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.
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 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 TAV | Calm a panicked pack animal. |
| WIL AV + 40 | Calm a trained attack animal. |
| WIL AV + 60 | Calm a wild non-predatory animal. |
| WIL AV + 80 | Calm a wild, predatory animal. |
| 70 TAV | Train a domestic animal to perform a simple task. |
| 90 TAV | Train a domestic animal to perform a complex task. |
| WIL AV + 90 | Tame a wild animal. |
| 90 TAV | Train a tamed wild animal to perform a simple task. |
| 110 TAV | Train 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 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 items | 60 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 items | TAVs 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.
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.
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 TAV | Steep slope, knotted rope and wall, woven rope or chain meshing. |
| 30 TAV | Rope and wall, knotted rope, (ship riggings). |
| 50 TAV | Wall with numerous handholds, a decent climbing tree. |
| 70 TAV | Wall with adequate handholds and some footing. |
| 90 TAV | Rough wall, few handholds. Adequate handholds with a reversed incline. |
| 110 TAV | Few handholds, those that are there are small or crumbling. |
| 130 TAV | Overhangs. |
| 150 TAV | Almost imperceptible hand holds. Bordering in impossible. |
| +20 AV | Using climbing gear. |
| -20 AV | Slippery surface. |
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 distractions | 50 TAV. |
| Ignore damage | Diff. 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 Mind | This 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. |
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.
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 trustworthiness | 90 TAV |
| Detect coercion or charm | 110 TAV + Other Factors |
| Detect Deceit | Opposed 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.
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 TAV | Sabotage simple machinery, jam a door or lock, sabotage a wagon axle. |
| 50 TAV | Safely trip a simple trap, subtlety sabotage simple machinery or an axle. |
| 70 TAV | Safely trip a complex trap, create a simple non-lethal trap, subtlety sabotage complex machinery. |
| 90 TAV | Safely trip an very complex trap, create a complex trap, subtlety sabotage very complex machinery. |
| 110 TAV | Safely trip an elaborate trap, create a very complex trap, subtlety sabotage elaborate machinery. |
| 130 TAV | Safely trip an very elaborate trap, create a elaborate trap, subtlety sabotage very elaborate machinery. |
| 150+ TAV | Safely trip a wickedly elaborate trap, create a very elaborate trap. |
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.
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.
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 AV | Simply changing general appearance so as to look differently from normal. |
| -10 AV | Disguised as different sex. |
| -10 AV | Disguised as a similar race. |
| -40 AV | Disguised as a distinctly different race (Ogre to Shou). |
| -10 AV | For every 3 points of combined size and strength difference between the character and the desired size. |
| -10 AV | For 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 AV | Passing acquaintance |
| +20 AV | Recognizes on sight |
| +30 AV | Friends, Co-Workers. |
| +40 AV | Good friends, extended family |
| +50 AV | Intimate friends, immediate family |
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.
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.
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
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: LW | 70 TAV |
| Immediate Care: MW | 90 TAV |
| Immediate Care: SW | 110 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.
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 animals | 50 TAV |
| Uncommon plants and animals | 70 TAV |
| Rare plants and animals | 90 TAV |
| Extremely rare/enchanted F&F | 110 TAV |
| Unfamiliar terrain/locale: if applicable | +20 TAV |
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 AV | Simple form with handwriting not specific to any one individual. |
| -40 AV | Forging a simple form without using an example form or without having sufficient knowledge concerning their creation and purpose. |
| -20 AV | Forging a specific signature. Impossible without a sample signature. |
| -50 AV | Forging 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 AV | Reader simply skims over the document. |
| -10 AV | Handwriting unknown to reader. |
| ±0 AV | Handwriting is familiar to reader. |
| +10 AV | Handwriting is intimately familiar. |
| -10 AV | The reader is unfamiliar with that kind of documentation or paperwork. |
| ±0 AV | The reader is somewhat familiar with that kind of documentation or paperwork. |
| +10 AV | The reader is intimately familiar with that kind of documentation or paperwork. |
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 TAV | Ignore damage from a fall or impact. Ignore 1d6 points of falling damage for each additional +25 TAV. |
| 70 TAV | Evasive 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 TAV | Evasive maneuvers: As above, +30 DR vs. melee, +50 DR vs. ranged attacks. 2 STAM. |
| 130 TAV | Evasive 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.
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.
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.
| Condition | Bonus/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 cover | No penalty/bonus |
| Good cover | +10 to +20 AV |
| Complete cover | +30 to +40 AV |
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 TAV | The character is willing to hunt anything acceptable. |
| 70 TAV | The character is looking for a class of game: e.g. small game, big game, trophy game. |
| 90 TAV | The character is looking for a specific species: e.g. Elk, deer, bear, unicorn, etc. |
| +10 TAV | Near large population center |
| +20 TAV | Area is over hunted |
| +X Diff | That type of animal is rare in this region. The difficulty will vary with rarity. |
| -20 TAV | Area is overpopulated with that species or type of animal. |
| -20 TAV | The character is intimately familiar with hunting in that area (at the Game Keeper's discretion). |
| +20 TAV or up | Character does not have a fishing pole, line, spear, or other acceptable fishing implement. Some fish are nearly impossible to catch without proper equipment. |
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.
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 rumors | 50 TAV |
| Useful local rumors | 70 TAV |
| Specific local information | 70 TAV |
| Specific, privileged information. | 90 TAV |
| Specific, rare, privileged info. | 110+ TAV |
| Character is unwelcome in town. | +20 - +40 TAV |
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.
