Skill Detail: All

Alchemy

Cost: 2x
Modifiers: Reasoning
Restrictions:

In certain circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead

This skill is impossible to use without training, meaning no successful attempts can be made until the character possesses at least 1 rank in the skill.

Description:

Alchemy is a little bit of science and a little bit of magic. Alchemists can identify substances and create potions and antidotes. Alchemy is expensive and every attempt usually costs money. Alchemy is a very time consuming activity, taking at least an hour, sometimes days or weeks, depending on the project and the materials at hand. A separate appendix is devoted solely to this skill.

70+ TAV:Identify new Potion/Substance/Poison with extra diff. modifiers for rarity and preciousness. Cost: 5% of retail cost.
130 TAV:Duplicating a known potion. Failure results in the loss of one dose of the sample potion. Cost is equal to creating the same potion from scratch.
-60 AV:Not using an alchemy lab.

In certain circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead

Animal Handling

Cost: 2x
Modifiers: Willpower
Description:

Animal handling is the character's ability to train and control domestic animals. Using this skill, the character can also tame and train wild animals and creatures.

50 TAVCalm a panicked pack animal.
WIL AV + 40Calm a trained attack animal.
WIL AV + 60Calm a wild non-predatory animal.
WIL AV + 80Calm a wild, predatory animal.
70 TAVTrain a domestic animal to perform a simple task.
90 TAVTrain a domestic animal to perform a complex task.
WIL AV + 90Tame a wild animal.
90 TAVTrain a tamed wild animal to perform a simple task.
110 TAVTrain a tamed wild animal to perform a complex task.

A simple task is easy to perform for the animal and uses its natural talents in a way the animal can understand. An animal may only know 5 simple tasks for each point of REA (a dog has 2 or 3 points). An animal can only learn 2 complex tasks for each point of REA. Complex tasks are any task that takes more than a minute and has multiple objectives (such as training a monkey to sneak into a house and steal gems and other shiny objects). All simple and complex tasks must be approved with the game keeper.

Appraisal

Cost: 1x
Modifiers: Perception or Reasoning
Restrictions: In certain circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.
Description:

Appraisal allows the character to determine the value of an item, helping to sort out quality from the absolutely worthless junk. An accurate appraisal requires up close inspection of the object, if not hands on examination.

Common items60 TAV. Success indicates estimate is between 80% and 130% (roll 1d6+7 multiplied by 10%). Failure indicates an estimate between 40% and 150% (roll 1d12+3 multiplied by 10%). A result greater than 100 will give the character an accurate estimate between 90% and 110%.
Uncommon and rare itemsTAVs of 70, 90, 110 or higher. Success indicates an estimate between 80% and 130% and failure indicates that the character couldn't determine a reasonable value.

Synergy Skills: Appraisal of any item that has something directly in common with another skill the character possesses can grant benefits. For example, an archer who finds a fine bow will more likely be more accurate than a gem cutter looking at the same bow.

Archery

Cost: 3x
Modifiers: Agility
Restrictions: Until the character has fired 5 practice shots with a specific bow, she suffers a -20 AV penalty to all shots fired.
Description:Archery is a character's ability to use a short bow, long bow, recurve bow, or composite bow. A character must practice with any new bow in order to get used to its pull, range, and accuracy.

Art

Cost: 1x
Modifiers: Perception
Description:

This is essentially a trade/craft skill that is specialized towards the visual arts. The character must choose an emphasis. Common art types are drawing, painting, sculpture, photography, digital art, etc. Some art types are not acceptable for some campaigns.

For every three levels of this skill, the character can add a new style or sub-skill to her repertoire. Additional sub-skills are treated as if they were three levels lower than the previous sub skill. Thus, a character with a Skill of 12 in painting could also have drawing at 9, sculpture at 6, and wood cutting at 3.

Skill checks with this skill are handled differently than most other skills. Although the roll is handled the same as most other skills, results are interpreted differently. Every piece of art requires a standard skill check, but the results are compared to the chart, not pitted against the difficulty.

  • 59 or lower: poor quality.
  • 60 - 79: Mediocre quality.
  • 80 - 99: Decent quality.
  • 100 - 119: Good Quality.
  • 120 - 139: Very good quality.
  • 140 - 159: Excellent quality.
  • 160 and higher: Wondrous.

Automatic Handguns

Cost: 3x
Modifiers: Agility
Description:A character's handgun skill represents his or her accuracy with fully automatic handguns. As with other ranged weapons, the first several shots with a new gun are at a +20 TAV until the character gets a feel for the weapon's aim. It is typically recommended that the Ranged Weapon Group: Ranged skill be taken instead if a character plans on using both automatic and non-automatic weapons.

Automatic Rifles

Cost: 3x
Modifiers: Agility
Description:This skill represents a characters abilities when firing a rifle in fully automatic mode. As with other ranged weapons, the first several shots with a new gun are with a -20 AV until the character gets a feel for the weapon's aim. It is typically recommended that the Ranged Weapon Group: Ranged skill be taken instead if a character plans on using both automatic and non-automatic weapons.

Bowyer/Fletcher

Cost: 2x
Modifiers: Reasoning
Restrictions: In order to use this skill, the character must possess at least one rank of the skill.
Description:A boyer/fletcher is a craftsman of bows, arrows, crossbows, and crossbow bolts. More details regarding the creation of bows, crossbows, arrows, and bolts can be found in an appendix.

Brawling

Cost: 2x
Modifiers: Agility
Description:Brawling is a representation of a character's unarmed combat skills. Skill checks are made against the difficulty of moves chosen by the character during combat.

Climbing

Cost: 1x
Modifiers: Agility. Armor and size (large or small) can also affect this skill
Description:

This is a character's ability to climb sheer surfaces. A successful climb check indicates that the character can move approximately 2 to 3 times her height up the surface. A failed check indicates that the character makes no progress but does not fall. Failing a roll by 30 or more points indicates that the character has fallen. Armor mobility penalties apply to the use of this skill. It is impossible to climb a perfectly smooth surface without handholds or a rope anchored at the top.

10 TAVSteep slope, knotted rope and wall, woven rope or chain meshing.
30 TAVRope and wall, knotted rope, (ship riggings).
50 TAVWall with numerous handholds, a decent climbing tree.
70 TAVWall with adequate handholds and some footing.
90 TAVRough wall, few handholds. Adequate handholds with a reversed incline.
110 TAVFew handholds, those that are there are small or crumbling.
130 TAVOverhangs.
150 TAVAlmost imperceptible hand holds. Bordering in impossible.
+20 AVUsing climbing gear.
-20 AVSlippery surface.

Computer Programming

Cost: 2x
Modifiers: Reasoning
Pre-requisites Computer Use skill at rank 8 or higher.
Description:The computer programming skill represents the ability to write code in a variety of programming languages and scripting languages. This skill can also be used to debug or analyze existing applications if source code can be obtained. The complexity and purpose of a program determines the difficulty of any skill tests. Each two ranks of this skill indicates familiarity with one class of computer language. Examples languages are Markup Languages (HTML and XML), C-like languages (C, C++, Java, PHP), Assembly Code, Basic style languages, COBAL, Fortran, Database interface language (such as SQL). This list is by no means definitive. Even if a character doesn't have experience with a specific language, once a character has at least 8 ranks of this skill, it is possible to scan code in just about any language and identify rudimentary logic and function.

