Era of the Woven

Overview

Magic is a massive part of the world and gameplay on the Shadow of the Shattered. All available races and subraces—Humans, Deviants, and Variants—have access to specific types of magic and the features that come with them, which can change and grow through a system of tier-based upgrades. For a character to upgrade their current magic, they can at any time, as long as the required post count has been met on the character’s account, or via quests and OOC purchases. Changing Loom magic classes, however, can only be accessed once per OOC year on Determination Day.

In addition to the straight path of tier-based upgrades, SoS has implemented a Skill Web. This rewards players with more minor add-ons to their magic that they get to choose from, which can be purchased with Points (as explained on the Skill Web page).

Loom Magic

Loom magic is broken into three large classes: light, gray, and dark. Those categories are then broken further into three subclasses, which are unique to the class. Light magic consists of: Healing, Thaumaturgy, and Veneration. Gray magic consists of: Beast Affinity, Illusion, and Telekinesis. Dark magic consists of: Disintegration, Malice, and Siphoning.

Organic Magic

Organic magic is broken into two large classes, based on the races other than plain humans: Deviants and Variants (see Races tab in the Guidebook). Deviants are broken down further into two subcategories: Bonded and Shifter.

Variant Magic

Variant magic is bespoke and character-bound. No two look the same, and each advances through a mix of post-based milestones and narrative tasks that you and staff tailor to your concept. All Variants start out with no magic upon character creation until certain requirements are met. After that, you’ll track tiers by post count, while custom skills are earned via focused narrative tasks that prove how your Variant grows in-world.

Skill Web

The magic system on SoS consists of Organic magic—divided into Shifters and Bonded—and Loom magic—divided into Light, Gray, and Dark, which are then each subsequently divided into three more subclasses. Because of the incompatibility between Organic and Loom magic types, they cannot have skill crossovers—unless they are suppressed Organic mages with Loom magic—and must be kept on their own web.

Loom: Light

No magic class is inherently 'good' or 'evil.' Just because someone has Light magic, does not mean they are a good person. Just because someone has Dark magic, does not mean they are a bad person. All types of magic have the potential for good and evil, depending on who wields it.

Healing

  • Healing is the magic of the body. Mages given the power to heal are able to mend the body when it is damage, and with enough skill, even stop the life from being stolen from someone.

  • A healing attempt requires an INT roll against the target's AC to see if the attempt succeeds.

  • Usage Requirement: Healing magic is always performed through hands/upper limbs.
    Note: If you have a character who might have a missing arm/hand, this will not affect their healing ability.

  • In a quest, using healing magic requires an ACTION.

Tier I
  • The mage can heal most average injuries and can cure poison (cannot do both in the same turn/round).

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can heal more serious injuries, can cure poison, and can heal lingering injurieslingering injuries cannot be healed during an active CQ+ (only one of these per round).

  • Note: Lingering injuries cannot be healed during a quest/event thread.

Tier III
  • The mage can heal most injuries, can cure poison, and can heal lingering injurieslingering injuries cannot be healed during an active CQ+ (only one action per round).

  • The mage can halt the impending death of another creature or PC, bringing them back to 1 HPPC will remain unconscious until they receive further healing upon a death blow within a thread—as long as it is done on their turn immediately after the PC's death blow.

  • Note: Lingering injuries cannot be healed during a quest/event thread.

Thaumaturgy

  • Thaumaturgy is the magic of creation. Mages who specialize in thaumaturgy magic have the power to conjure items out of thin air and use magical components to weave magic into ordinary items.

  • Crafting cannot be done during an active quest/event.any magic items used in quest/event must be crafted before the thread

  • In a quest, using thaumaturgy magic requires an ACTION.

  • Success in a thaumaturgy attempt relies on the mage's INT stat to meet a unique challenge rating.

Tier I
  • The mage can create up to three small items per action and one moderate item per thread (lasting for the duration of that thread only).

  • The mage can craft up to two Tier One magic items per IC season.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can create up to four small items per action, two moderate items per thread (one per action), and one large item per thread.

