This is the skill of keeping books of account, examining the condition of a business, etc. Mostly useful as a job skill. However, a successful Accounting roll [Diff: 8] (requiring about two hours of study) can tell whether financial records are correct - which can sometimes be important! Modifiers: -5 If you only have a hurried glance at the figures; +3 If you have all day.
This is the ability to perform acrobatic and gymnastic stunts, roll, take falls and so on. A separate skill roll is required for each trick you attempt. This can be handy on an adventure; tightrope walking, human pyramids and trapeze swinging all have useful applications.
An acrobatics skill check may be substituted for a AGI roll in any attempt to jump, roll, avoid Knockback and so on.
[A character trying to Dodge a blow may attempt an Acrobatic Dodge, a jump or roll which avoids the attack in a flashy way. A successful Acrobatics roll will also reduce the effective distance of any fall by five yards.]
The GM may apply penalties as he sees fit for an especially difficult trick]
This is the skill of counterfeiting moods, emotions and voices, and to lie convincingly over a period of time. It is not the same as Disguise or Performance. A successful Acting roll will let you pretend to think or feel something that you do not feel. The GM may require an acting roll whenever you try to fool someone, lie to them, etc. [Modifiers: +1 for every point of REA you have over the person you are trying to fool (or the smartest one in the group), and -1 for every point of REA if your victim is smarter than you.]
Impersonation of a particular person is a special type of acting. To mimic a particular person, you must first successfully disguise yourself (see Disguise) - unless of course, your victims cannot see you! [Modifiers for any mimicry: -5 if you are not well acquainted with your subject; -5 if the people you want to fool are acquaintances of the original; and -10 if they are well acquainted.] Con/Acting
Difficulty Level | Activity |
---|---|
13+L | Feign Sickness |
3+L | Smuggle or forge an item past an inspector |
2+L | Impersonate another (ID only required, no recognition) |
Playing dead through a: | |
4+L | Quick glance |
13+L | Cursory inspection |
19+L | Close inspection |
Disguise and impersonate another fooling: | |
3+L | Acquaintances |
6+L | Friends (each half hour of contact) |
16+L | Close Comrades |
This is the skill of running a large organization. primarily useful for earning money or qualify for high rank. A trained Administrator (Skill Level 8+) would also get a +2 reaction bonus when dealing with a bureaucrat, and (on a successful roll) could predict the best way to go about dealing with a bureaucracy.
The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, feeding animals, butchering, and other typical farming chores.
This is the science of magical transmutation.
Sample Task | Base Difficulty |
---|---|
Notice Presence when already alerted by alarm | 4+Opponent's Stealth |
Notice Presence while on duty | 8+Opponent's Stealth |
Notice Presence while awake & off duty | 9+Opponent's Stealth |
Sense Presence while in a light sleep | 15+Opponent's Stealth |
Sense Presence while critically Occupied | 16+Opponent's Stealth |
Sense Presence while in a deep sleep | 18+Opponent's Stealth |
Spot a Tail or Shadow | 8+Opponent's SL |
The character has learned the legends, lore, and history of some ancient time and place. The knowledge must be specific, just as a historian could specialize today in the English Middle Ages, the Italian Renaissance, or the Roman Republic before Caesar. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts, and oddities of the time.
Proficiency in this area enables a character to exercise a greater-than-normal degree of control over pack animals and beasts of burden. A successful proficiency check indicates that the character has succeeded in calming an excited or agitated animal; in contrast, a character without this proficiency has only a 20% of succeeding in the attempt.
This is the ability to train and work with all types of animals. To train an animal, the Animal Handler must make his or her success roll once per day of training. A failed roll means the animal learned nothing; a badly failed roll means the Handler was attacked. The time it takes to train an animal depends on the animal's intelligence and tractability - see Animals.
When working with a trained animal, the Animal Handler rolls against this skill for each task he sets the animal. Modifiers: -5 if the animal is not familiar with the handler, -5 if the circumstances are stressful to the animal, -3 or more if the task is a complex one.
This talent can also (sometimes) be used to quiet a wild, dangerous or untrained animal. Modifiers: -5 if the creature is wild or very frightened, -10 if it is a man-eater or man-killer.
Finally, this talent gives an advantage in combat against animals. If you have this skill at level 15 or better, any animal's attack and defense rolls are at -1 against you, because you can predict its behavior. If you are an expert (skill 20 or better), the animal's rolls are at -2.
This skill enables a character observe the actions or habitat of an animal and interpret what is going on. Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herd, predator, or impending danger, such as a forest fire. The GM will secretly roll a skill check. A successful check means the character understood the basic actions of the creature. If the check fails by 4 or less, no information is gained. If the check fails by 5 or more, the character misinterprets the actions of the animal.
Finally, animal lore increases the chance of successfully setting snare and traps for hunting, since the character knows the general habits of the creature hunted.
A character with this skill may imitate the calls and cries of animals that he or she is reasonably familiar with, based on his background. This ability is limited by volume. The roar of a Tyrannosaurus rex would be beyond the abilities of a normal character. A successful skill check means that only magical means can distinguish the character's call from that of the true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. A failed check means the sound is incorrect in some slight way. A failed call may still fool some listeners, but creatures very familiar with the cry automatically detect a false call. All other creatures and characters are allowed a Perception check to detect the fake.
Characters with this skill can train one type of creature to obey simples commands and perform tricks. Creatures typically trained are dogs, horses, falcons, pigeons, elephants, ferrets, and parrots. A character can choose even more exotic creatures with animal intelligence, assuming he or she has had exposure to said animals.
A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside soldiers, such as a war horse or elephant. A specific trick teaches the trained animal to do one specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, or a rat may run through a particular maze. With enough time, a creature can be trained to do both general tasks and specific tricks.
Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a skill check is made. If successful, the animal is trained. If the dice roll fails, the beast is untrainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two.
An animal trainer can also try to tame wild animals. Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with eh creature. At the end of the month, a skill check is made. If successful, the best is suitable for training. If the check fails, the creature retains enough of its wild behavior to make it untrainable. It can be kept, though it must be leased or caged.
Sample Task | Base Difficulty |
---|---|
Breaking a Horse | 4 |
Training a Dog to retrieve | 4 |
Train a Dog to Track | 8 |
This skill is highly useful for both thieves and merchants, as it allows one to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items they find (although the GM can exclude those items too exotic or rare to be well known). The character must have the item in hand to examine. A successful skill check (rolled by the GM) enables the character to estimate the value of the item to the nearest 100 or 1000 gp value and to identify fakes. On a failed check, the character cannot estimate a price at all. On a critical failure, the character wildly misreads the value of the item, always to the detriment of the character.
This is the ability to design buildings and to deduce the design of buildings from their function, and vice versa. A successful Architecture roll will let you learn things about a strange guiding, find a secret room or door, etc. Modifiers: [-2 if the building is of a strange type; -5 if it is alien.]
This is the skill of familiarity with the people, politics and geography of a given area. Normally, a character will have Area Knowledge only for the area he considers his own "home base," whether that's a single farm or an entire duchy. If information about other areas is available, the GM may allow characters to study Area Knowledge for other places. Spies, for instance, will try to acquire detailed Area Knowledge of their target areas before going there.
The GM should not require an Area Knowledge roll for ordinary situations - finding the blacksmith, tavern or your own home. But he could require a roll to locate a smith to shoe you horse at 3 a.m., or to find the best ambush location along a stretch of road. "Secret" or very obscure information will carry a penalty, or may not be available through Area Knowledge at all.