Computer Security

Cost: 2x
Modifiers: Reasoning
Pre-requisites Computer Use skill rank 8
Description:This skill is a blanket skill for a wide array of computer skills, but it primarily focuses on networks and security. High level computer and network adminsistrative commands and tasks are usually resolved through the use of this skill. This skill can be used to create, troubleshoot, and maintain computer networks or hack into and sabatage them. Frequently this skill is used in conjunction with Computer Use and Computer Programming skills to accomplish many tasks such as creating and exectuting shell scripts.

Computer Use

Cost: 1x
Modifiers: Reasoning
Description:The computer use skill determines a character's aptitude with various computer operating systems, software, and limited hardware knowledge. Activities such as finding files on a hard drive, modifying and editing photographs, using email, viewing and editing video, viewing and editing text files, database usage, and other similar actions fall under this skill. For example, when searching a hard drive, the character would probably use the computer use skill instead of the search skill. This skill is frequenly necessary in modern settings as a pre-requisite to research and the use of other skills such as Computer Programming and Computer Security.

Concentration

Cost: 1x
Modifiers: Willpower
Description:

Concentration is a character's ability to maintain focus when performing an action that requires full attention, particularly spell casting or while taking careful aim. Normally, a character will have no difficulty performing those actions, but sometimes something happens that can ruin concentration. Being injured, surprised, or distracted by dangerous activity around can cause a character to lose concentration, losing aim or causing a spell to fizzle out and fail. By making a concentration test, the character won't lose a spell or careful aim bonuses if he or she is hit.

Ignore distractions50 TAV.
Ignore damageDiff. equal to 50 + 5x the total number of points of damage taken during that round. This does not negate damage penalties, but simply allows the character to keep concentration on a spell or careful aim after being hit.
Iron MindThis is a passive use of this skill which adds the character's Concentration skill rank to his or her Willpower and Spirit AVs for the purposes of resisting mind or spirit controlling spells such as charm, suggestion, etc. This only applies if the character is aware of the mental attack.

Countering

Cost: x3
Modifiers: Spirit or Will
Pre-requisites Countering HC
Description:Countering is the skill used by the Countering HC.

Crossbow

Cost: 3x
Modifiers: Perception
Description:The character is familiar with the use of crossbows. Unless a character is familiar with a particular crossbow, some practice is required to adjust to that weapon's aim, range, and shot strength. Until the character has fired 10 shots with a specific crossbow to get a feel for it, she suffers a -20 AV to all shots fired.

Deceit

Cost: 2x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.
Description:

Deceit is the ability to use language, body language, and distraction in order to get a target to believe the unbelievable. In short, lying and bending the truth. All Deceit checks are opposed checks against the target's Determine Motive skill. Depending upon the target's beliefs and the plausibility of the lie or bluff, the target will get bonuses or penalties to their check. These modifiers can be cumulative, if such modifiers are appropriate.

Success means that the target either believes the story and does not act unfavorably towards the story because it isn't that important to them. Failure means the target senses something is wrong or that they catch on to the story.

Demolitions

Cost: 2x
Modifiers: Reasoning
Description:This skill indicates a character's knowledge about explosives and their applications.

Determine motive

Cost: 1x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.
Description:

Determine motivation is a character's ability to determine deceit, lies, fast-talk and other socially manipulative actions. Determine motive can also be used to determine if an individual is action under his or her own actions or if he or she is being coerced. This skill is an active skill, requiring the concentration of the character.

Assess trustworthiness90 TAV
Detect coercion or charm110 TAV + Other Factors
Detect DeceitOpposed check vs. deceit
When resisting a deception attempt, determine motive can receive the following modifiers.
Target sincerely trusts the character-20 AV
Target has no personal interest in the character±0
Target does not like the character+20 AV
Target is racist against the character+10 AV
Target possesses special knowledge that the story contradicts.±?
Believing puts the target at no risk±0
Believing puts the target at minor risk+20 AV
Believing puts the target at large risk+50 AV
Believing puts the target at severe risk+80 AV
The story is very believable-20 AV
The story is believable±0
The story is a little hard to believe+20 AV
The story is farfetched+40 AV
The story is ridiculous+60 AV

Success indicates that the character senses something is either right or wrong, whichever is more appropriate. Failure indicates that the character detects nothing out of the ordinary. Critical failure indicates that the character draws the exact opposite conclusion that would have been correct.

Disarm/Create Trap

Cost: 2x
Modifiers: Reasoning
Restrictions: Success means that the target either believes the story and does not act unfavorably towards the story because it isn't that important to them. Failure means the target senses something is wrong or that they catch on to the story.
Description:

Disarming and creating traps is representative of limited knowledge of various machinery, clockwork, and magical forms. It also refers to a character's ability to perform sabotage effectively. Creating, disarming, and sabotaging can take a significant amount of time, depending upon the situation and desired effects.

30 TAVSabotage simple machinery, jam a door or lock, sabotage a wagon axle.
50 TAVSafely trip a simple trap, subtlety sabotage simple machinery or an axle.
70 TAVSafely trip a complex trap, create a simple non-lethal trap, subtlety sabotage complex machinery.
90 TAVSafely trip an very complex trap, create a complex trap, subtlety sabotage very complex machinery.
110 TAVSafely trip an elaborate trap, create a very complex trap, subtlety sabotage elaborate machinery.
130 TAVSafely trip an very elaborate trap, create a elaborate trap, subtlety sabotage very elaborate machinery.
150+ TAVSafely trip a wickedly elaborate trap, create a very elaborate trap.

Discipline

Cost: 4x
Modifiers: none
Description:

This is a representation of a character's attunement to a particular magical or psionic form such as Fire Elementalism, Conjuring, Telekinesis, Telepathy, or Manipulation. Before a character can even begin to use any magical or psionic abilities, she must have at least one rank in an appropriate Discipline. Higher ranks in a Discipline reduce the amount of stamina used while spell casting, increase spell power, and allow access to more powerful abilities. More detail is included in the section on Magic and Psychic abilities.

Optional Rule: Some GMs may choose to play with a simplified rule where characters possess a single discipline rank which governs all of their spell casting abilities for each of their magical disciplines instead of individual discipline skill ranks for each discipline. The purchase of new disciplines is more expensive under this rule.

Discipline: Abilities

Cost: 1x
Modifiers: Psychic: Willpower
Magic: Spirit
Description:The individual discipline abilities can also be built up as skills. It is not possible to use an ability without possessing at least one rank first. Higher ranks in a discipline ability produce different results depending upon the specific ability.