  • The mage can craft up to three Tier One or one Tier Two magic item(s) OR can upgrade two magic items up to Tier Two per IC season.

Tier III
  • The mage can create up to five small items per action, three moderate items per thread (one per action), and one large item per thread.

  • The mage can craft up to four Tier One or two Tier Two magic item(s), OR can upgrade one magic item up to Tier Three per IC season.

  • The mage can create non-living organic items.

  • The mage can create one smallno larger than a housecat sentient item per OOC year.

Rule/Note
  • The mage must be touching the item as it comes into existence at all tiers and cannot create any organic items until Tier Three.

  • Objects created can only occupy empty space.

  • Flavor-only items with no quest impact (non-magical) are unlimited.

  • Larger sentient items are only available with a custom magic item purchase in the Shadow Market.

Veneration

  • Veneration is the magic of positive emotion. Veneration mages have the ability to manipulate the mind through the spectrum of positive emotion.

  • A veneration attempt requires an INT roll against the target's WIS to see if the attempt succeeds.

  • All sustained mental effectsemotional manipulation, devotion, bravery, etc. are contested with a WIS save at the beginning of each round.

  • Usage Requirement: When veneration magic is used, the mage's eyes (sclera, iris, and pupil) go completely white.
    Note: This does not affect their vision.

  • In a quest, using veneration magic requires a BONUS ACTION.

  • In a quest, while maintaining devotional servitude, INT vs WIS will be rolled every time the veneration mage takes damage to see if they can maintain the devotional effect.

Tier I
  • The mage can generate positive emotions and inspiration in themselves or others. They can influence up to two peoplecan include themselves at a time.

  • The mage receives a +2 buff to CHA for the duration of the thread.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can generate positive emotions and inspiration in themselves or others.

  • The mage can force someone into devotional servitude for five posts.

  • The mage receives a +4 buff to CHA for the duration of influence.

Tier III
  • The mage can generate positive emotions and inspiration in others or themselves, and they can instill blinding bravery (or reckless stupidity) for two posts in one target or themselves. The target will receive a +2 STR buff and a -2 WIS penalty for the duration.

  • The mage can force someone into devotional servitude for five posts.

  • Receives a +6 buff to CHA for the duration of influence.

Loom: Gray

No magic class is inherently 'good' or 'evil.' Just because someone has Light magic, does not mean they are a good person. Just because someone has Dark magic, does not mean they are a bad person. All types of magic have the potential for good and evil, depending on who wields it.

Beast Affinity

  • Beast affinity is the magic of communing with animals. Mages under this category have the ability to converse with animals and take the shape of animals at will. As they progress in their skill, they can even compel loyal from animals and grant them human-like intelligence.

  • Shifting between forms is an automatic success, requiring no stat checks/rolls, unless under the effect of nullifaction.

  • Usage Requirement: Shifting is a smooth transition. It is not a slow or painful process (like a werewolf), nor is it instant, but it happens smoothly and quickly.

  • In a quest, shifting between forms takes either ONE ACTION or the FULL MOVEMENT of one round.

Tier I
  • The mage can speak with animalswith feelings, images, and impressions, NOT with human intelligence and has access to any common, non-magical fauna (including real-world creatures) to shift into.

  • Tier I begins with ONE STARTING SHIFT, and others may be gained through the two-per-season shifter rule.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can speak with animalswith feelings, images, and impressions, NOT with human intelligence and has access to any common and uncommon, non-magical fauna (including real-world creatures) to shift into.

  • The mage can also compel up to three small animals (ex: sparrow, cat) in a thread, and the compulsion for each creature lasts up to two posts.

Tier III
  • The mage can speak with animalsanimals are now granted human intelligence for the duration of a thread.

  • The mage has access to any common and uncommon, magical fauna (including real-world creatures) to shift into.

  • Shifting into an animal with magical abilities allows the mage to use that magic (within reason).

  • The mage can also compel up to three smallex: sparrow, cat or mediumex: shepherd, eagle animals or one largeex: horse, bear animal in a thread, and the compulsion for each creature lasts up to two posts.