The things that can be known with Area Knowledge overlap Streetwise, Navigation, Naturalist, Politics, and more. The difference is that Area Knowledge works for a single are; you know the habits of this tiger or gang boss, but his does not give you general insight into the species.
Area Knowledge can be bought for any sort of area. The larger the territory, the less "personal" and more general your knowledge becomes. Almost every character will have Area Knowledge of some type. Some examples
Few Hundred Acres: knowledge of farmers or tribesmen, trails, streams, hiding places, ambush sites, flora and fauna.
Hamlets, Village, or Small Town: All important citizens and businesses and most unimportant ones; all public buildings and most houses.
City: All important businesses, streets, citizens, leaders, etc.
Barony, County, Duchy, or small Nation: General nature of its settlements and towns, political allegiances, leaders, and most citizens of Status 5 and up.
Large Nation: Location of its major cities and important sites; awareness of its major customs, races and languages (but not necessarily expertise); names of folk of Status 6+, and a general understanding of the economics and political situation.
When knowledge is needed about a place distant from the "home base" area, the GM should assess a penalty. For instance, if the home base is a small town, facts about the neighboring farms might be rolled at -1. The next town (a mile away) would be a -2; the big city 50 miles away would be at -5. The capital of a neighboring state or nation would be a -7, and a faraway country would be at -10. the long-distance modifiers can be used if specific rules are needed.
This is the ability to build and repair armor. A successful roll is required to find the problem with a suit of armor (unless it is obvious). A second roll lets you repair it. The GM should determine a reasonable time for each repair attempt. Modifiers: -4 if the armor is unfamiliar; -4 to try and repair without proper tools.
This skill defaults from Blacksmith or Weaponsmith at -3, and from Jeweler at -5.
SL | Base Odds | Activity |
---|---|---|
1 | 8 | Sharpen Weapons. Repair leather armor or implements. |
2 | 9 | Knowledge of metal working. Cord wrapping, lacquering, painting, and repair of wood implements. |
3 | 10 | Cut and tool leather to patterns. Forge metal pieces not requiring a temper and not smaller than a horseshoe. |
4 | 11 | Harden and temper metal pieces dagger size or smaller |
7 | 14 | Temper sword size pieces. Form wire for mail armor. Design armor, weapons, and composite bows. Work metal into small plates. |
10 | 17 | Forge smaller plates of metal into larger ones to make plate armor. |
12 | 19 | Work with exceptional metals for items of quality. |
SL | Base Odds | Task |
---|---|---|
1 | 8 | with 1 or 2 methods or forms in field. |
2 | 9 | Simple combinatorial creativity. |
7 | 14 | Well versed in most common forms and styles in chose field. |
9 | 16 | Able to conceive new forms and methods. |
10 | 17 | Able to evoke emotion in audience. |
This is the ability to draw and paint with both accuracy and beauty. A successful roll against this skill would let you (for instance) draw a recognizable picture of someone to help identify him or her; draw a map that would be easy to follow; or even paint a picture good enough to trade for a meal. (Note that, for the last case, the GM should not allow a default roll. Intelligence can let you draw an accurate picture but not a beautiful one.)
This is the ability to compose "good" poetry of any type native to your culture, in any language you speak. a successful Poetry roll lets you write one good poem, in an appropriate amount of time (GM's decision). A failed roll means you couldn't come up with good rhymes, o (for whatever reason) your audience just didn't care for your work. Modifiers: -3 (or worse) if you are under unreasonable time pressure; +3 (or better) if you have a lot of time; foreign language penalties as for Oration.
This skill defaults from language skill at -5.
This is the ability to fashion a reasonable likeness of a person or object, using clay, wood, stone, ivory or whatever comes to hand. A metal smithing skill is also required to produced a metal sculpture.
Time required is up to the GM. Sculpting is primarily of use in earning a living, but can have useful applications for an adventurer. Modifiers: -5 if the appropriate tools are not available; -5 if the medium is unfamiliar; -5 if the medium is difficult (e.g. marble).
This is the ability to do "fine" work with wood; cabinetmaking, decorative carving, etc. By making a skill roll, a woodworker can also determine the origin and fair value of a woodcarving, or identify a type of wood.
This skill defaults from Carpentry -3.
This is the ability to write in a clear and/or entertaining manner. A successful roll means the work is readable and accurate. Modifiers: -3 if you were rushed; +3 if you had a generous amount of time; -5 if you are writing about an unfamiliar subject. This ability is of most to earn a living, but can sometime be of use on adventures...or after them. The report of a spy, military man, or investigator will be of far more use if it is well written.
This skill defaults from Reading & Writing -5.
This skill gives the character some understanding of the supposed influence of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and then prepare a forecast of the future of that person. The astrologer's insight into the future is limited to the next 30 days, and his or her knowledge is vague at best. If a successful skill check is made, the astrologer can foresee some general event - a great battle, a friend lost, a new friendship made, etc. The GM decides the exact prediction (based on his or her intentions for the next few gaming sessions). Note that the prediction does not guarantee the result - it only indicate the potential result. If the skill check is failed, no information is gained. On a critical failure, the prediction is wildly inaccurate.
Clearly this skill requires preparation and advance knowledge on the part of the GM. Because of this, it is permissible for the GM to avoid the question, although this shouldn't be done all the time. Players who want to make their GM's life easier (always a good idea) should consider using this skill at the end of a gaming session, giving the GM until the next session to come up with an answer. The GM can use this skill as a catalyst and guide for the adventures - something that will prompt the player characters to go to certain places or to try new things.
SL | Base Odds | Task |
---|---|---|
Walk across a : | ||
6 | 13 | 2 inch wide beam |
3 | 10 | 4 inch wide beam |
2 | 9 | 6 inch wide beam |
1 | 8 | 12 inch wide beam |
8 | 15 | Tightrope |
7 | 14 | Stand on a 24 inch diameter floating log |
Stand or walk in a: | ||
4 | 11 | Small boat |
3 | 10 | Steadily moving ground vehicle (no handhold) |
10 | 17 | Maneuvering ground vehicle (no handhold) |
Kneel or Crawl in a: | ||
1 | 8 | Steadily moving ground vehicle (no handhold) |
7 | 14 | Maneuvering ground vehicle (no handhold) |
Standing Jump | ||
7 | 14 | Across 5 feet |
10 | 17 | Across 6 feet |
4 | 11 | From one vehicle to another |
Jump over (hurdle) a: | ||
1 | 8 | 2 foot object |
5 | 12 | 3 foot object |
Move down a hill of steepness: | ||
3 | 10 | 400 |
4 | 11 | 500 |
9 | 16 | 600 |
Move over or across: | ||
3 | 10 | Field strewn with obstacles |
1 | 8 | Fallen body |
4 | 11 | Run in a cluttered room |
1 | 8 | Run on top of crenelated wall |
1 | 8 | Roof of 400 slant |
9 | 16 | 2 inch window ledge |
4 | 11 | 4 inch window ledge |
1 | 8 | Ladder without using your hands |
1 | 8 | Trace another's footsteps avoiding mines |
This is the ability to work iron and other non-precious metals by hand. A forge is necessary for this work, but a smith can build one, given suitable materials, in about 30 days. Modifier: -1 for every point of ST below 13.
