Midian uses a free-form skill system. This means that your character will have as much or as little detail on skills as is necessary—your skills and backgrounds/experiences should look something like a medieval version of a résumé. In other words, the fighter needs only list "first-aid," whereas the healer would list "set broken bones," "apply field dressing," and "apply pressure dressing." A real-world example would be someone applying for a job in data-administration would list "3 years experience in C++" on her résumé; but if that same person were applying for a job in sales, she would only need to put "computer experience."
There is no limit (except what the Game Master states) to specialization—in either direction. Your specialization can be as focused that it only applies to a specific sword using a certain swing at night or as generalized as just 'hurting stuff.' For apprenticeship skills, each level of the skill counts as one degree of specialization. If the Game Master decides that a skill check is necessary for an apprenticeship skill, consider each level equal to 2—5 (default is 3) proficiency levels. If desired, assign an attribute for the check. It is even possible to consider your class to be the ultimate broad skill—treat your level in that class as the skill level. For example, a rogue is wanting the best way to sneak in to a victim's house. The Game Master may require her to roll as though her class were a proficiency.
For increased specialization in a proficiency at character generation, add +3 to the roll and -5 for the general skill. This works both ways—i.e. if you are specifically skilled in lifting (a subset of sleight-of-hand allowing you to pocket something unnoticed) then you get a +3 to all rolls for shop-lifting something, but a minus 5 for all rolls involving making a coin appear from someone's ear. Another example: if you have the glyph writing skill and want to carve an engraving in armour (as a sort of "generic make pretty things" skill) you would be at -5 to do so unless you also possessed the appropriate skills for armour engraving. Apprentice—journeyman—master skills typically do not involve rolling. For these skills, one level difference applies for specialization. Yet another example of what I'm talking about: if you possess the skill of gem-cutting (subset of jeweller) at the apprentice level, you would be effectively a journeyman jeweller when it comes to cutting and appraising stones, but a talented journeyman-cutter is only as good as an apprentice when it involves actually setting the stone into a bracelet. If you are trying to use a skill that you do not possess; say, swinging a sword, then the -5 guideline applies—with possible additional penalties (for example the -3 modifier to use an unfamiliar ranged weapon, which brings the total attack penalty to use a longbow untrained to -8). This assumes that the Game Master even lets you try. An unskilled runner can still attempt to run, but if you've no magical training then you will not even know where to begin to draw a protection circle. A quick check of the math shows that this still gives even the biggest idiot a roughly 50/50 chance to club an unarmoured target with a big stick.
Anyone may learn any skill, provided he or she has someone to act as a teacher. The Game Master has final say as to availability of someone with the skill willing and able to teach your character. You may be highly restricted as to your choices at character generation, but there is nothing that says—for example—that a wizard cannot learn how to use a longbow. The warrior may learn necromancy; the thief may learn psionic skills—even without having any psychic traits; the wizard may wear armour. The number of starting skills is based on the Knowledge attribute. (See the Attributes chapter.) You do not have to 'spend' all of your starting skills at character creation; not everyone lives up to their potential. You can always learn more skills later.
Skills fall into four categories with three types each. The categories are: technical (knowing, making, doing), social (interacting with others), martial (killing and breaking stuff), and mystic (magical or unusual). The types of skills are: proficiencies (measured in numeric skill levels), apprentice (then later journeyman and master), and basic (no differing degree of skill—you know it or you don't). Lore skills are a sub-set of (usually apprentice) skills dealing with the memory retention of obscure facts. The list of skills is broken up by type (apprenticeships, basic skills, and proficiencies).
The base number to try to roll for most skill checks is 11 or better (rolled on a D20). Some skills will have a different target number or do not require a roll at all (such as carpentry). For proficiencies, add the skill level to the check; most basic or apprentice skills do not usually require a skill check—your Game Master will determine the result of the outcome if success is in doubt. Attempting something for which you have no skill is at least a -5 penalty to the skill check, if it is at all possible. That is, you have only an attribute modifier (if any) to assist on the skill check—if the Game Master allows an attempt at all.
A higher roll than the minimum means greater success. This may give an advantage in game mechanics (such as attack rolls over twenty causing more damage), or it may be a purely descriptive improvement. For example, a successful escape skill check will get you out of your chains, but a high roll makes it look like they just fell off on their own. Most of the time, however, simple success or failure is all that need be determined. That is, you may roll a 22 on your climbing check, but you are only really worried about not falling to your death—and nobody was watching you anyways…
The hours listed is the base time needed to learn the skill. Details for learning skills can be found in the Development chapter.
How many skills a character starts with is based on his or her Knowledge attribute. Some skills (usually apprentice skills) will count as double or more for purposes of creating a starting character; this will be listed with the skill.
The maximum starting level a proficiency may be is 3 (skill cost equal to 3 skills). The maximum starting level for an apprentice skill is journeyman (costs 2 skills to increase to this level).
Double difficulty to learn means that the normal chance to learn the skill (based on Knowledge) is cut in half. Half the chance, twice as hard—get it?
Skill suites are a collection of skills that are learned together. They may represent a generalized basic skill (such as "fixin' stuff") or a collection of related abilities (like "18-weapon style"). Skill suites usually require multiple skill choices to learn. In other words, a skill suite may count as 3 or more skill selections at character creation (but may have 5 different skills).
In this system, skills are stackable. For example, if you have the armorer skill, the engraving specialization, and the trait eye for art, then all apply to engraving armour. Another example: melee weapon skill stacks with the signature combat move skill with all bonuses applying.
At the Game Master's discretion, if you have complimentary skills—such as Animal Lore, Tracking, and Recognize Tracks—then you can make several skill checks with the amount that the roll was successful by being a bonus to the other skill(s). Optionally all of the skill levels may be added together and a single roll made. This speeds things up a bit, but is less realistic. Apprentice skills add to proficiencies at +2 per level (apprentice adds +2, journeyman adds +4, master adds +6). The Game Master has the choice of which option to use (if any).