Rule/Note

Do not meta-game with animal communication.

If you are communicating with an animal, you are not allowed to use animals as a way to gain IC knowledge about a PC (ex: Wulfric is the Rendwarden), another player's NPC (ex: Wulfric's street drake is a dragon), or OOC information about the site plot without getting permission from either the other player or from staff.

Illusion

  • Illusion is the magic of deceit. Illusion mages are capable of manipulating the senses of others to perceive objects/experiences/etc. that are not real.

  • An attempt at an illusion requires an INT roll against the targets' WIS to see if the target is successfully fooled.

  • Usage Requirement: None.

  • In a quest, using illusion magic at Tier One and Tier Two requires a BONUS ACTION. At Tier Three, using illusion magic requires an ACTION.

  • In a quest, while maintaining an illusion, INT vs WIS will be rolled every time the illusion mage takes damage to see if they can maintain the illusion.

Tier I
  • The mage can create simple, single-sense illusions for up to three posts with a three-post cooldown.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can create complex illusions affecting up to three senses for up to five posts with a three-post cooldown.

Tier III
  • The mage can maintain immersive, complex illusions for up to a full thread.

Rule/Note

Ending the duration of an illusion does not shorten the cooldown time.

Telekinesis

  • Telekinesis is the magic of mental movement. Telekinesis mages have the power to manipulate objects with only their mind.

  • Telekinesis is the only magic that relies on DEX—instead of INT—for success.

  • Usage Requirement: None.

  • In a quest, using telekinesis requires an ACTION.

Tier I
  • The mage can telekinetically lift any item that they can normally lift with their STR score.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can telekinetically lift any item up to 40 lbs. heavier than what their STR limit allows.

Tier III
  • The mage can telekinetically lift any item up to 60 lbs. heavier than what their STR limit allows.

  • They can manipulate up to five smallex: pen, dagger items per action OR up to three mediumex: stool, sword items OR one largeex: bookcase, great sword item at a time.

Loom: Dark

No magic class is inherently 'good' or 'evil.' Just because someone has Light magic, does not mean they are a good person. Just because someone has Dark magic, does not mean they are a bad person. All types of magic have the potential for good and evil, depending on who wields it.

Disintegration

  • Disintegration is the magic of unmaking. Disintegration mages have the ability to take ordinary objects and reduce it to the finest granules of the object's base material.

  • A disintegration attempt requires an INT roll against a unique challenge rating.

  • Usage Requirement: Disintegration magic is always performed through hands/upper limbs.
    Note: If you have a character who might have a missing arm/hand, this will not affect their healing ability.

  • In a quest, using disintegration magic is an ACTION.

Tier I
  • The mage can disintegrate up to three smallex: pen, dagger items OR one mediumex: stool, sword item within arm's reach per action.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can disintegrate up to three smallex: pen, dagger items OR two mediumex: stool, sword items within a ten foot radius per action.

  • They can disintegrate one largeex: bookcase, great sword item within arm's reach per action.

Tier III
  • The mage can disintegrate up to three smallex: pen, dagger items OR two mediumex: stool, sword items OR one largeex: bookcase, great sword item within a ten foot radius per action.

  • They can disintegrate one medium, organic, nonlivingex: tree stump item within arm's reach per action.

Malice

  • Malice is the magic of negative emotion. Malice mages have the ability to manipulate the mind through the spectrum of negative emotion.

  • Target receives a -1 penalty to WIS for the duration.

  • A malice attempt requires an INT roll against the target's WIS to see if the attempt succeeds.

  • All sustained mental effectsemotional manipulation, nightmares, etc. are contested with a WIS save at the beginning of each round.

  • Usage Requirement: When malice magic is used, the mage's eyes (sclera, iris, and pupil) go completely black.
    Note: This does not affect their vision.

  • In a quest, using malice magic requires a BONUS ACTION. Creating a waking nightmare or a flashback requires an ACTION.

  • In a quest, while maintaining a waking nightmare or a flashback, INT vs WIS will be rolled every time the malice mage takes damage to see if they can maintain the magic.

