Aether Discharge – Combat Skill. Allows a player to use a visible beam laser pointer (provided by player or by game, check your local game page) once per combat or once per 30 minutes to land a single strike. This beam must remain on a target for two seconds to count as a hit, and in the instance that the beam is off a target for 2 seconds it counts as a miss. To determine if a beam has been on a target long enough, the user of this skill must clearly and loudly say “Aether Discharge” with a single second beat for each word. If both words are said with the beam on a target, the target takes two torso strikes regardless of where the beam is actually highlighting on a person. Targeting a person’s wielded items (such as shields and weapons) counts as targeting the person.
Aether Scouting – Non-combat skill. Allows a player to carry a hand held UV light out of character for the sake of tracking other-worldly creatures. Each level of this skill allows a player to activate their black light for 5 minutes. Not every creature leaves a trail, and over the duration of a weekend the number of overlapping trails may make it difficult to track. Games will use black-light responsive liquid to mark Aether Trails in Utopia Descending. In addition, this skill is a lynchpin skill that is required to engage in a number of mini-games during the duration of play.
Avoid – Combat skill. Allows a player to negate any single strike or wound that hit a player. If a player is shot, hit, or otherwise tagged with a combat safe weapon/effect representation, the player may say the word AVOID to have gotten out of the way of the item which successfully struck. A player may use the skill AVOID once per combat or once per 30 minutes (whichever comes first) for each time the player has the skill AVOID.
Decryption – Non-combat skill. Allows a player to engage in a single cryptologic challenge to unravel information written in ancient tongues, to decode complex cyphers, and to break language codes of the Old Ones. Once these items are decrypted and broken, these players should feel free to share this information in any means they wish (up to and including hosting online library references).
Demolitions – Combat/Non-combat Skill. Allows a player to utilize explosive type weapons, to engage in puzzles relating to demolishing structures, as well as engage in plot provided puzzles to determine what or how an object was destroyed using demolitions. Players with the Demolitions skill may carry one contact safe bomb representation per level of a skill (not too real, you don’t want to get arrested). This physical representation must have three 6-foot-length bright orange pieces of yarn attached to the device. During a combat or 30-minute period, a player with this skill may spend 1 minute placing the device on the ground and spreading the three lines out to represent a demolitions arc. At any point the person with this skill may yell “FIRE IN THE HOLE” to signify that they are triggering the device and doing 3 zone damage to everyone within the arc of the blast, which is outlined by the yarn. The arc of the furthest two pieces of yarn cannot exceed 180 degrees. This skill "resets" every 10 minutes, allowing a player to recover their props for future use. All unspent Demolitions charges are considered detonated at the end of 10 minutes.
Engineering – Non-combat Skill. Allows a player to engage in engineering puzzles and engage in engineering-themed mini games to identify, repair, or craft objects in the field. Given the more realistic crafting times of Utopia Descending, this skill often focuses on repairing or destroying existing materials. Engineering also is used to sit as an engineer in multiple person craft simulations. Engineering is also used in the crafting of Arcane Technology weapons. Arcane Forged weapons are limited life weapons which provide benefits to specific Pillars. For each Engineering skill a character has they may expend Crafting Resources to produce 1 Arcane Technology weapon every 6 hours.
Enhanced Movement – Combat Skill – This skill allows a player to call “Enhanced Movement” so that they can have control of the combat environment they are in. Once per combat or 30 minutes, the user of this skill can call Enhanced Movement, make the “Out of Character” gesture, and take up to 5 steps out of character. These steps cannot take more than 3 seconds to perform. Characters that are engaged with someone who uses Enhanced Movement cannot chase the user of Enhanced Movement until they have taken their 5 steps and returned in character. Enhanced Movement does not allow you to pass through areas that you normally cannot (such as sprinting through a shield wall that has no breaks in it or passing through physical objects) but it will allow you to circumnavigate balance and modular treacherous terrain as long as you are in a safe location after 5 steps. Enhanced Movement IS NOT a defensive or reflexive action to get out of zone or triggered events, and must be used before zone or triggered events are called.
Firearm – Combat Skill. Allows a player to use approved ranged weapons during combat. Each of these items must be created to follow local laws and safety standards. This skill is primarily represented by using foam dart, disk, or ball-launching toys. Local games much abide by local laws in regards to the presentation of contact safe guns. This guideline can apply to even bungie cord pull bows in certain areas, so players must abide by local legal guidelines and game safety standards. We highly suggest mass market sold safe projectile toys that have been examined thoroughly by local staff for bow/firearm physical representations. These physical representations should be chosen to represent high caliber, anti-tank style rifles. Firearms used by Pillars are not small, are not able to be wielded with a single hand, and are not a revolver in style. This skill "resets" every 10 minutes, allowing a player to recover their munitions for future use.