Defaults from Armorer or Weaponsmith at -3 and from Jeweler at -4.
See Description
This is the ability to handle canoes, rowboats, small sailboats, etc. At default, one roll is required when the boat is entered (to keep from falling in the water) and one to get the boat moving. The GM may require other rolls whenever a hazard is encountered. Modifiers: -5 if the boat is an unfamiliar type (a day's experience, if you already have the boating skill, will let you become familiar with the new type); foul weather will give a -3 or greater penalty.
This is the ability to design and build boats, canoes, rafts, etc. A successful roll on this skill will let you determine whether a boat is sound and approximately what it is worth.
This skill defaults from the Shipwright skill at -2.
The character with this skill can make bows and arrows of the type found in the campaign region.
A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week, while composite bows requires two weeks, and 1d6 arrows can be made in one day.
When the construction time for the weapon is completed, the player makes a proficiency check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls critical fumble.
@See Description.
The character is trained in the art of brewing beer and other strong drink. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.
This is the art of beautiful and decorative handwriting. It is of use primarily to earn a living.
Prerequisite: The character must be able to read and write in the language of the document being done.
This is the ability to use natural material and/or paints to disguise yourself, your position, your equipment, and so on. A contest of Skills (Observation vs Camouflage) is made to determine whether camouflage is successful. Depending on the circumstances, successful camouflage may hide its subject entirely, or blur its outlines to make it harder to hit (-1 to attacker's skill). Camouflage will not improve your Stealth roll, but if you are well-camouflaged, the enemy may overlook you even after you fail a Stealth roll. [Base skill is to hide yourself: The larger the item being camouflaged, the greater the penalty to skill.. Use the reverse of the Size modifiers on the Ranged Weapon Chart.]
This is the skill of socializing, partying, etc. A successful Carousing roll, made under the right circumstances, will give you a +2 bonus ton a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way; you get a -2 penalty on any reaction roll made by those you caroused with. If you do your carousing in the wrong places, a failed roll can have other dangers! Modifiers: GM's discretion, but up to a +3 for buying drinks or other entertainment for your fellow carousers.
This is the ability to build things out of wood. The character is able to work on building houses, cabinetry, joinery, etc. Tools and materials must be available. A successful roll lets you do one hour's worth of competent carpentry. A failed roll means the work was bad. The character can build basic items from experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer. Modifiers: +5 if you are being supervised or assisted by some with skill 15 or better; -5 if you do not have good tools.
This is the skill of safely guiding a chariot, over any type of terrain that can normally be negotiated, at a rate 1/3 faster than the normal movement rate for a chariot driven by someone without this skill.
This is the ability to climb mountains, rock walls, trees, the sides of buildings, and anything else that may be in your way. Modifiers: +3 if you have the double-jointed advantage; minus your encumbrance level. Climbing is more fully discussed under Movement.
ClimbingSL | Base Odds | Sample Task |
---|---|---|
Free Climb: | ||
5 | 12 | a pole or free handing rope |
3 | 10 | a small to medium tree with branches |
7 | 14 | a large tree with no branches |
6 | 13 | a stone wall |
10 | 17 | a cliff face |
2 | 9 | Climb a wall with aid of a rope |
Cross a rope bridge | ||
3 | 10 | Single rope bridge hand over hand |
1 | 8 | Single rope bridge hand and cross-legged |
0 | 7 | Twin rope bridge |
Climb a cliff face: | ||
7 | 14 | As the lead climber with rope and climbing gear |
5 | 12 | As support climber following leader |
9 | 16 | With tigerpaws or equivalent |
1 | 8 | Rappel down a cliff |
Secure a grappling hook: | ||
13 | 20 | To a roof or cliff |
11 | 18 | To crenelated wall |
9 | 16 | To a tree |
1 | 8 | Swing across a span on a free rope |
Hold on while outside a maneuvering vehicle: | ||
8 | 15 | With both hands |
11 | 18 | With one hand |
This skill allows the character to fashion and repair shoes, boots, and sandals. It is most often used to earn a living.
This is the ability to prepare a pleasing meal from raw materials. In any "outdoor" society, it includes the ability to dress out game - that is, to prepare a fresh-killed animal for cooking.
This is the ability to perform dances appropriate to your own culture, and to learn new dances quickly. Modifiers: -5 if the dance is unfamiliar. Once you have successfully performed a dance three times, it is familiar. Note that certain physical handicaps make this skill effectively impossible.
This is the skill of negotiating, compromising and getting along with others. A Diplomacy roll may be substituted for any reaction roll in a non=combat situation. A successful roll will also allow you to predict the possible outcome of a course of action when you are negotiating, or to choose the best approach to take. If you have the Diplomacy skill at an expert level, you et a +2 bonus on all reactions rolls!
Unlike other influence skills, Diplomacy will never give you a worse result than if you had tried an ordinary reaction roll. A failure of Fast-Talk or Seduction will alienate the subject, but Diplomacy is always safe.
DiplomacySL Roll+L 3 12 Find a job (per week) 6 9 Hire a person (per week) 7 8 Sell an item at normal price (per week) Settle an argument between N factions (per week) 3+N 12-N Minor dispute 8+N 7-N Heated dispute 12+N 3-N Dispute which has led to armed conflict Communication with another of unknown language 4 11 Simple Ideas (per minute) 10 5 Involved plans (per hour) 12 3 Complex concepts (per day)
A character with this skill has an innate sense of direction. By concentrating for a few minutes, the character can try to determine the direction the group is headed. If the skill check is failed, the character is off by as much as 90 degrees. If a critical failure is generated, the direction chosen is exactly opposite of the true heading. Of course, this skill check is rolled by the GM. Furthermore, when traveling in the wilderness, a character with direction sense reduces the chance of the group becoming lost.
This is the ability to make yourself look like someone else, using clothes, makeup, etc. It takes 30 minutes to an hour to put on a good disguise. Roll a Quick Contest of Skills (Disguise vs. IQ usually) for each person (or group) that your disguise must fool. People with professional skills in law enforcement or espionage may substitute those skills for IQ when rolling to penetrate a disguise. Modifiers: [+2 if you had powders and pains available (does not help on a default roll); -1 through -5 (GM's discretion) to disguise yourself as someone or something very different from you. If your own appearance is distinctive, this also reduces your effective skill by 1 to 5, at the GM's option. Large groups may requires multiple rolls, again at the GM's option.
Note that a quick disguise (grabbing a lab coat when you enter a laboratory, for instance) requires no skill roll, but will fool only inattentive enemies!
When you are combing Acting with Disguise (that is, when you must change your face and your personality), you only need to make on roll for each person or group - but it must be the harder of the two rolls.
Distilling Crafts Int 2 Dyeing Crafts Int 1 Embalming Medical Int Endurance Athletics Hea 2This is the ability to design and build complex machinery, large buildings, and delicate mechanisms. A successful roll will let you (for example): identify the purpose of strange machinery; diagnose a mechanical problem; perform a repair; design new machinery; improvise a gadget to solve a problem. Time required for each attempt is up to the GM. The character must specialize in one of the following: Siege Craft (catapults, fortifications, field works, etc.); Plumbing; Clockworks & Pulleys.
All Engineering skills default from other Engineering skills at -3.