Tier I
  • The mage can instill fear or other negative emotions in up to two peoplecan include themselves at once within approximately a thirty-foot radius.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can instill fear or other negative emotions in up to three peoplecan include themselves at once within approximately a thirty-foot radius.

  • The mage can create waking nightmares and subconscious fears for up to five posts with a three-post cooldown.

Tier III
  • The mage can instill fear or other negative emotions in up to four peoplecan include themselves at once within approximately a thirty-foot radius.

  • The mage can create waking nightmares and subconscious fears for up to five posts with a two-post cooldown, and they can create immersive flashbacks of a target’s worst memories for up to two posts with a one-post cooldown.

Rule/Note

Ending the duration of a waking nightmare or a flashback does not shorten the cooldown time.

Siphoning

  • Siphoning is the magic of mimicry. Siphons have the ability to mimic and wield any nearby magic at will.

  • When using a magic that is siphoned from another mage, any checks that are required for using that magic apply to the Siphon.

  • Usage Requirement: When siphoning is used, the mage's eyes (iris only) glow a bright version of their natural color.
    Note: This does not affect their vision.

  • In a quest, siphoning itself is a FREE ACTION. Determining whether using the siphoned magic is an action, bonus action, or movement depends on the SIPHONED MAGIC'S REQUIREMENT.

  • Once the siphoned magic is used in a turn, it does not have to be siphoned again before it can be used again in another turn. However, siphoning must be specified if siphoning a different type of magic from another person.

Tier I
  • The mage can siphon one person’s Tier One magic for the duration of one thread.

Tier II
  • Gain +2 stat points (to any stats).

  • The mage can siphon up to two people's Tier Two magic for the duration of one thread.

Tier III
  • The mage can siphon up to two people's Tier Three magic for the duration of one thread.

Rule/Note
  • Siphoning is not stealing magic, it is mimicking magic!

  • When siphoning a shifter or beast affinity mage, they are restricted to only the forms the other mage has available.

Organic: Bonded

Bonded are permitted—but not required—to start off with a dragon NPC at character creation. If they choose to bond with a dragon later in their story, that does not affect their tier progression. However, if they are not bonded to a dragon, they do not have access to most of the magic perks that rely on the dragon's specifications.

Tier Progression

  • Bonding is the magic of soul-sharing with dragons. Bonded have the ability to form deep, magical bonds with powerful dragons, granting them a resistance toward certain natural elements and the power to harness a dragon's superior senses and natural weapons.

  • Shifting into draconic traits is an automatic success, requiring no stat checks/rolls, unless under the effect of nullification.

  • Resistance to breath weapons is an automatic success, requiring no stat checks/rolls, unless under the effect of nullification. Resistance means the Bonded takes only half damage.

  • Usage Requirement: Shifting into draconic traits is a smooth transition. It is not instant, but it is fast.

  • In a quest, shifting into draconic traits requires a BONUS ACTION.

Tier I
  • The Bonded can shift into basic draconic features—such as claws, eyes, teeth, scales, and horns—at will. These provide a minor boost to AC, as well as provide natural weapons for unarmed attacks.

  • The Bonded possesseswhile the relevant features are actively in use the senses of a dragon. This provides them with advantage during Exploration.

Tier II
  • Gain +3 stat points (to any stats).

  • The Bonded gains shared sight with their dragon across any distance.

  • Note: Sharing sight requires a BONUS ACTION for both the Bonded and the dragon.

Tier III
  • The dragon gains a second breath weapon.

  • The Bonded gains resistance to both of their dragon’s breath weapons.

Dragon Magic

Dragon Abilities

  • In both human and fauna form, dragons have superior senses to all other creatures, especially their sight, hearing, and smell.

  • Dragons possess one of four available elemental breath weapons: fire, lightning, ice, or poison. They gain a second elemental breath weapon at Tier Three.

  • They have the ability to shift into an alternate fauna formmust be draconic in nature from the Flora and Fauna list.

  • While in human form, they can grow the same draconic features as their bonded human, including claws and scale patches.

