 5XP

Prerequisite: Lore 1 (same Lore)

You have gained further expertise in a specific topic. Not all Lores are eligible for Lore 2.

Lore 3 - 5XP

Prerequisite: Lore 2 (same Lore)

You have gained further expertise in a specific topic. Not all Lores are eligible for Lore 2.

Medium - 10XP

Prerequisite: none

With this skill, you can ask a Marshal, "Are there any unmanifested ghosts nearby?" This requires some amount of focus - don't ask during combat.

Once per Short Rest, you can use Voice Effect Manifest to Ghosts. This forces unmanifested ghosts to flee the area or become visible. In general, the only thing you can do to an unmanifested ghost is force them to manifest. Some ghosts are angered by being forced to manifest.

Once per Short Rest, you can use Voice Effect Command to Ghosts: "Come to me." This forces manifested ghosts to approach you and pay attention to you. It can be difficult to get and keep the attention of some manifested ghosts. If the ghosts are hostile and paying attention to you, this forces them to attack you. If they receive this command from a second Medium while you're still alive, they might split their attention.

Security 1 - 10XP

Prerequisite: none

You have developed...certain skills in the security world that give you the ability to unlock Artificed locks, disable Artificed traps, and set Artificed traps. (See additional rules below).

You also gain the ability to Sense Illusions once per Reset.

Security 2 - 10XP

Prerequisite: Security 1

You have become skilled at avoiding the consequences of slight slip ups while working with security devices. You gain two (2) uses of the Lucky Skill per reset, allowing you to flip a new card from the The Consequences Deck.

Security 3 - 10XP

Prerequisite: Security 2

You have become even more skilled at avoiding the consequences of mistakes while working with security devices. You gain two (2) additional uses of the Lucky Skill per reset (for a total of four (4) uses), allowing you to flip a new card from the The Consequences Deck.

Additionally, your knowledge about security has granted you insights into the workings of Arcanatech. Once per short rest you can receive a hint about an Archanatech device or puzzle lock from a Marshal when available.

Strong Constitution - 12XP

Prerequisite: none

Once per Short Rest, you may call "Resist" to a Poison effect. This is an Innate Resist and does not require preparation to use.

Subtle Slayer - 8XP

Prerequisite: Proficiency in a Bladed or Hafted weapon

You want to work smarter, not harder. Although any character may apply a blade poison to an eligible weapon with one (1) minute of Concentration and roleplay, you have additional training in both applying and in wielding your melee weapon, which prevents the poison from being wasted.

After you apply a poison to a bladed weapon, you must call the "[Effect] Poison" tagline on the next two (2) weapon strikes, as opposed to it being expended on the first weapon strike.

Surefoot 1 - 10XP

Prerequisite: none

Once per Short Rest, you may negate one misstep in a dexterity or jumping challenge if you accidentally step in a dangerous area, such as in a pool of acid or on a known trap. This skill must be used in the presence of a Marshal, and a Marshal may allow other creative uses at their discretion.

Surefoot 2 - 10XP

Prerequisite: Surefoot 1

You gain a second use of Surefoot per Short Rest.

Surefoot 3 - 10XP

Prerequisite: Surefoot 2

You gain a third use of Surefoot per Short Rest.

Tightrope Walking - 8XP

Prerequisite: Surefoot

Your balance is so impressive that when in a precarious situation that normally requires two (2) hands (such as crossing a chasm on a rope), you may instead use one (1) hand. In similar situations that normally require one (1) hand, you may use your hands freely.

Additionally, you are not Slowed when moving across ropes (you can walk at normal speed, but still cannot run or use a Haste effect when crossing ropes). This skill must be used in the presence of a Marshal, and a Marshal may allow other creative uses at their discretion.

Tracking 1 - 10XP

Prerequisite: none

You have cultivated the ability to follow a basic tracking trail.

Tracking 2 - 10XP

Prerequisite: Tracking 1

You have developed your tracking skills to the point that you are able to follow more difficult Tracking trails, and may obtain more information along a trail due to your higher skill level. You have also become knowledgeable about a specific creature type (ex: wolves) and may gain benefits or information when tracking creatures of this type (Lore 1: Tracking <creature>).

Tracking 3 - 10XP

Prerequisite: Tracking 2

You have become a master tracker. You are able to follow any Tracking trail and may obtain more information along a trail. You have also become knowledgeable about a second specific creature type (ex: constructs) and may gain benefits or information when tracking creatures of this type. (Lore 1: Tracking <creature>). The Lore gained from this ability must be a Lore 1; it does not increase a Lore 1 ability into a Lore 2 ability.

Additionally, you are a skilled mentor and can spend five (5) minutes of roleplay to teach up to two (2) other characters enough about tracking that they can act as a level 1 tracker for the next ten (10) minutes.

brown wooden board
brown padlock
brown padlock
Security Skill

The Security skill includes some additional rules that are important for players with the skill to understand: the rules for Lockpicking at Citadel and the associated Consequences Decks.

Lockpicking

Overview:

To simulate picking a lock, Citadel uses a knot system. To “pick” a lock, you must have the Security 1 skill and be holding tools in each hand. You may untie the knots with your tools or use your hands while holding the tools.

In general, the Lock difficulty is indicated by the number of knots in the primary position of the hasp lock (left side, black paracord, frequently attached via a carabiner). More knots take longer to pick.

The secondary position (right side of the hasp lock, gray paracord, frequently attached via a carabiner) has the same number of knots and is used for negative consequences from The Deck. There may be modifications to the standard lock design such as the rope material, knot type, or items attached that increase the physical challenge of untying the knots. (See example diagram.)

The Lock Picking Consequences Deck:

A player draws from the lockpicking consequences Deck every 60 seconds to represent the passage of time and the foibles of picking a real lock.
1. When the timer runs down a card is flipped and silently read (Lucky is used if desired).
2. The timer is activated to start the next 60s.
3.The effect on the card occurs.

Successfully Picking the lock:

Once a player has untied all the knots (other than the one holding the rope to the carabiner) they may stop the timer and unclip the primary and secondary positions from the hasp lock so that they may access the locked item (if the hasp lock is actively keeping the item closed).

Trapping

Trapping at Citadel involves a variety of simulations from the traditional mousetraps & fishing line to more unique triggers that will be revealed in time. Disarming the trap is a physical process that a player can engage in if they have the Security 1 skill.

The Trapping Consequences Deck:
If a trap is triggered a player may choose to spend a use of Lucky to draw from The Deck in an attempt to obtain a better consequence for the player(s). Cards can have Positive, Neutral, or Modified Consequences (see examples).

When this happens, the following occurs:
1. A Hold may be called (For the flow of a scene a Marshal may opt to not call a Hold)
2. The consequence card is drawn and silently read (Lucky is used again if desired)
3. Lay-on is called
4.The effect goes off. Any delayed activation is counted down by a Marshal, i.e. "Activating 3, Activating 2, Activating 1!"