Discipline: Casting

Cost: 4x
Modifiers: Psionic disciplines: Willpower
Arcanum Disciplines: Spirit
Description:When a character takes a discipline, the Discipline: Tech skill is used to determine a character's technical prowess when actually using psychic and magical abilities and powers associated with that particular discipline. In most campaigns and settings, this skill needs to be taken for each discipline that the character possesses. More information is provided in the chapter on Magic and Psychic abilities.

Optional Rule: Some GMs may choose to play with a simplified rule where characters possess a single discipline casting rank which governs all of their spell casting abilities for each of their magical disciplines instead of individual casting skill ranks for each discipline. The purchase of new disciplines is more expensive under this rule.

Disguise

Cost: 2x
Modifiers: Reasoning or Perception.
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.
Description:

The character is skilled with disguises. Difficulty will vary depending upon what the disguise is intended to do. Disguise checks are opposed checks versus the viewer's Spot or Determine Motive skill (whichever is appropriate). Creating and donning a disguise takes at least several minutes, if not several hours, depending upon the complexity.

Modifiers to the Disguiser's check (GK roll, only once):
+20 AVSimply changing general appearance so as to look differently from normal.
-10 AVDisguised as different sex.
-10 AVDisguised as a similar race.
-40 AVDisguised as a distinctly different race (Ogre to Shou).
-10 AVFor every 3 points of combined size and strength difference between the character and the desired size.
-10 AVFor every 2" change in height.
Modifiers to an observer's check: (GK Roll) These are based on whether or not the observer has observed or knows either the character or the person that the character is attempting to impersonate.
+10 AVPassing acquaintance
+20 AVRecognizes on sight
+30 AVFriends, Co-Workers.
+40 AVGood friends, extended family
+50 AVIntimate friends, immediate family

Dodge

Cost: 2x
Modifiers: Reflexes
Description:Dodging is the ability to avoid injury due to attacks, some traps, explosions, etc. The rules for dodging are detailed more in the section on combat. Use of the dodge skill counts as a major action.

Driving

Cost: 1x
Modifiers: Reflexes
Description:Test

Electronics

Cost: 2x
Modifiers: Reasoning
Description:This skill represents a character's ability to utilize and repair electronic devices including computers, radios, toys, security system components, etc.

Ethereal Accuracy

Cost: 2x
Modifiers: Willpower
Restrictions: This skill can not be used unless the character possesses at least one rank of this skill.
Description:

Ethereal accuracy is the character's skill which indicates how much control the character has over his or her psionic or magical skills in which aiming is a factor (such as projectile spells). When casting a many spells or using ranged magical items, the character must pit his or her Ethereal Accuracy against the target's DR, modified by range, if appropriate.

If there are multiple targets for one spell effect, each additional target beyond the first imposes a cumulative -20 AV penalty to the Ethereal Accuracy checks.

Fast Draw

Cost: 3x
Modifiers: Reflexes. Armor penalties apply to the use of this skill.
Description:

The character has learned the art of pulling a weapon in a pinch. This skill is used primarily by gunfighters and assassins.Fast draw has several effects on the character in combat.

  • The character receives a +1 bonus to initiative per level of Fast Draw on the first round of combat if the character is not surprised and his enemies do not have their weapons drawn.
  • If the character is caught by surprise without a weapon drawn or a combat stance set, the character can make a Fast Draw(Opponent's Reflexes + 50) test. Normally, surprised characters automatically go last in a round without rolling initiative. Success indicates that the character was able to react fast enough that he gets to roll initiative as normal.
  • Normally, drawing a weapon counts as a major action. If a successful fast draw skill test is made (diff 100), the character can draw a single handed weapon as a free action. Drawing a two-handed weapon in this fashion requires a Fast Draw(120) test. Drawing two single handed weapons as a free action requires a Fast Draw(140) test.
  • In a duel with ranged weapons, opposed Fast Draw checks determine who shoots first instead of standard initiative.

Feint

Cost: 2x
Modifiers: Reasoning
Description:

By feinting during combat, the character distracts his opponent and misleads him. A feint is an opposed Fient vs the defender's Determine Motive or highest melee skill AV, without adjustments. If the feint was successful, the attacker gains a +10 bonus to hit the target until the end of his actions, in addition to causing the target to lose any DR bonuses due to a high agility, shields, bracers, greaves, or the nimbleness HC against the first attack performed after the feint. A successful attack immediately after a successful feint can not be blocked, parried, or dodged.

This skill can only be used against sentient beings. Creatures of animal intelligence or lower are immune. Intelligent opponents eventually learn to watch out for feint attempts. Attempting multiple Feint attempts against the same target during a single combat grant the target a cumulative +10 bonus to resistance checks for each successive check. Someone who observes the attacker's combat style before combat gains a +5 bonus to the resisting checks per feint that he observed. Anyone who is fighting defensively gains a +20 AV bonus

First Aid

Cost: 1x
Modifiers: Reasoning
Restrictions: Bludgeon damage and damage suffered from poisoning, drowning, etc., is not treatable through the use of immediate care. Using this skill without possessing any ranks of this skill imposes a -20 penalty to any skill checks.
Description:

The character is capable of performing essential first aid upon injured individual. First aid is also used to stabilize severe wounds that can get worse. First Aid takes several minutes to perform, thus it is usually impossible to perform First Aid during the heat of battle. More information is given in the chapter on Health and Damage.

Immediate Care: LW70 TAV
Immediate Care: MW90 TAV
Immediate Care: SW110 TAV
Stabilize LW:30 TAV
Stabilize MW:50 TAV
Stabilize SW:70 TAV
Self Care and Treatment:+20 TAV

Immediate Care: Immediate care must be performed within five minutes of injury. In the case of combat injuries, a recipient of immediate care can only benefit from one successful use of immediate care. Immediate care will heal a number of LW, MW, or SW equal to 1/3, 1/4, or 1/6 (rounded up) of the medic's skill respectively. As a matter of game balance, only one type of damage can be healed in this manner. Only damage suffered from the immediate combat or injury can be healed, so any extra healing is ignored.

Stabilize Wounds: Wound damage needs to be stabilized before it can begin healing. Usually this is important only for SW damage. If the character makes a successful First Aid check on a wounded individual to stabilize the wounds, she adds 1/2 of her first aid AV to the recipient's stabilization CON check.

Medicine: If the character also possesses the Medicine skill, the character's Medicine rank can be added to the character's First Aid rank when determining how much damage can be healed by immediate care.

Flora/Fauna

Cost: 1x
Modifiers: Reasoning
Description:

The character is capable of identifying the animal and plant life of a region. Additionally, the character knows a lot about many animals and plants, including habitat, behavior, medical properties, and edible nature. The character must specify a terrain that the character has expertise in.

Common plants and animals50 TAV
Uncommon plants and animals70 TAV
Rare plants and animals90 TAV
Extremely rare/enchanted F&F110 TAV
Unfamiliar terrain/locale: if applicable+20 TAV

Forgery

Cost: 2x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.
Description:

Forgery is used to create fake documents and letters. A forged document is handled differently from other skills. A document will have a rating determined by the skill roll modified by circumstances listed below. The Game Keeper will roll a 1d100 plus the AV value minus any modifiers of the forger's skill to determine the quality of the document.