This the ability to free oneself from ropes, handcuffs and similar bonds. the first attempt to escape takes one minute; each subsequent attempt takes 10 minutes. Modifiers: The more thoroughly you are tied up, the greater a penalty the GM will apply to the roll: modern police handcuffs, for instance, would be a -5 to escape from. If you have the advantage of being Double-Jointed, you get a +3 on this skill.
This is the skill of "good manners" - whatever the may be in this particular culture. A successful Etiquette roll is required to get along in "high society" without embarrassing yourself - roll once for each party or meeting. A successful roll can also detect someone who is pretending to high rank or good breeding.
In any "high society" situation where a reaction roll is called for, you may substitute a etiquette roll instead; all normal reaction modifiers apply to the etiquette roll. A successful roll gives you a "good" reaction. A failed roll gives you a "bad":reaction. Modifiers: +2 if you have higher rank or "class" than the NPC you are trying to impress; -2 if your social status is lower; +2 if you seem to have important friends!; -2 or more if the culture is very different from your own.
However, having the character know what is correct and actually do what is correct are two different things. The encounters may still be role-played by the character. Knowledge of etiquette does not give the character protection from a gaffe or faux pas; many people who know the correct thing still manage to do the exact opposite.
SL Roll+L 6 9 Recover Grace in Temple 8 7 Recover Grace at Shrine 10 5 Recover Grace on the road 12 3 Recover Grace on Unholy groundsNo Holy Symbol: Difficulty modifier +4
This is the skill of "hawking" - hunting small game with a trained hawk. A good falconer will know hunting and training techniques, as well as how to care for a falcon.
Finding a wild falcon's nest in spring requires a week of search and a successful Falconry roll; a nest will have 1d6-3 chicks.
This is a separate skill for each type of weapon. Fast-Draw is available for the following weapons: Knife, Blackjack, Sword, Arrow, . The GM may add a new Fast- Draw skill for any weapon if it can reasonably be draw quickly, but is significantly different from all the above weapons. This skill is sued when you wish to ready a weapon from ins holster, scabbard, etc. A successful roll means you ready the item instantly ( this does not count as maneuver). You may attack with the weapon (or load the bow) on the same turn. A failed roll means you ready the time normally, but may do nothing else that turn (if it's an arrow, you drop it). A critical miss means you drop the weapon - or, for arrows, the whole quiver!
This is the skill of talking other into doing things against their better judgment. It is not taught (intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. If you have Fast-Talk at an expert level, you get a +2 on all reaction rolls where you're allowed to talk! The GM may require the player to give details of the story he is using, rather than just letting the player say "I'm using Fast-Talk."
Fast-Talk is not the same as Acting. In general, Fast-Talk is used to get someone to make a snap decision in your favor. Acting is used for long-term dissimulation. But there are many situations in which the GM could allow a roll on either skill.
In any situation where a reaction roll is called for, you may substitute a Fast-Talk roll instead; all normal reaction modifiers apply to the Fast-Talk roll. A successful roll gives you a "Good" reaction. A failed roll gives you a "Bad" reaction.
See Description.
A character with this skill does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20, and a successful skill check must be rolled to start the fire.
This is the ability to catch fish - with net ,hook and line, or whatever method is used in your own culture. If you have proper equipment and there are fish to be caught, a successful roll with catch them. If equipment is not available, you can improvise. [Modifiers: -2 or more, depending on the circumstance, for improper equipment.] Foraging Wilderness Rea, Int 1
This is the ability to make up a false set of orders, banknote or other written document. It is not taught except by secret societies and by underworld organizations, though self study is very common. When you use a forge document, a successful Forgery roll is needed each time the document is inspected - unless you roll a critical success on your first attempt.
Actual production of a document can take days, if not weeks. Modifiers: -5 if you did not have access to good inks and equipments; -5 if you did not have a sample copy; +3 if you are merely altering a genuine document rather than making up a new one. The GM may also assign modifiers based on the severity of the inspection the document must pass; a routine border check for instance, might give a +5 bonus. Note also that coordination and eyesight are required, as well as reading and writing at skill level 6 in the document's language. You must be able to see; your skill is -1 for every point of DX below 10. Fortune Telling Performance Emp, Cha 1 Fungus Identification Lore, Common Mem 1
Wilderness
This is skill at playing games of chance. A successful Gambling roll can (among other things) tell you if a game is rigged; identify a fellow-gambler in a group of strangers; or "estimate the odds" in any tricky situation. When you gamble against the house, just make your own roll (with a modifier if the GM says the odds are poor). When you gamble against someone else, you both make your Gambling rolls (a contest of skill) until one of you wins. Modifiers: +1 to +5 if the game is rigged against the players. The Sleight of Hand skill (below) can be helpful if you want to cheat!
To spot a cheater, roll a Contest of skills; your gambling roll or vision vs. the opponent's sleight of hand for card or dice tricks, or IQ for other kinds of cheating.
The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game (which may take too much time for some) or make a skill check, with success indicating victory. If two opponents with this skill play each other, the contest of skills is checked. A character can always attempt to cheat, of course.
A character with this skill can finish rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of unskilled characters. A gem cuter must work with a good light source and must have an assortment of chisels, small hammer, and specially hardened blades.
Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a skill check) the gem cutter increases the value of a gem stone to the range appropriate for its type. If a critical success is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem (as determined by the GM).
This is the ability to communicate through simple, improvised hand signals. Deaf and/or mute individuals have a +3 to use this skill. A successful Gesture roll will let you communicate one simple idea to another, or understand one simple idea communicated by another. For length "conversations," use the communication rules under Language. Simple gesture is not suited for complex communication! Different cultures develop different gesture vocabularies; for Westerners dealing with Japanese, for instance, effective Gesture skills are at -4. Glassblowing Crafts Agi, Rea 3
SL Roll+L 2 13 First aid. Set broken bones of 1st D level. 7 8Make sleeping potions, tranquilizers, and pain killers. 8 7Treat known diseases. Set broken bones of 2nd D level. 10 510% Chance of treating unknown disease. Set bones of 3rd D level.
This is the skill of recognizing and designing coats-of- arms, colors and devices, paled sets and other emblems. On a successful roll, a herald could recognize a knight or noble by the banner or shield being borne, and describe it in proper heraldic terms; create attractive and proper arms for a new noble (without conflicting with existing designs), and so on.
Heraldry comes in many forms and is used for many different purposes. It can be sued to identify noblemen, families, guilds, sects, legions, political factions, and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, rings, standards, clothing, coins, and more. The symbols used may include geometric patterns, calligraphy lines of script, fantastic beasts, religious symbols, and magical seals. Heraldry can vary from highly formalized rules and regulations to the knowledge of different shield patterns and shapes used by jungle tribesmen.
The herald's roll would be modified based upon whether the devising is well-known (up to +5), rare (-1 or more), or from a land wholly foreign to the herald's own experience (at least -5).
Default to Etiquette -3.
Those with the herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. The GM must decide the exact strength of such poisons based on the source. A character with both herbalism and healing gains bonuses when the two are used in conjunction.
When in wilderness settings, the character can attempt to stalk and bring down game. A skill check must be made with a -1 penalty to the ability score for every untrained hunter in the party. If the die roll is a success, the hunters have come within 101 to 200 yards of an animal. The group can attempt to close the range, but a skill check must be made for every 20 yards closed. If the stalking is successful, the hunter and party automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the GM. Hunting
SL Roll+L 2+N 13-N Provide N man days food in a day of hunting. 6 9 Determine the number of sets of tracks 11 4 Determine the weight from tracks 6 9 Determine the age of the tracks 8 7 Train hunting dogs or birds (1 try per SL)Illumination# Lore, Common Agi, Int 2
The ability to analyze and interpret intelligence data (usually military), to determine enemy plans and capabilities.