Additional bonuses may also be gained. Having a competent assistant (one who also knows the skill, albeit not as well as you) grants a +3 bonus. This is the same bonus that fighters in melee give to one another when they flank an enemy; it is also the same bonus that a magical familiar offers to its master. High-quality tools, good reference materials, or especially good working conditions may also offer a bonus of +1 to +3. The descriptive bonuses found in the Social Interaction and Hunting and Escaping chapters may also be applied to nearly every skill check. This can add up to a further +5 bonus.
The populace of Midian is largely illiterate. The assumption for skills is that they are fully memorised, and may thus be used without any reference material. Of course, no one can know everything about a subject, and—at lower levels especially—a character will occasionally have to at least refer back to her notes. Lore apprenticeships, and any intellectual proficiency at only levels I or II will require such aids from time to time. Some simpler skills—most alchemical formulae being good examples—may be used entirely from a book or scroll. To use a library, good workbook, formulae scroll, or the highly rare instruction manual, the character must spend a few hours in study first, and then make a successful Chance-to-Learn check, based on the Knowledge attribute. The skill is not then known, but it is understood enough to be used from the reference materials. To fully learn the skill, the usual processes (Wits or Common Sense checks, with additional Chance-to-Learn rolls for each block) must be used, but the time already spent studying may be applied to the block of instruction. Any skill of a physical nature (such as all martial skills) or involving real-time evaluations of complex data (pretty much any social skill) cannot be so used. These skills must be practiced extensively before they can be used properly. For further examples: working from a book won't help with lockpicking, but will with Formourian history; wayfarer cannot be used, but lesser protection circle may be. It must be noted that pages containing magical inscription are not somehow erased after they are read, even if they are used for spellcasting. Additional magics would have to be deliberately applied to cause the ink to disappear.
Another form of stacking skills—while learning them at least—is the skill suite. Skill suites are related skills that either, have the same knowledge shared between them, or are connected by occupation. Sample skill suites:
Artist: Calligraphy, Cartography, Drawing, Engraving, Forgery, Painting, 7 skills and 1500 hours—reduced to 4 skills and 1300 hours
Clerical: Administration, Literacy, Mathematics, 3 skills and 2100 hours—reduced to 2 skills and 1800 hours
Courier: Eavesdropping, Heraldry, Horsemanship: Basic, Land Navigation, Packing, 5 skills and 1280 hours—reduced to 3 skills and 1000 hours
Holistic Healing: Described below under Proficiencies
Master Scribe: Clerical Suite, Arcane Symbols, Bookbinding, Calligraphy, Drawing, Forgery, Lunaruen, Runes, Speed Reading, The Art of the Deal, 10 skills and 3820 hours—reduced to 6 skills and 3000 hours
Political Science: Administration, Appropriate history skill, Boasting, Bullshit, Conversational Dominance, Diplomacy, Etiquette, Heraldry, Operations, Public Speaking, 10 skills and 2200 hours—reduced to 7 skills and 1800 hours
These skills are measured in terms of general competency. You start out as an apprentice, with only basic knowledge and experience. As you progress (or if you spend 2 additional skill slots at character creation), you become a journeyman. Your skill has increased to a professional level and you can perform routine tasks under your skill with little effort and with a good chance for success. A master of a skill has progressed to the highest level. You are capable of making 'masterpieces' with great effort. Routine tasks can now be done with little thought or effort, and ones that are more difficult are accomplished with greater ease. The only skill that you start out with at the master level (unless granted by class or Game Master favour) is your skill at speaking your native language.
As an option to reduce the granularity in apprenticeships, you can use a plus or minus notation to indicate a greater or lesser degree of competancy. There are no associated game mechanics differences; this is solely for descriptive purposes. This can be used either as a general indicator of skill, or for minor specialties. For example, someone whose character sheet reads "Woodworking journeyman- (cabinetry+)" has a weak but general degree of proficiency in most types of carpentry, but can make some really nice honey-pine cabinets with bevelled inlays. This optional system is especially useful for language skills. For example apprentice Speak- would mean you can ask for the bathroom or get a drink, but that's about it. Apprentice Speak+ indicates you know what coinage to give when a merchant quotes a price, or ask that cute guy to dance. Journeyman- could mean you spoke the language as a young child, but are very out of practice and barely still have the vocabulary of a six-year-old. Journeyman+ with Literacy- is someone who can keep up with most conversations, but has a thick accent and occasionally uses odd sentence constructions, however things they write are all but indecipherable. Someone with Speak at master- can think in the language and may even talk in her sleep in that language, but cannot escape her definate accent no matter how hard she tries. Journeyman+ or master- Speaking with Literacy+ is someone who is hyper-literate in the language, using complex sentences and obscure vocabulary, but is unmistakably foreign when speaking to them in person. Master+ in language skills is someone who has studied literature, has a large useful vocabulary, and habitually uses proper gramatical construction. Such a person speaks the language better than most natives, even if learned as a secondary tongue. If desired, this can be applied to other types of skills as well, i.e. proficiencies and basic skills. This is a purely optional method to reduce the granularity of skills.
Accounting
Technical
Apprentice
400 hours
Requires: Mathematics
This skill allows you to keep, compile, and work monetary ledgers of transactions.
Acting
Social
Apprentice
200 hours
All the world's a stage...so where does the audience sit? In addition to drama, comedy, or tragedy, this skill helps when you are pretending to be someone other than who you are. This skill also covers voice projection and blocking (getting between the director and his bong). An interesting use of this skill is using innuendo and in-jokes (like that last one) to convey messages to certain people. You must succeed in a Grace check (+3 per skill level) to successfully send the message. Conversely, someone else who may be privy to some of the information being sent (i.e. they're in on some of the jokes) can make a successful Common Sense check to understand the message.
Agriculture
Technical [lore]
Apprentice
600 hours
Counts as two skills at character creation
Being a farmer is much more difficult than many people think. This skill covers the planting, growing, harvesting, and storage of crops as well as basic field maintenance. This skill does not cover raising animals—that is Animal Husbandry.