First Aid – Non-combat Skill. This skill allows a player to mend a damaged limb or prevent a character who has entered the “bleed-out” state from dying. This skill requires a character to carry a kit of medical tools (bandages, ointments, splints, salves, fake blood, etc). First Aid users are required to carry a kit, and have a timer in that medical kit to time the usage of this skill. If a player with this skill spends 1 minute using their tools and acting as if they are stitching wounds and applying bandages, after the 1 minute of role-playing the target of this skill must then remain immobile for 1 minute. This skill will stop a character’s Bleed-Out count and return them to 1 point of health on the torso and 1 point to all limbs. This skill may be used once per combat or once per 10 minutes.
Florentine – Combat Skill. Allows a player who has this skill, and either the melee small, firearm, or melee standard skill, to wield a melee small in the off-hand in addition to using their primary weapon. If a player only has the melee small skill, they may only wield a melee small in each hand. If a player has both the melee small and melee standard skill, they may wield a melee standard in one hand and a melee small in the second. In the instance that a Hand to Hand or Lethal Hands contact-safe brawler is used, a player may have a standard or small in one hand and the brawler in the other. In the instance of firearm usage, this skill is required to have the ability to use a firearm in one hand with melee small weapon in the other (again requires that the player have both appropriate skills). Using two firearms at the same time is not available due to the incredibly high caliber and weight requirements for high velocity weapons. While a real world person is capable of fighting with a pistol in each hand, standardized gear in Utopia Descending is closer to firing anti-tank rounds. Even the strongest of Pillars require two hands for this sort of ranged combat.
Hand to Hand Combat – Combat skill. This skill allows a player to carry two 14-inch brawling contact-safe brawlers. These brawlers must be white in color to represent that they are non-lethal means of combat; sometimes you just need to punch something. When engaging in Hand to Hand Combat you must still abide by all safe combat guidelines. If the brawler boffers are hit during combat, these strikes do count as having landed on a limb as the brawler physical representations represent an extension of a player’s body. Strikes with Hand to Hand brawlers are non-lethal. Strikes to limbs, if landing and taking the last point, will temporarily stun the limb. The limb will cease to function for 1 minute but then return to 1 point after that one minute. If the last point lost to a torso is from Hand to Hand combat, the target is considered unconscious for 5 minutes. Nano-technology has the means to repair blunt trauma from hand to hand easier than wounds from high trauma blades or other worldly sources.
Iron Hide – Combat Skill. Every time you have the Iron Hide skill you can take one additional strike to the torso before becoming incapacitated. When you take a strike to the torso and lose a “level” of Iron Hide for the combat, instead of reacting as if you were wounded when struck simply state “Iron Hide”. If you do not state “Iron Hide” then you do not gain the benefit of being able to take additional strikes to the torso.
Larceny – Non-combat Skill. Allows a player to engage in a single physical challenge every 30 minutes for unlocking an object by untying a number of unseen knots, to use a single gator clip with a theft tag attached to it for picking pockets and unlocked containers, or to engage in plot specific miniature challenges to perform specifically described feats of underhanded agility.
Lethal Hands – Combat Skill. This skill allows a player to carry two 14-inch brawling contact-safe brawlers. These brawlers must be black in color to represent that they are lethal means of combat. The skill represents either amazing supernatural strength or some degree of evolved natural hand weapon (claws, bone spurs, etc.). Black brawlers show that the strikes that come from hand to hand combat are to be treated no differently than a weapon or ranged attack. Every time that you have the Lethal Hands skill, you can take one additional strike to the arms before losing use of that arm. When you take a strike to the arm and lose a “level” of lethal hands for the combat, instead of reacting as if you were wounded when struck simply state “Lethal Hands.” If you do not state “Lethal Hands” then you do not gain the benefit of being able to take additional strikes to the arms.
Medical Assistance – Non-combat Skill. This skill allows a player to mend a damaged limb or prevent a character who has entered the “bleed-out” state from dying. This skill requires a character to carry a kit of medical tools (bandages, ointments, splints, salves, fake blood, etc.). Medical Assistance users are required to have a kit, and to have a timer in that kit that is used to time the usage of this skill. If a player with this skill spends 5 minutes using their tools and acting as if they are stitching wounds and applying bandages, then the targeted player will either regain usage of an arm or cease being in “Bleed-Out” state and re-enter play being able to again take their 5 hits to torso and 3 hits to each limb. During the 5 minutes of acting out mending a target, the target and the person using Medical Assistance can do no other actions (no walking, running, fighting, or otherwise engage in skills). In addition, if either the person using the Medical Assistance skill or the person being targeted with the Medical Assistance skill are wounded while this skill is in use, the skill is considered expended and the benefits of the skill are not provided. This skill may be used once per combat or once per 10 minutes.
Melee Small - Combat skill. 25 inches in length maximum from pommel to tip. Allows a player to use a small sized contact safe melee weapon. Please read our contact safe combat section for usage of Melee Small weapons and please refer to local guidelines for contact safe weapon safety and production.
Melee Standard – Combat skill. 35 inches in length maximum from pommel to tip. Allows a player to use a standard sized contact safe melee weapon. Please read our contact safe combat section for usage of Melee Standard weapons and please refer to local guidelines for contact safe weapon safety and production.