10 AVSimple form with handwriting not specific to any one individual.
-40 AVForging a simple form without using an example form or without having sufficient knowledge concerning their creation and purpose.
-20 AVForging a specific signature. Impossible without a sample signature.
-50 AVForging a longer document in the handwriting of a particular person. Requires a sizable sample of handwriting in order to get the proper feel of how the person writes.

When the document is observed, the reader must make a check with their own Forgery or Investigations skill (whichever is higher) against the quality of the forged document. Some modifiers that may affect the reader's check are indicated below. If the reader's check fails by 20 or more points, the reader has no idea that the document is a fake. If the check fails by less than 20 points, the document is mildly suspicious to the reader but is otherwise acceptable. If the reader makes his check by less than 20 points, he will detect something wrong with the document, perhaps requiring more information or a confirmation. If the reader makes his or her check by more than 20 points, the document is immediately recognized as a fake. The following modifiers assume that the reader is scrutinizing the document carefully.

-10 AVReader simply skims over the document.
-10 AVHandwriting unknown to reader.
±0 AVHandwriting is familiar to reader.
+10 AVHandwriting is intimately familiar.
-10 AVThe reader is unfamiliar with that kind of documentation or paperwork.
±0 AVThe reader is somewhat familiar with that kind of documentation or paperwork.
+10 AVThe reader is intimately familiar with that kind of documentation or paperwork.

Gunsmith

Cost: 2x
Modifiers: Reasoning
Description:Gunsmiths are capable of maintaining, creating, and outfitting guns of all types, in addition to having just enough alchemal knowledge to create gunpowder. Additional information regarding gunsmithing is detailed in Advanced Skill Use chapter.

Gymnastics

Cost: 2x
Modifiers: Agility. Armor penalties also apply.
Description:

The gymnastics skill is often used by circus performer and acrobats. The skill has a couple of uses that are good for adventuring. The other use of this skill will let the character use his or her gymnastics skill in place of her dodge skill in combat.

+25 TAVIgnore damage from a fall or impact. Ignore 1d6 points of falling damage for each additional +25 TAV.
70 TAVEvasive maneuvers: Character gains a +20 DR against melee attacks and a +40 DR against ranged attacks targeted towards him. Counts as a major action in combat, costs 1 STAM. Failure means character falls prone.
100 TAVEvasive maneuvers: As above, +30 DR vs. melee, +50 DR vs. ranged attacks. 2 STAM.
130 TAVEvasive maneuvers: As above, +40 DR vs. melee, +60 DR vs. ranged attacks, 3 STAM.

This skill can also be used in a fashion similar to the performance skill.

Handgun

Cost: 3x
Modifiers: Agility
Description:A character's handgun skill represents his or her accuracy with percussion cap pistols, revolvers, and semi-automatic weapons. As with other ranged weapons, the first several shots with a new gun are at a +20 TAV until the character gets a feel for the weapon's aim.

Herbalism

Cost: 2x
Modifiers: Reasoning
Description:Herbalism indicates a knowledge of herbs, both good and bad, and their uses, which can recover fatigue, cure infections, and create poisons. A discussion of herbalism is presented later in the advanced rules.

Hide

Cost: 2x
Modifiers: Special: Agility adjustment, negative value of SIZ adjustment.
Pre-requisites Use of this skill generally requires that appropriate cover be present which the character can use to hide or conceal themselves or the objects they wish to hide.
Description:

This skill is used to hide and conceal the character and objects. When the character is attempting to hide, she should roll a Hide test opposed by the Spot test of anyone looking for her. The adjustment for hide is determined by differently than most skills. Both size and agility affect a character's ability to hide effectively.

  • Agility adjustment.
  • Negative value of SIZ adjustment.

Lighting, multiple observers, or clothing can assist or hinder a character's attempt to hide. Sneaking through a trash-laden alleyway at night is much easier than sneaking across an open field in broad daylight. Noticing a creature that is attempting to hide requires a successful Spot skill check that exceeds the character's own stealth attempts.

ConditionBonus/Penalty
Appropriate colored clothing+5 to +20 AV
Carrying a light source-5 to -100 AV
Lighting, dark; Fog, heavy+20 AV
Lighting, dim; Fog, light+10 AV
No cover-100 AV
Light cover-40 AV
Moderate coverNo penalty/bonus
Good cover+10 to +20 AV
Complete cover+30 to +40 AV
Below are some examples of some types of cover and how they apply to the hide skill.
  • No cover: The character literally has no place to hide.
  • Light cover: Hiding around a corner while trying to peak, hiding in a doorway (not behind a door), hiding behind something shorter or narrower than oneself, light foliage, hiding under a single blanket in a bed.
  • Moderate cover: Moderate foliage with small gaps, a pile of blankets or clothing, hiding behind a door on the hinge side, hiding behind something approximately the same size as oneself.
  • Good cover: Dense foliage with few gaps, a very large pile of blankets or clothing, hiding behind something larger than oneself.
  • Complete cover: Hiding in an enclosed space, hiding behind a much larger object that does not allow any line of site from most angles.

Hunting/Fishing

Cost: 1x
Modifiers: Reasoning or Perception
Description:

Hunting/Fishing indicates that the character knows how to find game and fish. Difficulty of hunting and fishing is dependent upon several things. The frequency of hunting or fishing tests should depend on the area and type of game sought, but the most frequent tests should be no quicker than 1 hour. On average, hunting tests should be allowed twice per day, and fishing tests 4 times per day. Success indicates that the character found some game or caught some fish.

50 TAVThe character is willing to hunt anything acceptable.
70 TAVThe character is looking for a class of game: e.g. small game, big game, trophy game.
90 TAVThe character is looking for a specific species: e.g. Elk, deer, bear, unicorn, etc.
+10 TAVNear large population center
+20 TAVArea is over hunted
+X DiffThat type of animal is rare in this region. The difficulty will vary with rarity.
-20 TAVArea is overpopulated with that species or type of animal.
-20 TAVThe character is intimately familiar with hunting in that area (at the Game Keeper's discretion).
+20 TAV or upCharacter does not have a fishing pole, line, spear, or other acceptable fishing implement. Some fish are nearly impossible to catch without proper equipment.

Influence

Cost: Special
Modifiers: Special
Description:

Influence is a special skill that represents a character's degree of influence within an organization. Oftentimes, a character is a member of the organization or they have a friend or five within. The higher the influence skill, the more important the connection. This skill must be role-played out, but it does give the Game Keeper an estimate of what resources the character has available to them. At character creation, the Game Keeper and player should discuss and determine what benefits the influence will have. Perhaps there is a one time favor or even a cheap outlet for ammo.

Example influence groups: Government agencies, the military, secret societies, local governments, trade organizations and associations, etc.

Low values in an influence usually indicate that a character merely has a contact within the organization. Scores between 6 and 12 indicate that the character is either a participating member , a retiree, or has very powerful friends. A score of 16 or more indicates that the character is probably a high ranking member or that the organization owes the character some big favors.