Alchemy
Mystic
Apprentice
600 hours
Requires: Chemistry
Counts as two skills at character creation
This is the knowledge of the most basic forms of alchemy. You know proper lab procedures, and proper ways to mix, prepare, distil, and extract. You can combine arcane ingredients in ways impossible to normal chemistry. This skill also allows you to identify unknown substances: bizarre blue metals, acids, potions, poisons, etc. You need a lab to use this skill properly (about 500 Guilder worth of beakers, bottles, burners, and other equipment). Not having an adequate lab makes your job much more difficult—even impossible for some tasks.
Anatomy
Technical [lore]
Apprentice
400 hours
This is basic knowledge of how the body works and its internal structures. Magical creatures (such as Elves or Goblins) will still have basic functioning systems similar to normal animals.
Animal Husbandry
Technical
Apprentice
600 hours
Counts as two skills at character creation
Being a farmer is much more difficult than many people think. This skill covers: raising, breeding, and slaughtering of domesticated animals. It also includes minor veterinary care.
Animal Training (animal type)
Technical
Apprentice
300 hours
Similar to the Teaching skill, but this skill works for beasts. Each type of animal is a separate skill. Additional animal types may be taught if you study the animals' behaviour for 100 hours (can be tested down). You receive a +20% bonus to learn additional types of animals. Typical animals that can be trained are: dogs, horses, monkeys/apes, and parrots (or other talking birds). What kinds of tricks an animal may learn—and how well they learn them—depends on what kind of animal it is. For example, dogs can learn to fetch, guard or attack; whereas teaching a parrot to do anything but speak or whistle is quite difficult. Teaching a cat to do anything it doesn't want to do is an exercise in futility.
Appraisal
Technical
Apprentice
400 hours
This is the main skill of a good fence. As an apprentice you can estimate the true value of an object to within about 20 florins/1 guilder. A journeyman can accurately guess the true price, and how much you can actually get for the item—the approximate "street value" to within 20 florins/1 guilder. The master fence knows both the true value and street value.
Arcane Symbols
Mystic
Apprentice
200 hours
With this skill you can interpret the glyphs and magical marks that you come across. An apprentice can decipher only the more commonly used symbols, whereas a master knows all but the oldest and most unusual or cryptic wards. This skill does not allow you to create magic simply by writing on something with mystic symbols, but does allow you to correctly understand and use those that you do know how to incorporate into another ritual. This skill could be used, for example, to tell what was summoned from a magic circle that you discovered in a cave (and maybe what went wrong). Understanding arcane symbols is essential to creating your own spells, wards, or circles.
Architecture
Technical
Apprentice
1200 hours
Requires: Literacy, journeyman Mathematics, Drawing, and one of: Carpentry, Mechanical Engineering, or Stonemasonry
With this skill, you can design buildings or other large structures. This skill also helps you to find weaknesses of a structure or hidden areas within it. Not having accurate plans of the building that you want to destroy or explore is more difficult and requires that you make them up yourself based on available empirical evidence.
Armorer
Technical
Apprentice
800 hours
Requires: Blacksmith
Counts as two skills at character creation
Leatherworking is needed instead for leather armour and sewing for quilted armours. Either is quite handy for padding and straps. This skill also allows you to refit, repair, and modify armour. Many armourers are also weaponsmiths and blacksmiths.
Aura Perception
Mystic
Apprentice
300 hours
You have the ability to see auras. As an apprentice, you only perceive a faint outline, getting a general idea to major colours and strength—after great concentration. At the journeyman level, you may pick up general characteristics of auras with little effort, and greater detail with more concentration (colour patterns, shape, etc.). You also have a greater understanding of what someone's aura indicates: whether they are sick, non-human, possessed, etc. At this level, the amount of information you pick up about someone's emotional state increases from general terms—calm or upset, to more specific emotions: happy, angry, scared. The master level of this skill imparts more understanding and detail. General aura traits may be picked up effortlessly, and this skill may be used automatically upon meeting someone if you desire. Your degree of emotional sensitivity increases to where you can tell if someone is angry with the person who just walked into the room, for example. Note that use of this skill is noticeable in that you must stare intently at the person you are trying to read; even at the master level, you must focus to determine anything other than the most basic information. You may use this skill as a lie-detector; someone's aura may flare-up when they lie. Higher levels of this skill impart improved ability to determine whether or not someone is telling the truth. The Game Master may assign fatigue points for use of this skill. 1 point per 5 minutes concentration is suggested.
Bartending
Social
Apprentice
180 hours
The science of getting drunk mixed with the artistry of getting someone else drunk in style. You know how to mix, pour, and serve drinks. You also gain a great deal of patience. One of the benefits of this skill is your experience listening to drunken slurring enables you to understand your comrade when he tries to tell you that his jaw has been broken.
Basket Weaving
Technical
Apprentice
200 hours
You are skilled in weaving materials together to make a variety of baskets. Plant fibres are usually best for this. This skill also allows you to make rattan items.
Battle Cry
Social
Apprentice
60 hours
This demoralizing shout charges you up for a fight. This skill was first developed by the Killian for their warriors. An apprentice's battle cry (or war cry, or kiyaa) can be used in an ambush to gain an extra round of surprise. A journeyman's shouting in battle pumps him up to where he also gains +3 to initiative on the first round (only). The master's fearsome cries eliminate fatigue and combat penalties for a full minute—but drain her afterward. The master's battle cry reinstates all penalties and fatigue after the minute is up, and add 2 more points of fatigue. In addition, those that have a reputation of 10 or more can actually inspire fear in their foes. Once per fight, the famous warrior may stun her foes for 2 rounds with the infamous battle cry. The stun effect does stack with surprise rounds (4 total) if used in the first round of an ambush.
Blacksmith
Technical
Apprentice
400 hours
Counts as two skills at character creation
This is the ability to work a forge to produce useful metal items. Specialized tasks such as jewellery, weapons, or armour, require additional skills. This skill is a prerequisite for many skills involving working with metal.
Blade Etiquette
Martial
Apprentice
200 hours
This skill enables you to make the most of your edged weapons. You can sharpen a blade to a razor-edge. Each level of this skill gives a blade +1 to damage. Sharpening the blade takes 5 minutes for each +1. The blades will need to be resharpened periodically, depending on use. An edge this fine will last for only one or two battles when you strike hard armour. This skill also includes the Weapon Maintenance—Edged skill.