This is the ability to question a prisoner. It is not taught except by intelligence agencies, police, prisons, military units and the underworld. To interrogate a prisoner, you must win a contest of skills: your Interrogation ability vs. the prisoner's IQ. The GM will role play the prisoner (or, if you are the prisoner, the GM will role-play the interrogator) and make all dice-rolls in secret. Each question roll costs 5 minutes of time; a successful roll gets a truthful answer to one question. On a failed roll, the victim remains silent or lies. A bad failure (by 5 points or worse) means a good, believable lie is told! Modifiers: +2 for lengthy interrogation (more than two hours); -5 if the prisoner's loyalty to his leader or cause is Very Good or Excellent; +3 is severe threats are used; +6 if torture is used.
Note that "torture" does no necessarily mean thumbscrews and the rack. Exposing a prisoner to the object of a phobia is a very effective torture if the prisoner fails a Will roll to endure the fear. A believable threat against a loved one is also torture. Note also that torturing a prisoner is usually considered vile behavior and will likely bring retribution.
This is the ability to work with precious metals of all kings, make jewelry, decorate weapons and so on. A forge is necessary (see Blacksmith, above) to work metal. A Jeweler can identify any precious metal, or determine the value of any precious bauble, by making his or her skill roll.
This skill defaults from Blacksmith, Armorer or Weaponsmith at -4.
The character can juggle, a talent useful for entertainers, diversions, and certain rare emergencies. When juggling normally (to entertain or to distract), no skill check is required. A check is made when trying spectacular tricks. However, juggling also enable the character to attempt desperate moves. On a successful attack roll vs. AP 50, the character can catch small items thrown to harm him (as opposed to items thrown for the juggler to catch.) Thus the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage (sticking your hand in the path of a dagger is likely to hurt).
This is the skill and art of jumping, both high jumps and broad, standing and running. Language, Ancient# Lore, High Mem Language, Modern# Social Mem
A successful roll lets you remember, deduce or figure out the answer to a question about the law. But remember that few legal questions have a clear-cut answer - even an expert will hedge his advice. Many lawyers specialize in one particular field (e.g. contracts, criminal defense, etc.)
A successful Law roll may also be required if you or your client wind up in court.
This is the ability to coordinate a group in a dangerous or stressful situation. Some level of Leadership is required to hold rank in a military or paramilitary group. A successful Leadership roll is required to lead NPCs into dangerous situation (player characters can decide for themselves if they will follow you!). Modifiers: Charisma (if you have it); -5 if the NPCs have never been in action with you; -5 if you are sending them into danger but not going yourself; +5 if their loyalty to you is "Good"; +10 if their loyalty is "very Good." If their loyalty is "Excellent" no roll is necessary!
This is the ability to work with leather to make belts, saddles, armor, et cetera. A leatherworker can make new goods and repair old goods. By making his or her skill roll, he or she can also determine the value of goods made of leather.
This is the study of the principles on which languages are based. A linguist could identify an obscure language form a snatch of speech or writing, if a skill roll was made. If you have this skill, added it you reason when determining the number of reason rolls you receive and your learning roll when learning a new language. @
This is the ability to see what others are saying. You must be within 20 feet, or use magic to bring your point of view this close. Each successful roll will let you make out one sentence of a discussion - assuming, of course, that you know the language. If your subjects suspect you can read lips, they can hide their mouths or subvocalize to make lip-reading impossible. A critical failure on a lip-reading roll - if you are where your victims could see you - means that you stared so much were noticed. Modifiers: All Vision modifiers.
This is the study of the great writings. A student of literature would be knowledgeable in the realms of old poetry, dusty tomes, philosophy, criticism, etc. This can be useful for finding clues to hidden treasure, sunken lands, Secrets Man Was Not Meant to Know, and the like. The works in question must be available in a language you speak. Modifiers: -5 if you're illiterate (i.e. oral tradition).
This is the ability to open locks with the key. Each attempt to open a lock requires one minute; if you make the roll and open a lock, each point by which you succeeded shaves five seconds off the required time. Note that if the lock has a trap or alarm attached, a separate Traps roll will be needed to circumvent it. Modifiers: -3 if you have only improvised equipment rather than real lockpicks, -5 in darkness.
Sample Task Base Difficulty Handcuffs 6 Padlock 7 Simple Door Lock 7 Strongbox 12 Vault 18 Locksmithing Crafts Agi, Rea 2 Looting Street Int 1 Masseur Crafts Agi 1
This is the ability to act as a "trader," buying and selling merchandise. It involves salesmanship, understanding of trade practices, and psychology. On a successful skill roll, a Merchant can (among other things): judge the value, in his own culture, of any piece of common goods; find out where any commodity is bought and sold; find the local fair market value of any commodity; etc. Modifiers: If the commodity is illegal, the Merchant is at a -3 penalty unless he has Streetwise at 12+ or specializes in those goods.
A merchant in an unfamiliar area will have a penalty (02 to -6, GM's decision) until he has had time to become familiar with the customs and prices there.
A merchant can choose to specialize in some single class of goods. In this case, he has a +5 when dealing with this class of goods, abut a -1 with other goods.
When two merchants are haggling, the GM may settle it quickly by a contest of skills between the two. The winner adds or subtracts 10% of fair value, depending on whether he was trying to sell or buy.
A character who has this ability at any level gets a +1 on reaction rolls when buying or selling. A character who has this skill at expert level gets a +2.
A character with mining skills is needed to site and supervise the operations of any mine. First, the character can attempt to determine what types of ores or gems can be found in a given area. To do this, the miner must spend at least a week searching a four-square-mile area before even a skill roll may be attempted. Up to a month may be required, and even then the GM may rule that the area has nothing of value, and that more area must be searched, thus increasing the time again. At the end of the search, the miner can say what is likely to be found in this area. After this, the character can site the mine. On a successful skill check, made by the GM, the character has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The GM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the miner only thinks that the site found is good. Much effort is spent before the character is proved wrong, of course.
Once the mine is in operation, a character with the mining skill must remain on-site to supervise all work. Although this is a steady job, most player character will find this to be dull role-playing. Mountaineering Athletics Agi 1
Wilderness
Each musical instrument is a separate talent. A successful use of the talent will allow you to perform competently on the instrument in question. Roll again for each new performance.
This skill defaults form any similar musical instrument skill at -3.
This is a general knowledge of animals and plants, and of nature in its various forms. A successful roll will let you identify a plant and its uses or tell you something about an animal and its habits. Modifiers: +3 if you are in familiar territory; up to -5 if you are in a very unfamiliar environment.
This is the ability to find your position by the stars, ocean currents, etc. A successful roll will tell you where you are, at sea or on land. Note that if you do not have the skill and are trying a default roll, you cannot default to Seamanship unless you are actually at sea!
Modifiers: -3 if you are on land (you have no currents to guide you); -3 if you are in a totally new part of the ocean (the currents are new to you); -4 if you do not have the proper instruments, (i.e. compass and sextant, etc.); -5 (and no Astrology default) if the weather is bad and the stars are hidden.