Information Gathering

Cost: 1x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.
Description:

This skill is used to work the populace of a region for rumors, gossip, or even looking for specific information such as the location of a castle, cave, farm, individual, or rare item. Difficulty will vary depending on the information being sought. Often times, a little bit of money must change hands to procure important information, or at least a round or two drinks should be bought... it's just polite to do it that way. Any information gathering effort is bound to take a couple of hours, if not days or weeks, depending upon the information being sought. If the information or products being sought are more criminal or shady in nature, the skill Street Savvy might be more applicable. If this skill is used in place of street savvy, it is only half as effective.

Common local rumors50 TAV
Useful local rumors70 TAV
Specific local information70 TAV
Specific, privileged information.90 TAV
Specific, rare, privileged info.110+ TAV
Character is unwelcome in town.+20 - +40 TAV

Inspire

Cost: 2x
Modifiers: Willpower, Spirit, or Reasoning
Description:This skill is only used if the character possesses Inspire Heroism, Inspire Morale, and the Inspire Courage heroic characteristics.

Intimidation

Cost: 2x
Modifiers: Special
Restrictions: It is important to remember that successful Intimidation does not mean the victim is forced to comply with the intimidator's will. Intimidation can change or affect outcomes of social interactions, but it is not mind control.
Description:

Intimidation is the skill of forcing others to back down or even possibly do things against their will. Frequent use of this skill probably won't make the character any friends, whether the character uses social intimidation or physical intimidation. Intimidation tests are opposed checks versus the target's Resist Mental skill. The character adjusts the Intimidation roll according the situation. Strength or Size for physical situations, Willpower or Reasoning for more subtle and social situations. In any given intimidation situation, the target may receive bonuses for possessing special skills, knowledge, or combat prowess. For example, a powerful mage, although physically weak and frail, would be easily intimidated if it weren't for the fact that he has the confidence that his magic can handle most situations for him, thus giving him some bonuses. As a general rule, give a character or target a +1 AV bonus for each rank of any skill that may help them in a particular situation, but only if the target is aware of those skills in some fashion. In the case of combat skills, use only the character's or target's highest combat skill, not all combat skills added together. Other factors to take into consideration are outnumbering, odds, and repercussions. A guard who knows that he will be executed for violating his post is more likely to take his chances with a group of adventurers than a bar room bully will.

Investigations

Cost: 2x
Modifiers: Reasoning
Description:

The investigations skill includes a wide range of knowledge and skills, ranging from forensic knowledge and proper investigative procedure to suspect profiling and questioning. Characters with this skill are also more likely to notice things that are suspicious or out of place. Investigating the scene of a crime takes at least several minutes, if not hours or days.

70 TAVDetermine size of assailant
70 TAVDetermine cause of violent death
80 TAVDetermine method of operation
80 TAVDetermine motive
Detect forgeryDiff. equal to forger's skill. Often an opposed roll versus the quality of the forgery. Requires knowledge of proper documentation or handwriting samples of the original writer.
110 TAVCreate criminal profile
+10 TAVMinor lack of evidence
+20 TAVSignificant lack of evidence
+30 TAVMajor lack of evidence
+40 TAVExtreme lack of evidence
+10 TAVTainted evidence or crime scene
70-120 TAVNotice out of ordinary situation

Synergy skills: Each of the following skills could be synergetic in the proper context. Medicine, Weapon Skills, Appraisal, Gunsmithing, Linguistics, Tracking, Flora/Fauna, Herbalism, Alchemy, Forgery, Lock Picking, Craft (lock smithing), Research, Spellcraft.

Knowledge

Cost: 1x
Modifiers: Reasoning
Description:

The character has extensive knowledge on a particular topic, which must be declared when this skill is taken: Religion, chemistry, astronomy, mathmatics, physics, undead lore, regional and political events, regional lay of the land, history, etc. The possibilities are nearly infinite, although this skill can not duplicate any other existing skills. The difficulty of skill checks on this skill are based upon how obscure the information is.

Linguistics

Cost: 1x
Modifiers: Reasoning
Description:In addition to knowing the character's native tongue, she has also learned another language. Each separate language that the character knows is treated as a separate skill.

Listen

Cost: 1x
Modifiers: Perception
Description:

The listen skill is a measure of how well a character can focus her ability to hear things. It is used to hear someone sneaking up from behind or to listen through doors. This skill is also used to identify or focus on specific conversations in noisy environments, such as eavesdropping on a conversation in a crowded bar. This skill can be a game keeper roll or player roll, at the game keeper's discretion.

0 TAVPeople talking normally.
50 TAVPeople talking quietly or whispering.
25 TAVArmored person walking on stone or wood.
50 TAVUnarmored person with soft shoes walking on stone or wood.
OpposedHearing a person who is sneaking up on the character. Opposed check versus stealth.
+10 TAVModerate noise.
+20 TAVHeavy noise (market or crowded tavern)
+40 TAVExtreme noise (battle, emergency, marching band)
+5 TAVPer every 5 feet between the listener and the noise source.
+25 TAVListening through a door
+50 TAVListening through a wooden wall
+75 TAVListening through a stone wall

Lock Picking

Cost: 2x
Modifiers: Reasoning
Description:

Lock picking is the ability to pick locks, finesse combo locks, and solve puzzle locks. Lock picking attempts always take at least 3 rounds (1/2 minute) or longer. Picking a lock requires that the character make a skill test against the quality of the lock. This skill also applies to modern campaigns for some of the more advanced electronic locks, though those types of locks require the appropriate type of equipment in order to pick.

Martial Arts

Cost: 3x
Modifiers: Agility
Description:

The character has studied one or more refined unarmed fighting techniques. Although the skill is more difficult to learn than brawling, it allows characters to perform combat skills and maneuvers with easier difficulty levels, and allows a few exclusive moves. For more details, read the section on unarmed combat.

Medicine

Cost: 2x
Modifiers: Reasoning
Description:

For purposes of healing, a character with the Medicine skill may tend to the wounds of another. When this is done, a skill test is made against the difficulty of the wound type. If successful, the character heals at a rate equivalent to their Constitution plus the caregiver's Medicine skill. Failure indicates that the character simply heals as normal. Botching indicates that the treatment was counter productive and the patient takes 1 point of that type of damage due to infections or wound aggravation. One care giver can tend to up to 5 patients out in the field or up to 10 patients in a care giving setting such as a hospital. For each additional patient, the doctor suffers a +5 TAV to all skill checks.

Healing LW or MB70 TAV
Healing MW or SB90 TAV
Healing SW110 TAV

If the character possesses the First Aid skill, this skill can be added to the value of First Aid for purposes of determining how much damage can be healed during immediate care. This does not add to the character's First Aid AV when rolling the skill check.

Meditation

Cost: 2x
Modifiers: Willpower
Description:

Through the use of meditation, the character can also gain benefits, such as the ability to boost strength and ignore pain temporarily.