Blindfighting
Martial
Apprentice
300 hours
This is the skill of navigating and fighting in the dark. You learn how to use your other senses as well as how to respond to faint visual clues. As an apprentice, you can fight in melee combat with minimal light such as a cloudy, moonless night. As a journeyman, you can operate in total darkness or use ranged weapons in minimal light. As a master, you work as well without light as you do during the day (except read; just try reading without light sometime—your computer monitor doesn't count).
Blood Blessing
Mystic
Apprentice
180 hours
Counts as two skills at character creation
By sacrificing a single hit point a weapon may be increased by +1 to attack, parry, damage or initiative (choose one at the time of the 'blessing'). At journeyman level, 2 bonuses may be selected per hit point spent and you can now spend more than one hit point to gain higher bonuses. When the master level is achieved, all bonuses are gained per hit point spent. The bonus lasts for the duration of that combat. This ritual takes only one round to perform.
Body Check
Martial
Apprentice
100 hours
You know how to slam your body into someone for maximum effect and minimal damage to yourself. An apprentice smashes his shoulder into someone doing 1D4 + Strength bonus points of damage. A journeyman is able to knock someone down by using the mass of his body to shove his opponent onto the ground. If the opponent outweighs the journeyman by at least double weight, there is an opposed Strength challenge. If the journeyman wins, both fall to the ground with the journeyman on top. Being knocked down in this fashion prevents any actions this round, and puts you at the end of the initiative order for the next (don't bother to roll). In other words, the journeyman knocks you, the opponent down, gets to attack you if he has additional actions, and gets to attack you again before you can do anything. Being on the ground causes a minimum -4 penalty to all actions and some tasks will be impossible. The master has a few additional options: he can knock someone back 1D4 feet plus his character level, push them back by moving with them up to the maximum distance from his speed, or he can knock someone down while remaining standing.
Bookbinding
Technical
Apprentice
200 hours
You are skilled in sorting pages and gluing them together along with a cover to create a book. You also know how to manufacture covers and which materials are best for paper, glue, spine, and cover.
Botany
Technical [lore]
Apprentice
400 hours
This is the study of plants. This is scientific knowledge and is not quite the same as Herbalism—which is the practical application. Having both skills would give you a bonus of +3 per skill level of Botany to your Herbalism checks.
Bowyer
Technical
Apprentice
200 hours
Counts as two skills at character creation
You know how to create and string bows and possibly crossbows (may choose as a journeyman unless specialized). You can manufacture bows from a single piece of wood or as a composite material (much more difficult, but more effective). Knowledge of this skill divides the time needed to learn Fletcher in half.
Breakfall
Technical
Apprentice
120 hours
This skill is often taught along with a martial art. Any true martial artist must first know how to land before learning how to throw someone. This is the ability to fall properly without undue injury. An apprentice learns proper landing and receives a retest when failing a saving throw against crushing damage when falling even if thrown, such as by the one-finger ability (a successful save reduces damage by half). A fall for a journeyman is considered to be half the actual distance for purposes of the saving throw or damage. The master automatically takes half damage before the saving throw, and if she can reach a wall or other vertical surface while falling, she makes a Wits check every 20 feet—if successful, that 20 foot stretch does not count as falling distance. In addition, masters always land on their feet. For the master, rappelling without a rope can be such fun. These guidelines only apply for normal falling damage; falling on spikes or into molten lava will still hurt very much.
Byzant History
Technical [lore]
Apprentice
200 hours
This is the study of the Empire's dominant control over its many conquered lands. This is a history of battles fought with words and wealth as much as with might and metal. The enlightened rule of the Emperor extends across many peoples, languages, and cultures.
Calligraphy
Technical
Apprentice
100 hours
Requires: Literacy
You can make fancy writing used for posted proclamations or for heraldry. This is the old way of using different fonts. Things look much more impressive when done in calligraphy. This skill is necessary for the specialized characters used in Kame script found in the Killian Empire.
Carpentry
Technical
Apprentice
400 hours
Counts as two skills at character creation
This is the skill of working with wood. You know the properties of various woods, how to harvest and cure wood, and of course how to turn wood into finished items. This skill also covers knowledge of covering/treatment chemicals such as varnish or paint.
Cartography
Technical
Apprentice
300 hours
Counts as two skills at character creation
Apprentice—make hasty maps that someone can follow accurately. Journeyman—can make hasty maps on the move (such as on horseback) of a large area, or more accurate maps of a smaller area with time. Master—can make accurate maps of a large area on the move or can make moderate-area maps with photo-realism.
Cooking
Technical
Apprentice
200 hours
Preparing a meal requires an ability to measure, mix proportions, properly time, and present the meal. This skill includes a basic knowledge of thermodynamics—temperature and time. It also includes knowledge of the cooking styles that you are familiar with. Additional styles (Bizzannite style, Dwarven style, Emeril style—Bam!) may be learned with a little effort and practice.
Craft Musical Instrument
Technical
Apprentice
400 hours
Requires: appropriate craft skill for material type
This specialized skill includes woodworking, metallurgy, and design. You are able to create one type of musical instrument (percussion, brass, woodwind, stringed) as an apprentice, and gain knowledge of the other types as a journeyman. Masterpiece musical instruments are of exceptional quality tone and beauty.
Dancing—Ballroom -or- Informal
Social
Apprentice
200 hours each
These two skills involve keeping off of your dancing partners toes and not making a too much of a fool of yourself, as well as knowledge of different dancing styles, either formal stylised dancing or just moving to the beat and looking good; depending on which skill taken.
Dead Language
Social
Apprentice
600 hours
Counts as two skills at character creation
Double learning difficulty
Requires: Literacy
You can read one of the languages that are no longer in use. You cannot speak the language (excepting Gothic and Nocturne), as there are none alive who remember it. That is, unless your Game Master is enough of a sod to allow you to play a 5000 year old Elf or Vampire. The cultures that spoke these languages may have left behind artefacts, carvings, or texts that still are legible.