Defaults from Astrology at -5 or Seamanship at -5. Needlecraft Crafts Agi 1 Netmaking Crafts Agi 1
This is the ability to efficiently and speedily get loads on and off of pack animals. It includes the skill of getting the best performance form the beast, judging them before purchase, and selecting the best routes for pack trains.
A skilled packer will be in demand in any commercial area, and will earn as much as sergeant of mercenaries. A caravan must have at lest one master packer (skill 15+), or its speed is reduced by 20%.
This skill may not exceed by more than 2 the skill level of Animal Handling. It defaults from Animal Handling -6.
This is the ability to act on stage or to put on a show. It is different form Acting in that you are trying to impress and entertain people, but not necessarily to fool them. If this skill is studied, it also includes the professional knowledge of the type of acting appropriate for the period and country).
This is the ability to steal a purse, knife, etc. from someone's person - or to "plant" something on him. Modifiers: +5 if the victim is distracted; +10 if he is asleep or drunk; up to -5 for goods in an inner pocket, and up to -10 for a ring or similar jewelry.
If your victim is aware someone may try to pick his or her pocket, or if he or she is generally wary, the GM should roll a Quick Contest of Skills - his IQ (modified by Alertness) against your Pickpocket skill (modified by the difficulty of the job). If your victim has Streetwise, he may use that instead of his IQ!. A similar roll may be required for you to outwit a third party who is watching you and the victim.
This defaults from Sleight of Hand -4.
This is the general practical knowledge of poisons. A successful skill roll will let you (among other things) recognize a poison-bearing plant in the wild; distill the poison into a useful form; recognize a poison by its taste in food or drink; identify a poison by observing its effects (+3 if you are the one poisoned); know a proper antidote; recognize or distill the antidote from its sources. Note that each of the feats requires a separate roll. Modifiers: Acute Taste & Smell will help to recognize a poison.
This is the ability to get into office, and to get along with other politicians. It has nothing to do with administration! this skill can only be learned in office or by working for someone in office. A successful Politic roll will give you _2 on any reaction from a fellow politician. When running for office, roll a Contest of Politics skill. In some jurisdictions, money is another important reaction modifier.
This is the ability to work with various forms of ceramics. A potter can make new pots and other items out of clay. By making a skill roll, the potter can identify proper building clay (for bricks, etc. as well as for tableware); determine the origin or value of pottery; etc.
This is the ability to tell stories and to speak extemporaneously. Successful use of this talent would let one (for instance) give a good political speech; entertain a group around a campfire; incite (or calm) a riot; or put on a successful "court jester" act.
If you try to perform in a language other than your native tongue, subtract 1 form your skill for every point below 12 in your skill with that language - e.g., if you are performing in French, and your skill with French is only 8, you have a -4 penalty on your Oration skill. Reading/Writing# Lore, Common Mem Reading Lips Street Rea, Emp 3
See Lip Reading.
Research is the general ability to do library and file research. A successful Research roll in an appropriate place of research will let you find some useful piece of data, if that information is to be found.
This skill defaults to any other Lore skill -2 IF the research is done in that field of study only.
Characters with the religion skill know the common beliefs and cults of their homeland and the major faiths of neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, require further skill checks.
This skill differs from Theology in that it is practical knowledge, not theoretical. The religion skill is not as useful to argue the number of angels that may dance on the head of a pin, but it will provide information about the various churches and their practices.
This skill defaults from Theology at -3.
This ability is different for each animal type. If you encounter an unfamiliar riding animal, default to the closest riding skill you have.
You must make your riding roll when you first try to mount a riding animal, and again each time something happens to frighten or challenge the creature (e.g. a jump). Modifiers: +5 if the animal knows and likes you; -10 if then animal is not an "ordinary" riding creature and/or has not bee trained for riding.
Sample Task Base Difficulty Basic travel for a Day
Without Mishap 0 High Speed Race on Road
Without Mishap 2 High Speed Race Cross-country
Without Mishap 8 Horsemanship
SL Roll+L 6 9 Jump from a horse to a moving vehicle 6 9 Side riding blocking yourself from fire 4 11 Jump a horse over a 4 foot fence 9 6 Make a horse lie down quietly in concealment 11 4 Control a horse near a large fire (per phase) 12 3 Coax a horse to move over an unstable surface 8 7 Combat maneuvering with both hands free (per phase) 6 9 Combat maneuvering with one hand free (per phase) 6+D 9-D Control a horse which has taken D damage points. Failure and horse bolts in a random direction. 13 2 Regain control of a bolting horse 7 8 Remain mounted on a bolting horse 4+L 11-L Force infantry with hand-hand weapons to give ground. 8+L 7-L Force a mounted opponent of skill L to give ground 6 9 Quick mount or dismount a horse, takes 1d6+1 sec. 7 8 Transfer from one horse to another 6 9 Train a horse to come to vocal command 7 8 Coax a horse to move down a flight of stairs 10 5 Regain control of a bolting war horse
This skill enables a character to accomplish amazing feats with rope. A character with the rope use skill is familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosed with a quick tug. If the character's hands are bound and held with a knot, he can attempt to escape the bounds.
This skill defaults from Seamanship at -5, and from Packing at -4.
See Seamanship and boating.
This is the ability to find, salvage or improvise useful items that other can't locate. Each attempt takes an hour. The scrounger doe not necessarily steal his booty; he just locates it - somehow - and then acquires it by any means necessary. Note that if the scrounger finds something that is "nailed down," he must decide how to try to get it, and a roll on another skill may be necessary. Modifiers: As the GM sees fit, for the rarity of the item sought.
This is the ability to man a large seagoing vessel. You will need it to crew a ship (or to captain it!). While making one qualified as a crewman, this skill is not navigation. Seamanship
SL Roll+L 1 14Simple knots and the familiarity with the mechanics of sailing. 3 12Familiar with single masted vessels, fair weather navigation, ropes and harness, braiding rope, and repairing sail. 4+L 11-L Outrun an opponent of Skill Level L (1 try per 20 minutes). 5 10Familiar with twin masted vessels, sailing in rough seas, piloting of single masted vessels. 7 8Knowledge and practice of complex maneuvering (Combat, narrow straits, circumnavigation of reefs). Familiarity with three masted vessels. 7+L 8-L Maneuver and grapple to board opponent of skill level L (1 try per 5 minutes). 8+L 7-L Maneuver and Ram an opponent of skill level L (1 try per 5 minutes). 9 6Competence with major repairs. Able to cut travel time by 10%. Good weather sense. 12 3Exceptional weather sense. Able to cut travel time by 20%. 15 0 Able to cut travel time by 25%.
The character can sew and design clothing with this skill. A seamstress or tailor can also do all kinds of embroidery and ornamental work. Of course, the character must have at least needle and thread with which to work.
This is the ability to impress the opposite sex. It can only be studied in your "free time" - say, a maximum of three hours a day - unless you are a member of a harem or the equivalent. The seduction ability has as much to do with your attitude as it does with your looks. If you are not willing to "vamp" someone to get what you want, you won't have this talent or want it.
If any encounter with the opposite sex, if a reaction roll is called for, you may substitute a Seduction roll instead; all normal reaction modifiers apply to the Seduction roll. A successful roll gives you a "Very Good" reaction. A failed roll gives you a "Bad" or worse reaction. Usually, only one attempt is allowed per "victim," though the GM might allow you another attempt after a few weeks.
