These skills are primarily knowledge based, sometimes requiring special training.
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
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.
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. |
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 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.
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.
This is a representation of a character's ability to research information. An entire chapter section is devoted to this particular skill.
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.
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. |
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