These languages include:
Diagnosis
Technical
Apprentice
200 hours
Double learning difficulty
With this skill, you can identify what is wrong with someone who is not well. Apprentices can run through the basics: responsiveness, breathing, bleeding, shock, fractures, burns, and head injuries. A journeyman can identify other internal problems such as identifying poisons, diseases, or injuries. A master can identify even obscure illnesses with accuracy, and can tell when someone has more than one problem rather than identifying a single one from the symptoms. This skill doesn't cover the best way to heal someone, just what the problem is.
Disarm
Martial
Apprentice
120 hours
You have had additional training in this swordplay manoeuvre. An apprentice receives a +4 on disarm attempts (as both attacker and defender). The journeyman can choose the general direction that the blade falls if she is successful: left, right, straight down, far away (triple distance), over the loser's head, or over her own. The master may determine exactly where the blade lands. She can add in her total character level to the roll to determine how far the weapon can travel. A master can even make the blade land in her own hands or in the hands of a comrade (they must make an Agility check to catch it, however).
Dragon Punch
Martial
Apprentice
300 hours
Requires: any other hand-to-hand skill
Counts as two skills at character creation
Double learning difficulty
The dragon punch is named for its appearance; the palms of both hands are open and brought close to the chest, wrists together, facing out. The hands are thrust outwardly (still touching at the wrist) focusing kinetic energy at your enemy. Being an apprentice enables your dragon punches to push back an opponent a number of feet equal to the amount by which the roll is successful. As a journeyman, your dragon punches: push back an opponent twice as far, do a minimum of one point of damage (after damage reduction), and cause 1 point of armour damage to both armour class and damage reduction. The master gets the above bonuses, except that he or she need not even touch the enemy—this is now a ranged attack that travels as far as the master has total character levels in feet. For this skill, a hit occurs any time that you connect, even if you don't get past armour—Armour Class bonuses for fortitude don't count but dodge-type ones do. For example, if your enemy gets +2 to armour class from a shield, +1 due to naturally thick hide, and +1 from Agility, only the Agility bonus counts—you still hit and can push even if you didn't hit hard enough to punch through the armour. Those struck by this attack get a saving throw vs. crushing blows (equal to the attackers Willpower) to avoid being knocked down, but being knocked back is unavoidable. Striking an object (such as the ground if knocked down) causes falling damage for the distance travelled (and merits a second save vs. crushing blows for half damage).
Drawing
Technical
Apprentice
200 hours
This skill covers more than just making pretty pictures; it also allows someone to draft designs or to portray something with reasonable accuracy. You can also make pretty pictures.
Dwarven History
Technical [lore]
Apprentice
200 hours
Dwarves keep careful records of history (and genealogy) and document even minor details in eternal stone for future generations. There are no great nations or wars of conquest in Dwarven histories—these are the stories of the people who forged history, not just the events that unfolded through their actions.
Dwarven Legends
Technical [lore]
Apprentice
200 hours
There are times before the Dwarves started keeping their runic histories. These times predate Humans in the land of Dwarf, Elf, and Hobgoblin. The oldest stories are from the dawn of time and begin with the world in darkness. Dwarves learn their own legends only as entertaining stories and do not consider them accurate. While most Dwarves can relate a myth or two, the legends are considered children's fables—anything not literally 'written in stone' is not taken to be factual.
Eavesdropping
Social
Apprentice
200 hours
Using this skill allows you to listen in on other's conversations. You have practiced selective hearing; and you can try to pick up specific information, or just listen for the good stuff. An apprentice needs to be undisturbed, but still may filter out unneeded background noise. A journeyman can pretend to be involved in another task—such as talking with someone or drinking. A master eavesdropper may actually engage in other tasks—he can respond to the person he is talking with while scanning the crowd for information, for example. A master may even sing and play an instrument while trying to find someone talking about the Duke's attempted assassination.
Elven History
Technical [lore]
Apprentice
200 hours
This is the oral traditions and stories of many centuries (and even millennia) from the eyes and ears of the Elves that lived in those ancient times. What the study of Elven history lacks in the ability to look back with hindsight to see trends, it more than makes up for with the fact that your teacher may have first hand knowledge of events centuries past.
Engraving
Technical
Apprentice
200 hours
This skill allows you to carve designs into metal, stone, or wood. You can engrave without excess damage either to the surface or to structural integrity. Permanent magic runes may be carved into something if you have the knowledge or if someone directs you (just replicating the design is not enough). You also know how to enamel items either to enhance the design (adding colour to the imprint) or to protect the surface.
Epics
Technical [lore]
Apprentice
300 hours
This is the knowledge of the classic (and often quite long) stories. Having this skill means you have a head full of fables, myths, and histories. Ancient epics often contain some kernel of wisdom or moral, and occasionally have insight to contemporary issues (such as where treasure may be hidden).
Fishing—Ocean -or- Freshwater
Technical
Apprentice
100 hours each
You know how, where, and when to fish. Deep-sea fishing is substantially different from fishing in a river or lake and is a separate skill. These skills also include maintaining the necessary equipment.
Fletcher
Technical
Apprentice
200 hours
Although technically this only refers to the person who puts the feathers on arrows, this skill covers how to make all components of an arrow or bolt. Crafting a metal arrowhead also requires knowledge of how to work a forge. Although you can learn how to create arrowheads out of other materials, they are not nearly as effective.
Formourian History
Technical [lore]
Apprentice
200 hours
This is the study of Humanity's rise from barbarism in a distant land, through the warring Faction period where the land was divided amongst many lords, to the present powerful dominance over the land.
Gem Appraisal
Technical
Apprentice
300 hours
Recognizing stones, precious and otherwise. Can make a professional estimate of the value of a gemstone. Included in the jeweller skill.
Goldsmith
-or-
Silversmith
Technical
Apprentice
400 hours
Counts as two skills at character creation
This skill complements the Jeweller skill in that you can create jewellery with both. You can design, mould, fit, or appraise jewellery and precious metals. You can customize, engrave designs, and craft moulds for gold, silver, or other soft metals.