The character can make simple snares and traps, primarily to catch animals. These can include rope snares and spring traps. A skill check must be rolled when the snare is first constructed and every time the snare is set. A failed skill check means the trap does not work for some reason. It may be that workmanship was bad, the character left too much scent in the area, or that the snare was poorly concealed. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example. A skill check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The GM must determine if the trap is triggered.
This skill defaults from Traps at -3.
This is the ability to follow another person through a crowd without being noticed (in the country, use Tracking and Stealth) Roll one Contest of skill every 10 minutes; your shadowing vs. the subjects Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen. Modifiers; -2 or more (GM's decision) if your looks are distinctive; -3 if the subject knows you.
Once the subject is aware he is being shadowed, make a contest of skills every 5 minutes: your shadowing skill vs. his shadowing or stealth skill. If he wins, he eludes you. If he loses by more than 5, he thinks he eluded you. If you fail critically, you lose him and follow the wrong person.
See Description.
This is the ability to design and build ships, galleons, etc. A successful roll on this skill will let you determine whether a ship is seaworthy and approximately what it is worth.
This skill defaults from the Boatwright skill at -3.
This is the ability to sing in a pleasing fashion. A successful roll means the audience liked your song. Modifiers: -2 if the audience does not understand the language.
This is the ability to "palm" small objects, do coin and card tricks, etc. Each successful roll will let you perform one piece of simple "stage magic"; a failed roll means you blew the trick. Modifiers: -3 if the person you want to fool has Acute Vision or knows the Sleight of Hand skill himself; +3 if the light is dim; +3 if you have a confederate to distract attention; +5 if you have prepared in advance (cards up your sleeve, etc).
This skill can also be used to cheat while gambling. A successful Sleight of Hand roll will give you +5 on your Gambling roll in a contest of skills. A failed roll will cause you to be denounced as a cheater!
This skill defaults from Pick Pockets -6. Slow Respiration Other Wil 3 Smelter Crafts Mem, Int 2 Sound Analysis Other Int 3 Spell, #
SL Roll+L 4 11Cast a spell under "laboratory" conditions. 6 9 Cast a spell under normal "field" conditions. 8 7Cast a spell under "combat" conditions.
This is the knowledge of wizardry and the professional knowledge of a mage. This skill allows a person to devise new spells, deduce the nature of a spell being cast, or recognize the aspects of a ritual. A person with both this skill at SL 7 or higher and who is mageborn may be able to hang a spell, assuming knowledge and skill with said spell.
One can never have more spells hung from skill in spellcraft than the character has levels. A character may always opt to hang a spell in a lower slot as long as doing so does not exceed the limit on the character's total number of spells. Table I.E.9-1: Hung Spells by Spellcraft SL
Max Skill Spells Casting Level 1st 2nd 3rd 4th 5th 6th 7th Level 7 1 . . . . . . 1 8 2 . . . . . . 2 9 2 1 . . . . . 3 10 3 1 . . . . . 4 11 3 2 . . . . . 5 12 3 2 1 . . . . 6 13 3 3 1 . . . . 7 14 3 3 2 . . . . 8 15 3 3 2 1 . . . 9 16 3 3 3 1 . . . 10 17 3 3 3 2 . . . 11 18 3 3 3 2 1 . . 12 19 3 3 3 2 2 . . 13 20 3 3 3 2 2 1 . 14 Spellcraft
SL Roll+L 4 11 Identify spell being cast as to type. 6 9 Identify a spell being cast if it is hung. 8 7 Identify a spell being cast if it is known. 10 5Identify a spell being cast if its description has been studied. 20 -5Identify and understand a previously unknown spell by observing its casting. 8 7Ritually cast spell under normal "field" conditions. Add a +2 difficulty modifier for every level of "over- cast" attempted by mage. Add a +2 difficulty modifier for ever level of additional speed attempted by mage. Gain a 1 bonus modifier for every level of "under-cast" attempted by mage. Gain a 1 bonus modifier for every level of extended cast attempted by mage. 10 5Ritually cast a spell under hazardous conditions, i.e. outside during a storm.
Every sport is a different skill. Most default to DX-5. Those putting a premium on strength (e.g. football) default to ST-5 as well. These skills are mostly useful in building a good character background and or earning a living, but a clever player or GM can make a sports background useful on an adventure.
This is the ability to hide and move silently. A successful roll will let you conceal yourself anywhere except a totally bare room, or more so quietly that nobody will hear your, or follow someone without being noticed. (To follow someone through a crowd, use Shadowing skill, above.) Modifiers: minus your encumbrance level; -5 to hide in an area without "natural" hiding places; +3 or more if there are many hiding places; -5 to move silently if you re running instead of walking; -5 to fool dogs instead of people.
If you are moving silently, and someone is specifically listening for intruders, the GM will roll a Contest of skill between your Stealth and their Hearing.
This skill is also used to stalk game, once you have spotted it. A successful roll (and about 30 minutes) will get you to within 30 yards of most animals. Another roll, at -5, will get you to within 15 yards. After that, you will have to make a weapon roll to hit it.
A stone mason is able to build structures form stone so that they last many years. Simple stone carvings, such as lettering, columns, and flourishes also make use of this skill. The stone can be mortared, carefully fitted without mortar, or loosely fitted and chinked with frocks and earth. A tone mason equipped with the tools of the craft (hammers, chisels, wedges, block and tackle, etc.) can build a plain section of wall one foot thick, ten feet long, and five feet high in one day, provided that the stone has already been cut. A stone mason can also supervise the work of unskilled laborers to quarry stone; one stone mason is needed for every five laborers. The building of any elaborate structure will require the use of the Architecture skill.
This is the ability to plan military actions and to predict the actions of the enemy. It is usually taught only by the military. A successful Strategy roll will let you deduce, in advance, enemy military plans unless they are led by another person with this skill. In this case, the GM rolls a contest of skills between the two strategists; if the player-character loses, he guesses wrong (i.e., is given false information) about enemy plans. The amount of information the strategist gets depends on how good his roll was, but not how good the foe's plans are. A howling mob uses strategy - they just don't know it themselves, and they are easy to out-think.
A strategist must specialize in a type of strategy: import types are land, and naval. The specific units being commanded are less important; at worst, a strategist might have a -1 or -2 when planning for units of another nation, as long as he has access to accurate information about their capabilities.
This skill defaults from other Strategy skills at -4 or from Tactics at -6.
This is essentially etiquette for the underworld. It can also be used as a form of Area Knowledge for criminal element.
This is the skill of getting along in rough company. A successful streetwise roll can (among other things) let you find out where any sort of illegal "action" is; which local cops or bureaucrats can be bought, and for how much; how to contact the local underworld; etc. Note that if you belong to an organization with good connections, you may be able to get this information by asking a contact. "Streetwise" is a measure of your ability to make your own contacts at need.
In any underworld or "bad neighborhood" situation where a reaction roll is called for, you may substitute a Streetwise roll instead; all normal reaction modifiers apply to the Streetwise roll. A successful roll gives you a "Good" reaction. A failed roll gives you a "Bad" reaction. Modifiers to this Influence roll only: +3 if you have a tough reputation (either good or bad) in the area; -3 if you are obviously a stranger in the area.
This is the ability to "live off the land," find good food and water, avoid hazards, build shelter, etc. A different Survival skill is required for each type of terrain, including the following:
Desert, Plains, Arctic, Mountains, Woodlands, Jungle, Island/Beach, Swampland, Underground.