Dragonic Senses

Dragons innately have superior senses compared to humans, designed to be used at great distances. At a Bonded's Tier One, they possess the ability to shift into certain draconic features, giving them access to the dragon's heightened senses, such as vision or sense of smell. 

Breath Weapons and Elements

Dragons have four types of breath weapons to choose from, each with their own features: fire, lightning, ice, and poison. Juvenile dragons do not earn the additional features until they age into adulthood. Elder dragons do not earn additional features, but they are more powerful than adult dragons.

Fire: No extra abilities, but offers the highest flat damage output.
Lightning: Temporarily robs the person it strikes of their magic.
Ice: Temporarily forces the person it hits to be unable to move from their location.
Poison: Temporarily gives the person it infects disadvantage on all of their rolls.

Elemental Resistance

As soon as they bond with a dragon, the Bonded have resistance to their dragon's type of breath weapon. Once they reach Tier Three and the dragon gets a second type of breath weapon, the Bonded automatically receives resistance to both of the breath weapon types.

Resistance does not require any dice rolls. It is an automatic reduction of the damage by half. 

Organic: Shifter

To gain animal shifts, the mage must interact with the fauna they wish to imitate. Shifters and Beast Affinity mages are limited to TWO NEW SHIFTS per IC season. Rare or Mythical forms are only available via purchase or major/plot rewards.
Note: Rare or Mythical forms can be purchased at any tier.

Tier Progression

  • Shifting is the magic of natural form. Shifters have the inherent ability to transform at will between a human form and the form of any animals with which they interact. With enough experience and practice, they can even harness some of the magical traits of animals they have met.

  • Shifting between forms is an automatic success, requiring no stat checks/rolls, unless under the effect of nullification.

  • Usage Requirement: Shifting is a smooth transition. It is not a slow or painful process (like a werewolf), nor is it instant, but it happens smoothly and quickly.

  • In a quest, shifting between forms takes either ONE ACTION or the FULL MOVEMENT of one round.

Tier I
  • The Shifter has access to any commonincluding real-world creatures, non-magical fauna to shift into.

  • Tier I begins with TWO STARTING SHIFTSone of these must be strictly noncombat. this means it cannot be used in any combat-relevant scenario, and others may be gained through the two-per-season shifter rule.

Tier II
  • Gain +3 stats points (to any stats).

  • The Shifter has access to any commonincluding real-world creatures and uncommon, non-magical fauna to shift into.

  • Gain one additional animal form of any common or uncommon, non-magical animal. An in-character interaction is not required.

  • The companion gains their magical ability.

Tier III
  • The Shifter has access to any commonincluding real-world creatures and uncommon, magical fauna to shift into.

  • Gain one additional animal form of any common or uncommon, magical animal. An in-character interaction is not required.

  • Shifting into an animal with magical abilities allows the Shifter to use that magicwithin reason while in the animal's form.

  • Using magic while in animal form requires an INT roll.

Shift Details

Gaining New Shifts

Gaining new shifts is done by interacting with fauna in-character. A fauna interaction cannot be a simple "I fed a horse" or "I pet a dog" once and done. It must have at least FIVE POSTS of the Shifter or Beast Affinity mage focused on interacting with the animal. This can be via petting, feeding, luring/trapping, fighting, etc.

Note:
Make sure that the top of each post is labeled with "Fauna Interaction 1/5, 2/5, etc." so staff can track it easier upon review.

Seasonal Limit

In a single IC season, a Shifter or Beast Affinity mage may collect up to TWO new animal forms appropriate to their current tier. If there was a previous interaction that is relevant to a future tier, the thread may be noted in the Tracker until the required tier is achieved, at which point the animal form will be "unlocked."

Limit Exceptions:
If a Rare or Mythical animal form is purchased from the Shadow Market, it does not count against the seasonal limit.
If an additional animal form is gained through normal tier progression, it does not count against the seasonal limit.

Rare and Mythical Forms

Rare and Mythical forms can only be purchased through the Shadow Market or won as rewards for in-character actions. They can be purchased and used at any point during tier progression. All Mythical forms must be discussed with staff before they can be accepted.