Great Leap
Mystic
Apprentice
400 hours
Requires: Jumping IV or higher
This is the ability to leap great distances in a single bound. An apprentice doubles the length of her jumps. A journeyman is able to jump as a dodge—add dodge bonuses to Jumping skill and make a skill check against the attack roll. The master adds her total character level to the skill level of the Jumping skill, as well as to distance travelled in feet (after the possible division for some types of leaps and the doubling bonus from apprentice level).
Heraldry
Technical
Apprentice
200 hours
With this skill, you know the many crests, flags, and symbols of the various families, armies, kingdoms, and factions of your own country, and the major symbols of other lands. You may also craft a heraldic crest for yourself or another, although those of master level are typically the only ones called upon to do this.
Horsemanship: Cavalry
Technical
Apprentice
200 hours
Requires: Horsemanship: Basic
This is horse riding for those that live on the backs of their mounts. This includes the skill in grooming and caring for your horse, as well as training in riding it into battle. At apprentice level, you can properly care and train a horse for battle. At journeyman level, you can guide your horse with your knees, and train your mount not to spook in unusual combat situations (explosions, giant monsters, etc.). At the master level, you may train your mount for special tasks—such as carrying you back if you are injured or unconscious, or to attack your opponents on its own.
Horsemanship: Expert
Technical
Apprentice
200 hours
Requires: Horsemanship: Cavalry or Knight skill at least to journeyman level
Skill includes training a warhorse. At the apprentice level, your horse will fight your enemies with your guidance. At the journeyman level, your horse will fight even if you are dismounted, and will attempt to rejoin you in battle. It will also carry you from the field if you are unable to command it. As a master expert rider, you are truly one with your mount; you may spur your mount on as though it had the trait Spiky Hair (it can do cool heroic stuff like jump out of windows to rescue you).
Horsemanship: Knight
Technical
Apprentice
300 hours
Requires: Horsemanship: Basic
You know how to ride a warhorse quite well. You are able to armour a horse properly with barding and ride it into battle at the apprentice level. At the journeyman level, you may train you horse to ignore danger on the battlefield and to charge your enemy with only pressure from your knees to guide it. As a master of riding a horse as a knight, your horse can be trained to recognize the standard of your kingdom and will go there in your absence; your horse also may wear barding as though its encumbrance level were one less. This skill doesn't include grooming and caring (that's what pages and squires are for).
Jeweller
Technical
Apprentice
400 hours
Counts as two skills at character creation
This skill includes appraising, cutting, polishing, and setting precious stones. Also included is skill with non-gemstones used for jewellery, such as pearls. This is not the same as Goldsmith or Silversmith skill, as no metallurgy is included—however, those skills are worthless with respect to gemstones except for setting. The skills are complementary, and one who knows one skill, often knows the others.
Juggling
Technical
Apprentice
200 hours
You know how to juggle. Knowing this skill adds +2 per skill level to skill rolls for the Catch or Sword-Catch skills. This skill is commonly used for entertainment purposes, but several schools of martial arts teach it to help develop hand speed and coordination.
Law (area)
Technical
Apprentice
800 hours (or more)
You are familiar with the laws of a given area, country, group, or society. This is different than simply being familiar with cultural mores, you are able to quote the letter of the law.
Lightning Strike
Martial
Apprentice
300 hours
Requires: any hand-to-hand skill
You move your hands with blinding speed. This skill may be used with a weapon attack, although knowledge of hand strikes is needed to build your speed. The apprentice is able to trade power for speed. You may gain a +1 on initiative for each 2 points of damage that you subtract from each attack—you must state how many points you are trading before you roll initiative. This can only come from guaranteed damage, not the possible maximum. It is possible to trade all damage with this ability and thus cause no harm with that attack by rolling the minimum. The journeyman gains a free interrupt once per battle. The journeyman also has the option of making one additional interrupt, but loses the benefits of this skill for the remainder of the battle. The master of the lightning strike learns a 'thousand-hand slap;' he gains the impressive ability to take all of his actions at once. In other words, when you have double-digit initiative—and get multiple attacks—you resolve all of your attacks on your first action. For example—if you had a 22 initiative; instead of attacking at 22, 12, and 2; you make all three attack rolls on 22.
Leatherworking
Technical
Apprentice
300 hours
You know how to work with leather to make useful goods. You know how to tan and prepare hide, work finished leather into useful items, which types of skin and tanning methods have which properties, and how to emboss leather. Leather armour can be made with this skill if you also know either how to sew clothing (for proper fitting), or to create other types of armour.
Locksmith
Technical
Apprentice
300 hours
Counts as two skills at character creation
You know how to create various locks: keyed, combination, etc. This skill is also useful in picking locks: each level of this skill gives you a +3 to your lock-picking skill. Of course, you could just dismantle the lock, but that takes more time and makes more noise.
Lunaruen
Mystic
Apprentice
300 hours
These are the runes that the Elves use for their magic. Lunaruen are not by themselves inherently magical, and can be used for information—such as in a spell scroll. These glyphs do take magic well, and will enchant an object if you use lunaruen to write the spell on the item. One peculiar aspect of lunaruen is that they may be carved onto even the most fragile items without harming the structure, and can be painted on something without fading or peeling. Magic written on an object with lunaruen will last as long as the item itself does.
Magic Lore
-or-
Principles of Magic
Mystic [lore]
Apprentice
600 hours
Double learning difficulty
This is magic basic training. It covers the principles of magic of different traditions and helps to identify correctly performed rituals. You can specialize to be more knowledgeable in your own areas of expertise (tradition). This skill is useful for magical effects that would otherwise be hard to notice by using subtler clues such as non-visual effects or remnants of the ritual. This skill may also be used to recognize and identify magical items. The Game Master must decide how much information to give you.
Mathematics
Technical [lore]
Apprentice
300 hours
At the apprentice level, this skill covers basic problem solving such as addition, division, etc. At the journeyman level or higher, equations that are more difficult become clearer; you now can work algebra and geometry. A master mathematician actually knows what an arc tangent or inverse cosine are as well as how to use them. A master mathematician specialized in non-linear dynamics can even design a game engine that works well for play as well as being reasonably accurate.