Ignore Pain Penalties:5 TAV per pt. of damage. Must make a test each minute (experience checks are only granted once per set of injuries). Character may add their Stun/Pain Threshold to this skill check.
TAV= 50 +EPOT x 10Summon inner strength The character boosts her strength by EPOT for 3 rounds. Counts as a major action in the round the ability is used. Character uses 1 extra stamina per EPOT each round while "pumped up" with this ability. (A maximum of 1 experience check per day is allowed for using the skill in this manner). Not cumulative with Shou Spirit Way effects.
TAV= 30 +EPOTx5Stamina burst. The character gains EPOT stamina which must be used in the next six rounds. Any left over will be lost. This ability may only be attempted once per day.
TAV=30 +EPOT x 20Stamina recovery. The character must meditate for one hour, recovering EPOT stamina each hour that meditation is maintained. Use of this skill in this manner can replace sleep. A skill check is required each hour to determine success (A maximum of 1 experience check per day is allowed for using the skill in this manner).
Iron MindThis is a passive use of this skill which adds the character's Meditation skill rank to his or her Willpower and Spirit AVs for the purposes of resisting mind or spirit controlling spells such as charm, suggestion, etc.

Melee Weapon

Cost: 2x
Modifiers: Agility
Description:

This skill is actually a collection of sub-skills. When taken, the character selects one melee weapon in which they are specialized in. Each different type of weapon is its own skill. Thus, Light Club, Battle Axe, Bladed Staff, Long sword and Dagger are each their own skill, requiring points to be spent on each.

Synergy Skills: If a character has Melee Weapon skills in two very similar weapons (such as two different sword types), the two skills are synergetic to each other.

Related Skills: Weapon Group: Melee

Move Silently

Cost: 2x
Modifiers: Special. Armor penalties apply.
Description:

This skill is used when a character attempts to move silently and avoid being heard or noticed by hearing or creatures with tremorsense. When attempting to use this skill, the character rolls a Move Silently test opposed by any potential listeners' Listen skill. Both Size and Agility adjust a character's ability to move silently.

  • Agility adjustment.
  • Negative value of SIZ adjustment.

A character's ability to move silently can be hindered or assisted by armor, ground conditions, and background noise.

-5 to -30 AVCreaky Floors
-20 AVGravel
-10 AVWearing hard boots or footwear
+10 AVNoiseless Footing (soft carpet)
+10 AVLight background noise (talking)
+20 AVModerate background noise (wind, running water)
+40 AVLoud background noise (machinery, waterfall, combat noises, etc.)
-variableArmor penalties.

Performance

Cost: 1x
Modifiers: Perception or Reasoning
Description:

Performance is a character's ability to act, recite poetry, sing, dance, comedy, storytelling, play an instrument, etc. For every three levels of this skill, the character can add a new instrument or sub-skill to her repertoire. Additional sub-skills are treated as if they were three levels lower than the previous sub skill. Thus, a character with a Skill of 12 in Lute performance could also have Sing at 9, Guitar at 6, and Poetry at 3.

Skill checks with this skill are handled differently than most other skills. Although the roll is handled the same as most other skills, results are interpreted differently. Every performance requires a standard skill check, but the results are compared to the chart, not pitted against a difficulty.

The results should be modified according to the population and the general mood of the locale. Income from small communities will be meager, no matter how good the performance, although it is always possible that a good performance could earn a performer a free meal or possibly free lodging.

50 - 69:Mediocre performance. Performance pay: very minimal, slightly more than begging. Perhaps enough to buy a really cheap drink or half of a cheap meal.
70 - 89:Decent performance. Performance pay: very low, but twice as much as begging. Could earn a drink or a hearty meal.
90 - 109:Quality performance. Performance pay: Low, but enough to get by comfortably for a day.
110 - 129:Very good performance. Performance pay: Moderate. Enough to live very well for a day or to support one or two people comfortably.
130 - 149:Excellent performance. Performance pay: High. Enough to live very well for a couple days or to comfortably support several people for a day or two.
150 and higher:Wondrous. Performance pay: Generous. The character can live very well for quite some time off of a single performance in a big city.
-10 AV:Poor quality instrument.
+5 AV:Good quality instrument.
+10 AV:Excellent quality instrument.

Persuasion

Cost: 1x
Modifiers: Reasoning
Description:

Negotiations is a representation of a character's etiquette, manners, bureaucratic know how, diplomatic approach, and a general way with words. Also, diplomatic characters will be able to get a feel for the local laws and customs with a little bit of talk and conversation. Persuasion is the ability to barter, negotiate, make a political impression, and to influence others.

Persuasion can be used for many things: bartering, requesting audience with an important official or citizen, pleading a case before a court, or requesting assistance from a ruler or political group. Successful negotiation means that the character made some progress, although negotiations can only be taken so far before the determining party (such as a gate guard, judge, or ruler) can go no further.

Persuasion can be skill test against a specific target number or an opposed test.

Research

Cost: 1x
Modifiers: Reasoning
Description:

This is a representation of a character's ability to research information. An entire chapter section is devoted to this particular skill.

Resist Fear

Cost: 2x
Modifiers: Willpower, Spirit, Fortitude, or Strength- Ignore negative values or any adjustments greater than +40. Use the largest adjustment available.
Description:This skill is a measure of a character's courage and is also used to resist the effects of fear. Typically, an opposed roll with this skill will determine the success or failure. This skill is very similar to Resist Magic and Resist Mental.

Resist Magic

Cost: 2x
Modifiers: Spirit
Description:This skill is used to Resist Magicual attacks or magical attacks. Typically, an opposed roll with this skill will determine the success or failure of various types of spiritual attacks, usually of magical origin. This skill is very similar to Resist Mental and Resist Fear

Resist Mental

Cost: 2x
Modifiers: Willpower
Description:This skill is used to resist mental attacks. Typically, an opposed roll with this skill will determine the success or failure of various types of mental attacks, such as some magical and psychic abilities or intimidation. This skill is very similar to Resist Magic

Rifles

Cost: 3x
Modifiers: Perception
Description:This is actually a collection of skills which represent a character's skill with various types of rifles: The percussion cap, the shotgun, lever-action, bolt-action, and semi-automatic rifles. This skill does not apply to automatic rifles or any kind of single-handed firearm. As with other ranged weapons, the first several shots with a new gun are with a -20 AV until the character gets a feel for the weapon's aim.

Search

Cost: 1x
Modifiers: Perception
Description:

Search is a measure of the character's ability to look for things such as secret doors, traps, evidence, a specific book. It is also used when performing some actions, such as ransacking a room.

100 TAVFind a well hidden concealed or secret door or trap.
100+ TAVFind magical traps, glyphs, and runes without setting them off.
50 TAVFind a book in a well organized library.
25 TAVFind an item in a room that was not hidden.
50 TAVFind an item in a room that was either poorly hidden or hidden in a common or logical place.
70 TAVFind an item that was hidden well or hidden in an uncommon location.
90 TAVFind an item that was extremely well hidden or is hidden in an obscure location.
110+ TAVFind an item that was so well hidden the owner has probably forgotten where the item was left.