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 TAV | Determine size of assailant | |
| 70 TAV | Determine cause of violent death | |
| 80 TAV | Determine method of operation | |
| 80 TAV | Determine motive | |
| Detect forgery | Diff. 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 TAV | Create criminal profile | |
| +10 TAV | Minor lack of evidence | |
| +20 TAV | Significant lack of evidence | |
| +30 TAV | Major lack of evidence | |
| +40 TAV | Extreme lack of evidence | |
| +10 TAV | Tainted evidence or crime scene | |
| 70-120 TAV | Notice 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.
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.
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 TAV | People talking normally. |
| 50 TAV | People talking quietly or whispering. |
| 25 TAV | Armored person walking on stone or wood. |
| 50 TAV | Unarmored person with soft shoes walking on stone or wood. |
| Opposed | Hearing a person who is sneaking up on the character. Opposed check versus stealth. |
| +10 TAV | Moderate noise. |
| +20 TAV | Heavy noise (market or crowded tavern) |
| +40 TAV | Extreme noise (battle, emergency, marching band) |
| +5 TAV | Per every 5 feet between the listener and the noise source. |
| +25 TAV | Listening through a door |
| +50 TAV | Listening through a wooden wall |
| +75 TAV | Listening through a stone wall |
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.
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.
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 MB | 70 TAV |
| Healing MW or SB | 90 TAV |
| Healing SW | 110 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.
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 10 | Summon 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 +EPOTx5 | Stamina 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 20 | Stamina 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 Mind | This 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. |
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
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.
A character's ability to move silently can be hindered or assisted by armor, ground conditions, and background noise.
| -5 to -30 AV | Creaky Floors |
| -20 AV | Gravel |
| -10 AV | Wearing hard boots or footwear |
| +10 AV | Noiseless Footing (soft carpet) |
| +10 AV | Light background noise (talking) |
| +20 AV | Moderate background noise (wind, running water) |
| +40 AV | Loud background noise (machinery, waterfall, combat noises, etc.) |
| -variable | Armor penalties. |
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. |
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.
This is a representation of a character's ability to research information. An entire chapter section is devoted to this particular skill.
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 TAV | Find a well hidden concealed or secret door or trap. |
| 100+ TAV | Find magical traps, glyphs, and runes without setting them off. |
| 50 TAV | Find a book in a well organized library. |
| 25 TAV | Find an item in a room that was not hidden. |
| 50 TAV | Find an item in a room that was either poorly hidden or hidden in a common or logical place. |
| 70 TAV | Find an item that was hidden well or hidden in an uncommon location. |
| 90 TAV | Find an item that was extremely well hidden or is hidden in an obscure location. |
| 110+ TAV | Find an item that was so well hidden the owner has probably forgotten where the item was left. |
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 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 TAV | Palm a coin sized object. |
| 70 TAV | Filch a knife, perform a variety card tricks, rig shell games. |
| 90 TAV | Remove an item off of a person, such as cutting purse strings or removing a small weapon from a belt. |
| 130 TAV | Remove 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.
| 50 TAV | Determine if someone has been in a room recently. +10 TAV per hour since someone passed. |
| 70 TAV | Identify the race or species of common creature by scent. |
| 90+ TAV | Identify 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 TAV | Identify a specific person by scent that the character has met before. |
| 70 TAV | Identify a common potion, chemical, or herb that the character has encountered before |
| 100 TAV | Identify an uncommon potion, chemical, or herb that the character has encountered before. |
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.
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 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 TAV | Identify a magic trap and its effects. |
| 50 TAV | Identify 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 TAV | Identify 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+ TAV | Learn the attunement ritual to a magical item. |
| 110+ TAV | Understand and identify strange, unique, rare, or otherwise unexplainable Arcane phenomena, artifacts, and energies. |
| 50 TAV | Identify the discipline associated with a magical item if the character knows the discipline. Requires Arcane Vision. |
| 70 TAV | Identify the discipline associated with a magical item if the character does not have any ranks in that discipline. Requires Arcane Vision. |
| 50 TAV | Identify a specific spell effect in in a magical item if the character knows the spell. Requires Arcane Vision. |
| 70 TAV | Identify a specific spell effect in a magical item if the character knows any discipline the spell belongs to. Requires Arcane Vision. |
| 90 TAV | Identify a specific spell effect in a magical item if the character does not have any ranks in that discipline. Requires Arcane Vision. |
| +40 TAV | Attempting to identify magical effects in an item without using Arcane Vision. |
| 25 TAV | Cast 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 TAV | Cast 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 TAV | Cast 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 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.
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.
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.
| 20 TAV | Still water |
| 30 TAV | Slow current |
| 40 TAV | moderate current, choppy water |
| 60 TAV | swift current, rough water |
| 80 TAV | dangerous current, rapids, extremely rough water |
| 100 TAV | very high waves |
| 150 TAV | whirlpool |
| +40 AV | attempting to float or drift only |
| -various | wearing armor or carrying heavy weight |
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 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 TAV | The ground is soft and leaves easy tracks. Snow, mud that isn't too runny and mushy. |
| 90 TAV | Normal dirt and sand with plenty of foliage that will compress or show signs of passage. Swamp, but not not overly wet. |
| 110 TAV | Hard 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 TAV | Slab rock, such as expansive granite extrusions with no dirt, mud, or foliage. Quarry frequently traveled through water to throw off pursuers. |
| +10 TAV | Poor lighting. |
| +5 TAV. | Each hour of rain or snowfall since the track has been made. |
| ± Base DR | Larger 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 TAV | Tracker can occasionally see quarry. |
| -5 TAV | Every four individuals being tracked in a single group. Tracking nine people would grant a -2 difficulty to the skill test. |
| -10 TAV | Tracks are very fresh (less than 1/2 hour) |
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.
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.
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.
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.
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