Metaphysics: Extrinsic
Mystic [lore]
Apprentice
400 hours
This is the knowledge of how alternate realities or planes of existence operate, and how the native inhabitants interact with their environment. This skill is essential for wizards who deal with summoned entities: conjurers, elementalists, nethermancers, etc.
Meteorology
Technical
Apprentice
400 hours
You know how to read the clouds and wind to predict the weather. You can determine upcoming trends in precipitation and temperature. This skill is reasonably accurate for short-term use (whether you need an umbrella today), but becomes increasingly difficult for longer terms (should we plan the picnic for the 1st of next month).
Military History
Technical [lore]
Apprentice
300 hours
This is the study of the battles fought by and in your native land as well as the great historical battles throughout your part of the world. The tactics used in these battles can be gleaned from use of this skill.
Operations
Martial
Apprentice
200 hours
This skill involves the best use of organization, training, strategy, terrain, and logistics to efficiently run an army (or other organization). You know the most efficient use of troop placement, weapons deployment, and movement to maximize combat power. This skill also includes how to read a map and how to give orders. You need this skill (or someone under your command with this skill) in order to run a military campaign involving more troops than you can personally direct.
Painting
Technical
Apprentice
200 hours
With this skill, you may paint portraits, landscapes, or still-life paintings with reasonable accuracy and/or beauty. You know how to mix colours, design a composition, and use proper brushwork. Paintings may be made either from life or from the artist's imagination.
Pin
Martial
Apprentice
200 hours
You are a skilled wrestler who can keep his opponent down on the mat. An apprentice may hold an opponent who is on the ground immobile by using his whole body. A journeyman can free up a single limb, and a master needs only use a singe limb to hold his opponent helpless. The victim of this attack is incapacitated and cannot perform any physical actions except to try and break free (see the guidelines on escaping holds in the Hunting and Escaping chapter). Each level of this skill adds +2 to the challenge for maintaining and breaking a hold.
Physics
Technical [lore]
Apprentice
300 hours
This is a mix of math and science. Physics is the study of how things move, the basic components of the universe, and the forces that they exert on one another. The chief use of this skill is that your character gets to know what you (vaguely) remember from school about science.
Play Brass Instruments
Social
Apprentice
300 hours
You can play at least one type of brass instrument. These musical devices are formed of the metal that gives them their name and are blown into to produce music. Once you know the basics of playing, you can learn unfamiliar instruments with minimal instruction or practice (about 100 hours, don't need to roll to learn). The nature of these instruments makes singing while you play impossible.
Play Percussion Instruments
Social
Apprentice
300 hours
You can play at least one type of percussion instrument, such as drums or cymbals. Once you know the basics of playing, you can learn unfamiliar instruments with minimal instruction or practice (about 100 hours and to roll chance-to-learn). You can sing while you play if you have both skills at journeyman level. This skill includes rhythm and timing.
Play Stringed Instruments
Social
Apprentice
300 hours
You can play at least one type of stringed musical instrument. Once you know the basics of playing, you can learn unfamiliar instruments with minimal instruction or practice (about 100 hours and to roll chance-to-learn). Singing while playing simultaneously is more difficult and should only be attempted by those who have at least journeyman level of skill in either.
Play Woodwind Instruments
Social
Apprentice
300 hours
You can play at least one type of woodwind instrument. Woodwinds produce music by the vibration of a reed or reeds in the mouthpiece. Once you know the basics of playing, you can learn unfamiliar instruments with minimal instruction or practice (about 100 hours and to roll chance-to-learn). The nature of these instruments makes singing while you play impossible.
Poetry
Social
Apprentice
120 hours
You are able to combine rhyme and meter to produce poems. You may only create poetry for any language that you have at master level, otherwise your poetry will be crap. It will probably be crap anyway, but that doesn't stop many people from making the attempt. Far more would-be poets and spoken-word artists think they have this skill than who actually do, especially to any level above apprentice-minus. Don't. Just stop it. Stop writing poetry. Stop it. This skill may be used to write songs, especially if you have some skill at singing or playing musical instruments.
Public Speaking
Social
Apprentice
200 hours
Double learning difficulty
An apprentice speaker is able to get over his stage-fright. A journeyman knows how to project the voice loudly and clearly—everyone within about 50 yards is able to hear. A master can make her audience actually listen.
Runes
Mystic
Apprentice
800 hours
Requires: Literacy
Runes are the written language of the Dwarves. They are not the only ones, however, that use them. This is a phonetically based written language that can be used to write anything that can be spoken (thee eenglish eekwivullunt iz rieteeng liek thiss <<translation: the English equivalent is writing like this>>). Every sound in every known language has a phoneme in runic form. Another fascinating aspect of runes is that it is impossible to write a falsehood using them. This is not to say that omissions, ambiguity, or bad information on the part of the scribe is impossible; but you cannot actively lie. This is the reason that the Dwarves trust their history as much as they do—they trust the runes more than they trust Elven eyewitnesses to historical events.
Sewing
Technical
Apprentice
400 hours
At the basic level, this is more of a repair skill. At the journeyman level, your stitches are a little more even and you can do most alterations as well as make simple garments. As a master seamstress/tailor, you can craft any garment that you have the materials for (but a pattern still helps).
Shoemaking
Technical
Apprentice
200 hours
Requires: Leatherworking
Often mistakenly referred to as 'cobbling,' this is the skill of making footwear. It also includes cobbling—which is more properly the repair of shoes.
Singing
Social
Apprentice
200 hours
You can carry a tune without making those around you cringe. Doesn't include knowledge of songs, just the ability to sing well.
Songs
Technical [lore]
Apprentice
400 hours
Knowledge of songs, ballads, sonnets, etc. You can quote from memory and have memorized a large variety of songs. Doesn't necessarily mean you can actually sing or play an instrument. You can write music if the appropriate instrument songs are also known. The poetry skill is also helpful (but not essential) for writing lyrics.