Melee, Two Handed – Combat skill. 50 inches in length maximum from pommel to tip. Allows a player to use a Two Handed sized contact safe melee weapon. Melee Two Handed weapons require both hands to be on the contact safe melee weapon for usage, and require that the hands be placed in such a way to ensure that the user of the melee two handed weapon is in total control at all times. Melee Two Handed weapons do not allow for the usage of an off-hand weapon. Please read our contact safe combat section for usage of Melee Two Handed weapons and please refer to local guidelines for contact safe weapon safety and production.
Piloting – Combat/non-combat skill. Allows a player to engage as a pilot in air and space combat simulation games. This allows a player to pilot single person crafts, or to act as the pilot in multiple person crafts. This skill often has limited usage during an event, but is very satisfying when it is used.
Quartermaster Influence – In a United Nations’ controlled warzone, sometimes getting exactly what you need quickly takes pulling some strings. With the Quartermaster Influence skill, once per 30 minutes for every level of the skill a player has, a character can go to logistics or to an in-character Quartermaster non-player character to expend Work Chits for limited use resources. The Quartermaster (or logistics) will have a series of items and equipment with standardized costs for each Corporation. Each visit to a Quartermaster allows a single purchase at standard rates within your Corporation list, and higher (bribed) rates outside of your Corporations list.
Research – Non-combat skill. Allows a player to pick up one sealed envelope every 30 minutes. These sealed envelopes, marked “RESEARCH ONLY” are out of character packets of information that are found attached to key objects, investigation sites, and research areas to gain information and clues in regards to story and local world details. Once this information is gained players should feel free to share this information in any means they wish (up to and including hosting online library references).
Shield, Standard – Combat Skill. Shields are circular shields that have a single hand grip and are 20 inches in diameter. This size restriction is due to the fact that the blades and rounds used in Utopia Rising are designed to be able to easily cut steel and slice at a molecular level. These shields are crafted with staggeringly expensive materials that require a high power source to provide protection on a small surface area. This skill allows a player to use a single shield during combat. Shields must be used in accordance to contact safe combat, must be constructed by local safety guidelines, and may not be used as aggressive weapons. Shields are considered to be crafted of the highest quality and will prevent damage from firearm, melee, hand to hand, and lethal hands strikes that strike the shield. Shield, Standard does not prevent damage from Demolitions or Zone damage. Characters using Shield, Standard are incapable of using Melee, Two Handed while using Shield, Standard.
Shield, Large - Combat Skill. Shields are circular shields that have a single hand grip and are 40 inches in diameter. This size restriction is due to the fact that the blades and rounds used in Utopia Rising are designed to be able to easily cut steel and slice at a molecular level. These shields are crafted with staggeringly expensive materials that require a high power source to provide protection on a small surface area. The cost of a single 40-inch contained dark matter shield is greater than many nations’ average GDP. This skill allows a player to use a single shield during combat. Shields must be used in accordance to contact safe combat, must be constructed by local safety guidelines, and may not be used as aggressive weapons. Shields are considered to be crafted of the highest quality and will prevent damage from firearm, melee, hand to hand, and lethal hands strikes that strike the shield. Shield, Large does not prevent damage from Demolitions or Zone damage. Characters using Shield, Large are incapable of using Melee, Two Handed while using Shield, Large. Characters using Shield, Large cannot use First Aid or Medical Assistance while holding onto their Shield, Large.
Supply Manipulation – Non-combat skill. Allows a player to engage in guaranteed black market trades for supplies and materials. This skill allows a player to have access to a Black Market contact who will periodically come into game space to sell less than legal products only to people who have the Supply Manipulation skill. In addition, Supply Manipulation allows a player to go to logistics to exchange resources for one another on a three to one basis once per 30 minutes for each time they have the Supply Manipulation skill.
Three Gold can get One Reliquary
Three Reliquary can get One Gold
Three Gold can get One Crafting Resource
Three Crafting Resources can get One Gold
Throwing – Combat Skill. This skill allows a player to carry and use 3 specially forged dark matter thrown projectiles. These projectiles are spheres roughly 3 inches in diameter that are high chrome and contain small anti-matter generators. If a person has the skill Throwing multiple times, they may carry more thrown projectiles; for example, a character with three instances of the skill Throwing may carry 9 projectiles. Most people are capable of lobbing a rock or tossing a ball. However, when dealing with supernatural creatures with innate resistances, thicker hides, regenerative abilities, and locational force shields, being able to throw a baseball doesn’t cut it. When fighting with thrown weapons a person needs to be able to throw a hatchet at high velocity and have pinpoint accuracy to ensure the head lands between segments of chitinous exoskeleton. You need to have the knowledge of how to throw a javelin with enough velocity that it will puncture in vital areas instead of grazing in non-vital locations, and launch razor sharp knives and darts into vital areas of the body. This skill resets every 10 minutes allowing players to recollect their thrown weapon physical representations for future use.