Shou Spirit Way

Cost: 4x (normal) or 3x for Shou
Modifiers: Spirit
Restrictions: Any non-Shou character that takes this skill must spend and earn 4x times the number of skill points and experience points to advance the Shou Spirit Way skill.
Description:This is a special martial art that the Shou have developed. In addition to being a martial art (the details of that are in the section concerning unarmed combat), the Shou Spirit way allows the character to summon inner strength by using special, almost magical abilities.

Siege Weapons

Cost: 2x
Modifiers: Reasoning
Description:

The character is trained how to operate various siege weapons and how to target them. Most siege weapons are not accurate enough to hit small targets, so a -80 AV difficulty applies to all attacks that are targeted against specific targets.

Sleight of Hand

Cost: 2x
Modifiers: Agility. Armor penalties apply.
Description:

Sleight of hand is the ability to make quick, subtle, undetected hand and body movements. Often these skills are used for purpose of entertaining, such as performing card tricks and shell games. The other common use of this skill is theft. Cutting purses, picking pockets, and filching things without being seen.

50 TAVPalm a coin sized object.
70 TAVFilch a knife, perform a variety card tricks, rig shell games.
90 TAVRemove an item off of a person, such as cutting purse strings or removing a small weapon from a belt.
130 TAVRemove a concealed item from a person, such as a purse hidden under clothing.

Regardless of whether or not the character succeeds at getting the object, the target will get to roll a Spot, Street Savvy, Investigations, or Determine Motivation check (whichever skill is the highest or appropriate at the time). If the results are higher than the trickster's results, the attempt is noticed. This does mean that it is possible to succeed in pick-pocketing something yet also be caught in the process.

Smell

Cost: 1x
Modifiers: Perception.
Pre-requisites This skill is only available to creatures with the Sense of Smell trait. Creatures without the Sense of Smell trait suffer a -80 penalty when using this skill. It acts in many ways similar to the Spot skill.
Description:This measures a character's ability to identify and locate scents and odors. Smell is not nearly as precise as other senses such as vision and hearing, so it can not be used to pinpoint sources of odors without taking some time.
50 TAVDetermine if someone has been in a room recently. +10 TAV per hour since someone passed.
70 TAVIdentify the race or species of common creature by scent.
90+ TAVIdentify the race or species of an uncommon creature by scent. The character has to have been able to smell such a creature at least once before.
100 TAVIdentify a specific person by scent that the character has met before.
70 TAVIdentify a common potion, chemical, or herb that the character has encountered before
100 TAVIdentify an uncommon potion, chemical, or herb that the character has encountered before.

Smithing

Cost: 2x
Modifiers: Reasoning
Description:

The character is capable of functioning as a blacksmith, armorer, or weaponsmith. Which type of function must be specified by the player when the skill is taken. More details on this skill are found in the Advanced Skill Use chapter.

Speed Load

Cost: 2x
Modifiers: Agility
Description:

The character has practiced loading guns (and repeating crossbows) in an effort to be as quick as possible. When in combat, a speed load check must be made every time the character reloads a gun or repeating crossbow (bows and standard crossbows do not require this skill). Reloading is considered to be a full round engrossing action. Attempting to swap a speedload cylinder requires two major actions or a full round.

When reloading rimfire or center fire revolvers, chambered rifles, or repeating crossbows, roll this skill to determine the number of rounds that are reloaded during that round of combat. Match the result to the number of rounds successfully loaded that round.

1 round:20 TAV
2 rounds:30 TAV
3 rounds:50 TAV
4 rounds:70 TAV
5 rounds:100 TAV
6 rounds:130 TAV
7 rounds:160 TAV
8 rounds:200 TAV
Clip/Magazine:90 TAV
Speed load cylinder:110 TAV
Percussion cap and ball:100 TAV

Spellcraft

Cost: 2x
Modifiers: Reasoning
Description:

Spellcraft is a representation of a character's knowledge of arcane theory. Often, wizards and priests possess this skill to help them in their studies of the arcane arts. This skill is also required for the creation of magical items, such as wands, staves, scrolls, etc.

70 TAVIdentify a magic trap and its effects.
50 TAVIdentify a spell being cast in a discipline that the character knows. Requires that the character be able to see and hear at least two of the following: the material components of the spell, the hand gestures, or the verbal components.
70 TAVIdentify a spell being cast in a discipline that the character is not trained. Requires that the character be able to see and hear at least two of the following: the material components of the spell, the hand gestures, or the verbal components.
90+ TAVLearn the attunement ritual to a magical item.
110+ TAVUnderstand and identify strange, unique, rare, or otherwise unexplainable Arcane phenomena, artifacts, and energies.
50 TAVIdentify the discipline associated with a magical item if the character knows the discipline. Requires Arcane Vision.
70 TAVIdentify the discipline associated with a magical item if the character does not have any ranks in that discipline. Requires Arcane Vision.
50 TAVIdentify a specific spell effect in in a magical item if the character knows the spell. Requires Arcane Vision.
70 TAVIdentify a specific spell effect in a magical item if the character knows any discipline the spell belongs to. Requires Arcane Vision.
90 TAVIdentify a specific spell effect in a magical item if the character does not have any ranks in that discipline. Requires Arcane Vision.
+40 TAVAttempting to identify magical effects in an item without using Arcane Vision.
25 TAVCast a spell from scroll: If the user knows how to cast the spell, the user only needs to succeed at a Spellcraft(25) test.
50 TAVCast a spell from scroll: If the user can not cast the spell, but possesses at least one Arcane, Shuri, or Elemental discipline of rank 4 or higher.
70 TAVCast a spell from a scroll: The caster does not know how to cast the spell and has fewer than 4 ranks in a magical discipline. If the skillcheck failed by more than 30 points, the spell backfires.

Spot

Cost: 1x
Modifiers: Perception
Description:

Spot is a measure of a character's visual awareness and ability to notice things while casually observing his surroundings. Noticing the glint of steel off of an ambusher's sword from the bushes or noticing that there is movement on the horizon are examples of when Spot is used. Spot is often used as an opposed skill against the Hide, Disguise, and Sleight of Hand skills.

  • 100 TAV - Notice the presence of an invisible creature within 15'. This does not mean the character can see it, just that he knows that something is there.

Street Savvy

Cost: 2x
Modifiers: Reasoning
Description:

Street savvy is the character's ability to feel the streets, specifically the criminal element and shady dealings. This skill is used when a character wishes to find illegal materials, a thieves guild, a corrupt constable, or a hit man. This skill is handled in much the same manner as Information Gathering except that it does not help much with the character's ability to find general information. If used as Info Gathering, this skill is only half as effective.

Survival

Cost: 1x
Modifiers: Reasoning or Perception
Description:

The survival skill represents a character's ability to find a means to survive adverse conditions. Use this skill to find water and surviving heat in deserts, and find food and surviving cold in tundras, etc. The difficulty will vary, depending upon whether or not the character is familiar with the type of environment, the region, and what equipment that the character has. Successful checks indicate that the character found enough food, water to get by for at least a day.