Restrictions:
Dragons, wyverns, etc. cannot be a Mythical shift.

Magic Shifts

When Magic Shifts Unlock

Magic shifts are unlocked when a Shifter reaches Tier Three. Before Tier Three, Shifters cannot shift into any animal form with magical abilities or features. 

Using a Shift's Magic

Using a shift's magic depends on what the animal form actually is.

Universal Rules:
Magic can only be used while in the relevant animal form. It can never be used while in a different animal form or in human form.
Using a shift's magic requires an INT roll. In a quest or staff-run event, the DC for successful use is dependent on the type of magic and how it is used.

Limits and Staff Review

When gaining an animal form with a type of magic, it must be submitted to staff for approval. Upon doing so, staff will give you the general rules and guidelines to make the magic use accepted and lore-appropriate.

If you have any questions as to how your shift's magic works in specific context or situations, feel free to contact staff.

Companions

Companion Bond

Detoxed Shifters all get a companion. At Tier One, the companion does not possess any extra abilities, other than the soul bond and telepathy with their bonded partner. When the Shifter achieves Tier Two, the companion gets whichever ability is relevant to their size category. If you have a question about what size category a potential companion would be in, contact staff.

Any purchased companion, including if it is purchased when the Shifter is at Tier One, automatically has access to the relevant magical ability.

Companion Stats

Companions have their own stat array. They cannot be adjusted or trained.

  • Small Companions (ex: cat, rabbit, finch)

    STR = +1
    DEX = +3
    CON = +0
    INT = +2
    WIS = +1
    CHA = +0

  • Medium Companions (ex: dog, deer, eagle)

    STR = +1
    DEX = +2
    CON = +0
    INT = +2
    WIS = +1
    CHA = +0

  • Large Companions (ex: horse, lion, bear)

    STR = +2
    DEX = +1
    CON = +1
    INT = +2
    WIS = +1
    CHA = +0

Companion Abilities

Companions gain extra abilities either at purchase or when their detoxed Shifter partner achieves Tier Two.

For using magical abilities, the companion uses their INT modifier. For using attacks, the companion uses their STR modifier (unless otherwise specified).

Note: For any of the abilities to be used in a quest or staff-led event, the companion must be actively participating.

  • Small Companions (ex: cat, rabbit, finch)

    Healing: The companion gives a healing bonus to the person they are bonded to every round at the beginning of their turn.

    Note: This cannot be transferred to another PC. It is only applicable to their partner.

  • Medium Companions (ex: dog, deer, eagle)

    Special Ability: Choose ONE of the following abilities for the companion. Once it is approved, the ability cannot be changed.

    Camouflage: While motionless, the companion blends in with the surrounding environment. To detect them, their opponent must roll an INT check vs. the companion's INT.

    Survivor: If the companion is killed, it can make a CON save. Upon success, it will survive the attack and automatically flee the area.

    Multiply: The companion can create up to two identical illusions of itself for up to three posts with a two-post cooldown. The illusions are fully incorporeal, but they are virtually indistinguishable. While active, this provides a boost to the companion's AC.

    Payback: If the companion takes any damage during combat, the attacker automatically takes half of the damage they dealt. There are no attack roles necessary to determine success.

  • Large Companions (ex: horse, lion, bear)

    Multiattack: The companion can make two attacks in one round.

Variants

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What Variants Are

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Guidelines

Uniqueness

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Balance

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Communicate with Staff

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Track Clearly

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Tier Requirements

Tier I

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Tier II

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Tier III

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Skill Web

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Two Ladders

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Post Count Milestones

75 new posts
Tier I

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150 new posts
Tier II

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255 new posts
Tier III

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Skill Points

Post Conversion 15 posts = 1 point
Tier I Skill 5 points
Tier II Skill 10 points
Tier III Skill 17 points

Skill Web Images

Organic Web

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Loom Web

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Eligibility While Suppressed

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Suppressed / On Treatment

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Detoxed / Off Treatment

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Treatment and Detox Clarification

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