A character skilled in survival has a basic knowledge of the hazards that might be faced in that land. The character understands the effects of the weather and knows the proper steps to lessen the risk of exposure. This skill includes the methods to locate or gather drinkable water. The character knows ho to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill van instruct and aid others in the same situation.
One successful roll per day is required to live safely (if not comfortably) in a wilderness situation. One person with this ability can look after up to ten others. A failed roll means each member of the party takes 1 die of injury. Modifiers: -2 on an unfamiliar continent; up to -5 for extreme weather conditions; -5 is you are wholly without equipment.
This skill also gives an "eye for country." It can be used to pick the pest direction of travel to find flowing water, a mountain pass, or whatever other terrain feature is desired - assuming that it exists.
This is also the skill used to trap wild animals. Make on roll for each trap set. It takes about 30 minutes to improves a trap from ordinary materials. Pit traps for large game, of course, take several hours to dig.
This skill is used both for swimming and saving a drowning victim. See movement for full roles on swimming, drowning, and lifesaving.
Sample Task Base Difficulty Floating in Calm Water -2 Swimming in Calm Water 2 Floating in Moving Water (i.e. waves or river) 4 Swimming in Moving Water 7 Floating in Rapids 7 Swimming in Rapids 10 Swimming SL Roll+L 6 9Save someone from drowning.
This is the ability to outguess the enemy when the fight is man-to-man or in small groups. It is usually taught only by the military. A successful Tactics roll during a battle will sometimes allow you information about immediate enemy plans. If you have studied this skill at all you get a +1 bonus on initiative rolls,. If you have Tactics at an expert level, you get a +2 bonus on initiative rolls.
This is the ability to instruct others. In order to teach someone, you must know the skill being taught at a higher level than your student knows it. A roll should only be requited if it is vital to the "plot" of the adventure that some difficult point be taught to someone. If a language barrier exist, the GM should also roll to see if the teach and student are communicating properly!
Anyone under the tutelage of someone with the Teaching skill may increase the number of Learning Rolls they have for the month in any skill that is being taught by half the combined total of the characters teaching Skill Level and the teaching characters Skill Level in the relevant skill. For example, a character with a Teaching Skill Level of 6 and a Astronomy Skill Level of 8 would grant up to 7 additional Learning Rolls to a pupil who studied astronomy from the teacher.
This benefit may be used for the allocation of learning points gained from increasing a level. Also, note that this benefit may be prorated if the characters studies more than one subject. A character who spends his spare time teaching receives only half as many learning rolls per month as he or she would otherwise.
@This is the skill of driving teams of animals, such as wagon teams. It includes the skills of harnessing the animals, caring for them and judging them for quality before purchase. Driving more than four animals, or driving a team of unfamiliar animals, is -2 to skill. Each species of animal requires a different skill.
When a wagon or other load is moved at a gallop (over 20 mph), the driver must roll against his teamster skill every ten seconds, at a penalty of up to -5 for bad terrain. A failed roll spills the wagon. This is equivalent to a 5 yard fall (5d-10 damage) for each man and animal involved. Animal Handling rolls will be required to calm the beasts. Also, roll 2 dice for each horse; on a 12, a leg is broken! Time required to reload the cargo depends on the load, the terrain, and the weather.
This skill defaults from Riding at -2, from Animal Handling at -4, or from another Teamster skill at -3.
This is the study of religion. A theologist knows about ancient and modern religious beliefs, history of religion, etc. If your character is a priest or holy man, you should consider taking this skill, specializing in your own particular religion.
The character can attempt to walk narrow ropes or beams with greater than normal chances of success. He or she can negotiate any narrow surface not angled up or down greater than 45 degrees. The character may walk at normal speeds. A skill check is made every 50 feet, with failure indicating a fall.
The character can attempt to fight while on a tightrope, but suffers a -25 penalty to all attack rolls and must roll a successful skill check at the beginning of each initiative to avoid falling off. As the character may not maneuver, no adjustment for Agility are applied to connection rolls. If struck, even for only stamina, the character must make a skill check to maintain balance.
This is the ability to follow a man or animal by its tracks. Make one Tracking roll to pick up the trail, and one further roll for every 5 minutes of travel. [Modifiers: -5 if the trail is more than a day old, -10 if it is more than a week old; +5 if you are following a man, +10 if you are following a group of men. Terrain also matters - for instance, -3 in desert, -5 through parched rock, -10 along city streets! All Vision bonuses also count here.]
This skill is also used if you want to cover your tracks. (Note that your travel time is doubled if you are doing this!) A successful roll means you have hidden your tracks well enough that they will not be seen except by someone else with this skill. If you are followed by another Tracker, the GM will roll a "contest of skills" between your ability and his, modified as above. One roll will be made for every mile of travel. If at any time the follower loses the contest of skills, he loses the trail.
Sample Task Base Difficulty Determine the age of a set of tracks 9 Determine the number in a set of tracks 10 Stay on Trail of Another Group for 4 Hours 10 Modifier: For every 10 in Group Being Followed +1
For Every Hour Trail Old -1
Use of Blood Hound +30 Trailing Street Rea 2
This is the skill of building traps and detection device, and of nullifying them. A successful Traps roll will (among other things) detect a trap if you are looking for it; disarm a trap once you have found it; reset it after you pass; or (given proper raw materials) build a new trap. Note that "trap" can be anything from a simple pit trap with spikes to elaborate "mouse trap" mechanisms. Time required is about a minute for the first attempt, and about 5 minutes or more for each additional try, with a -1 penalty for each additional try. The more sophisticated the trap, the more difficult it will be to see and to disarm/reset. Traps may be easy to find, but hard to disarm, or visa-versa. Vision modifiers may help or hinder spotting a trap, but will not affect disarming attempts.
This skill defaults from Lockpicking -4.
The character is practiced in al manner of acrobatics - dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with the tumbling skill can improve his Dodge against attacks directed solely at him in melee combat by foregoing attacks and making a skill check. This skill can also assist in unarmed melee combat. This skill also allows, with a successful skill check, the character to roll out of falls of less than 60 feet with no damage, and with only half damage for distances beyond that.
See Description
See Description
This is the ability to disguise and "throw" your voice for a short distance. A successful roll will let you throw your voice well enough to fool your audience. Modifiers: +5 if you have a dummy or confederate to distract your audience (it's easier to "see" a face talk than it is to believe the voice comes from an immobile object); -3 if the audience has reason to be suspicious. Voice Mimicry Performance Cha 1
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This is the ability to build and repair weapons. A successful roll is required to find the problem with a weapon (unless it is obvious). A second roll lets you repair it. The GM should determine a reasonable time for each repair attempt. Modifiers: -4 if the weapon is unfamiliar; -4 to try and repair without proper tools.
This skill defaults from Blacksmith or Armor at -3, and from Jeweler at -5.
The earliest version of meteorology, this skill enables the character to make intelligent guesses about the upcoming weather conditions. A successful skill check manes the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. This roll is, of course, made by the GM. This skill may be checked every 6 hours. For every 6 hours of continuous observation of the weather conditions, a +1 may be added to the effective skill level. This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus.
Sometimes impending weather conditions are so obvious that no skill check is required. It is difficult no to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed for the character's way. In these cases, the player should be able to deduce what is about too happen to the character anyway.
A character with the weaving skill is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. The weaver can create two square yards of material per day.