Swim

Cost: 1x
Modifiers: Strength. Armor penalties are doubled.
Description:This skill measures a characters relative skill while swimming.
20 TAVStill water
30 TAVSlow current
40 TAVmoderate current, choppy water
60 TAVswift current, rough water
80 TAVdangerous current, rapids, extremely rough water
100 TAVvery high waves
150 TAVwhirlpool
+40 AVattempting to float or drift only
-variouswearing armor or carrying heavy weight

Throw

Cost: 2x
Modifiers: Agility.
Restrictions: The generic throw skill can only reach a maximum of 16 ranks. If specialized there is no limit.
Description:

Throw is a character's ability to accurately throw an object. The difficulty of the object or weapon being thrown varies by weapon type.

This skill can be taken as either a generic throw skill or specialized to throw a type of object. As a generic throw skill, the skill only applies to rocks, balls, spears, javelins, knives (balanced), balanced axes (balanced), hammers (balanced), and other small objects with reasonable density and shape to allow easy throwing. Weapons that are not balanced properly for throwing, swords impose a -60 AV penalty to the attack roll.

Some exotic weapons such as boomerangs, bola, weighted nets, etc., require that the character specialize their throwing skill. It is also possible to specialize in more common items such as knives, spears, shot put, etc.

Tracking

Cost: 2x
Modifiers: Perception
Description:

Tracking allows a character to follow quarry through the wilderness by searching for signs of passage. Difficulty is based upon several factors. A new check is required any time that the trail leads to a new area with conditions that would make the trail hard to follow. Tracking is normally a slow process, allowing, at best, half the character's normal movement rate while tracking.

70 TAVThe ground is soft and leaves easy tracks. Snow, mud that isn't too runny and mushy.
90 TAVNormal dirt and sand with plenty of foliage that will compress or show signs of passage. Swamp, but not not overly wet.
110 TAVHard ground, rocky terrain. Normal dirt and sand with little foliage that will compress or show signs of passage. Swamp, water and mud distorts tracks.
150 TAVSlab rock, such as expansive granite extrusions with no dirt, mud, or foliage. Quarry frequently traveled through water to throw off pursuers.
+10 TAVPoor lighting.
+5 TAV.Each hour of rain or snowfall since the track has been made.
± Base DRLarger and smaller creatures are easier and harder to track respectively. The difficulty increases or decreases according to the creature's natural defense rating modifier.
+1/2 Stealth The quarry attempted to cover its tracks. The penalty is equal to half of the creatures's stealth skill AV. Covering tracks reduces movement by 1/2 to 1/3. For creatures without a Stealth skill, use 1/3 the value of their Perception attribute.
+5 TAV.Every day that the tracks have sat cold. For example, tracks that are one week old will incur a +35 TAV penalty to tracking attempts.
-20 TAVTracker can occasionally see quarry.
-5 TAVEvery four individuals being tracked in a single group. Tracking nine people would grant a -2 difficulty to the skill test.
-10 TAVTracks are very fresh (less than 1/2 hour)

Trade/Craft

Cost: 1x
Modifiers: Varies
Description:

The character is accomplished in some form of trade or craft that isn't covered by another existing skill. Examples are carpentry, engineering, bee keeping, mushroom farming, sailing, mining, locksmithing, clocksmithing, etc. The character is able to earn money with this skill during "down time" provided the character has the right kind of resources. For every rank in a trade or craft above a rank 4, the character can earn enough money to survive and get by for one person. Living comfortably and well off with extra cash by oneself requires at least a rank 4 in a marketable trade or craft. The difficulty will vary depending upon when the craftsman is trying to accomplish.

  • 59 or lower: poor quality.
  • 60 - 79: Mediocre quality.
  • 80 - 99: Decent quality.
  • 100 - 119: Good Quality.
  • 120 - 139: Very good quality.
  • 140 - 159: Excellent quality.
  • 160 and higher: Wondrous.

Weapon Group: Melee

Cost: 4x
Modifiers: Agility
Description:

By taking the weapon group skill, the character has learned a group weapons instead of just focusing on a single weapon. While the skill is more expensive, the diversity is useful because the character has much more flexibility. Some sample groups are included here.

  • Common Swords: Sabers, Long swords, short swords, broad swords, bastard swords.
  • Heavy swords: Broad sword, Claymore, Falchion, Great Sword, Nadochi.
  • Light Swords: Long swords, short swords, saber, rapier, wakizashi, cane sword.
  • Exotic Blades: Scimitar, Falchion, Nadochi, Katana, Wakizashi, Tulwar
  • Axes: Wood Axe, Battle Axe, Hatchet, Great axe, Halberd.
  • Pole weapons: Staff, pike, spear, naginata, bayonet, all pole-arms.
  • Bludgeons: Staff, Light Mace, Heavy Mace, Hammers (non-sledgehammer), Light and Medium Clubs, Crowbar, Cane, Morning star.
  • Primitive Set: War Hammer, Hatchet, Spear, Long Spear, Clubs (light and medium), Maces and Morning Stars
  • Dwarven Military Set: Battle Axe, Hatchet, War Hammer, Short Sword, Light mace, Bayonet, Short Spear, Pike
  • Common Military Set: Light mace, Heavy mace, Short Sword, Long Sword, Footman's Pick, Bayonet, Short Spear, Pike
  • Martial Arts Set: Kama, Naginata, Nunchaku, Staff, Chain
  • Shou Set: Scimitar, Falchion, Staff, Tulwar, War Claws, Knives and Daggers.
  • Woodland Set: Short sword, knives, hand axe, wood axe, spear, staff.

Weapon Group: Ranged

Cost: 4x
Modifiers: Agility or Perception (based on weapon)
Description:

By taking a ranged weapon group skill, the character has learned a group weapons instead of just focusing on a single group of weapons, such as standard or fully automatic weapons. While the skill is more expensive, the diversity is useful because the character has much more flexibility.

  • Bows/Crossbows: Enables the character to proficiently use both bows and crossbows with equal skill. Bows use Agility as the primary adjusting skill and crossbows use perception.
  • All Handguns: Enables the character to proficiently use both standard and fully automatic modes in handguns. Uses Agility for all adjustments.
  • All Rifles: Enables the character to proficiently use all rifles in both standard and fully automatic modes. Using a rifle in standard single-shot mode uses Perception while full-auto mode uses agility.

Weapon Systems

Cost: 2x
Modifiers: Reasoning
Description:This represents a character's skill and knowledge base when operating advanced weaponry systems including rocket arrays, missile defense systems, remote guns, unmanned weapon platforms, etc.

Weapons Group: Simple

Cost: 3x
Modifiers: Agility
Restrictions: Due to the unfocused and diverse variety of weapons associated with this skill, it can not be raised above a rank 16. Other weapon group skills do not have this limitation.
Description:

The character is proficient with the use of simple, common weapons and using some tools as improvised weapons. The staff, light and medium clubs, light maces, crowbars, daggers, knives, bayonets, small hammers, and shovels are all included in this skill. This skill can also be used to pistol whip or strike with the stock of a rifle in melee.

Other weapons, such as swords, rapiers, sabers, axes, and other weapons are NOT included in this skill.

Check out our affiliate site, Friend Code Central.