Small Item Crafting
Technical
Apprentice
200 hours
Requires: Blacksmithing
Counts as two skills at character creation
This skill is similar to other craft skills (such as blacksmithing, carpentry, or jeweller), but this skill focuses on building small objects. This is the special creation of tiny pieces of metal or other appropriate material for use as screws, cogs, pins, bolts, wheels, clips, and fasteners. Use of this skill is often necessary for making the components needed for the electrical or mechanical engineering skills, or for many technomantic devices. Creating precision parts with only a hammer and forge is quite difficult. Likewise, a jeweller's tools aren't designed for working with strong materials.
Speak (language)
Social [lore]
Apprentice
400 hours each
Counts as two skills at character creation
At the apprentice level, a character knows basic phrases of the language. At journeyman level, your skill is such that you can hold most conversations in the language, albeit with a thick accent and some odd linguistic manerisms. At master level, the character is fully fluent in the language: knows proper grammatical rules, can think in the language, and could even make-up words that would sound convincing to a native speaker. You automatically have this skill in your native language at the apprentice level if you have a knowledge of 1 or higher, journeyman level if knowledge is at least 4, and master level if 8 or above. Each language is a separate skill. The 'reverse specialization' guideline doesn't apply to this skill; i.e. you can't default every language in the world to your native language (unless your name is Douglas Ramsey).
Modern languages include:
Stonemasonry
Technical
Apprentice
400 hours
Counts as two skills at character creation
This is the skill of working with rock and stone. You know how to choose, quarry, and hew stone for building or sculpture.
Sure-Grip
Martial
Apprentice
400 hours
You can hold big things in one hand (take your mind out of the gutter). At the apprentice level, you can hold things that you should hold in two hands with only one (claymore) without penalty. At journeyman level, you can hold things one-handed that require two hands (polearms). At the master level, you can hold ridiculous things in one hand (zaza blade). This skill doesn't apply to bows; it teaches leverage and wrist strength, not telekinesis.
Swimming
Technical
Apprentice
200 hours
Keeping your head above water; making a wave when you can. Journeyman level allows someone to assist an unskilled swimmer. Speed for a skilled swimmer is one point per skill level. Unskilled swimmers must make Stamina checks every round just to keep their head out of the water to breathe. Mostly they just sputter, flail about, then sink. Failing a check means the character starts to drown. Remember that each additional round has a -2 cumulative penalty for repeated actions. Being encumbered at all (even just normal clothing) reduces your ability to swim effectively. Every three points of skill penalties from armour reduce your Swimming skill by one level. This is rounded up, so that even light leathers reduce a journeyman swimmer to apprentice level. Ghouls and Humans can instinctively "dog-paddle", gaining a +3 on the Stamina check for an unskilled swimmer to stay afloat. Firps and Killian have this skill automatically at least at apprentice level. Dwarves, Ogres, Orcks, Trolls, all Fae, and the rest all sink like non-witches (because they weigh more than a duck).
Sword Polishing
Technical
Apprentice
200 hours
Requires: Blade Etiquette
Counts as two skills at character creation
This highly specialized art is what gives master swordsmiths their good name. When the blade comes from the firing/folding processes, it is still rather crude. The sword polisher hones the edge and polishes it to its customary shiny finish. The sword polisher is the one who adds the grip as well as decorative engraving. This skill is unnecessary for standard weapons—which are usually quite adequate without special polishing—but this is what turns an ordinary blade into a deadly work of art. In the Killian Empire, the sword polisher is at least as highly regarded than the smith that forged the blade. No true warrior's katana is considered complete without this process—it is said to have no soul. This skill is necessary for many enchantments on swords.
Temptation
Social
Apprentice
300 hours
Counts as two skills at character creation
With this skill, you can corrupt the morals of others. An apprentice can implant enticing suggestions that the victim cannot avoid thinking about. A journeyman can cause a crisis of faith, or an ethical dilemma. Your skill is great enough that someone must either perform the actions you suggest or suffer from the desire to do so. The victim must make a saving throw against mental attacks (equal to your personality) or their morals change to whatever you desire (you cannot directly control someone this way, however). A master tempter can actually force someone to act in a precise way. The victim must make a saving throw vs. mental attacks (equal to your personality) or do what you suggest. What you tempt someone with must be something that will feel good or gain the victim something; otherwise, they may not entertain the idea. What you suggest need not be an evil act; but it is much more fun, for example, to watch an upstanding citizen steal something that he could have easily purchased.
Timing
Martial
Apprentice
300 hours
Counts as two skills at character creation
Attacking with a rhythm then breaking the rhythm to throw one's opponent off guard. Apprentice level trades -2 initiative per round for 2 rounds to gain +2 to attack every even numbered round. Journeyman level trades -1 initiative per round to gain +1 parry and +2 to attack per round. Master level gains +2 initiative, +1 parry, and +2 attack each round.
Wayfarer
Mystic
Apprentice
800 hours
Counts as two skills at character creation
Double learning difficulty
This is the ability to impart speed to yourself or another. At the apprentice level, you can either: have +2 initiative for yourself, add +1 for another, add +4 to your speed, or +3 to another's speed. At the journeyman level, you can either: have +4 initiative for yourself, +2 to another, add +8 to your speed, or add +6 to another's speed. At the master level you can, in addition to the journeyman level bonuses: interrupt another's initiative for yourself once per battle, perform a burst of speed that is quick enough to resemble a 3 foot teleport, or decrease another's speed by half (this doesn't affect initiative, damage or other game mechanics, however).
Weaponsmith
Technical
Apprentice
400 hours
Requires: Blacksmith
Counts as two skills at character creation
You know how to create blades and other implements of destruction. Crafting a usable weapon is an exacting art that must be done properly to avoid hidden flaws. Nothing is as embarrassing as your shiny new sword breaking on its first swing. Of course it's not going to break in practice, but once you use it out in public…
Weaving
Technical
Apprentice
300 hours
This is the skill for using a loom, spinning wheel, and spindle. You create thread from raw materials and weave the thread together into cloth.
Woodworking
Technical
Apprentice
300 hours
Closely related to carpentry, woodworking is more of an artistic finishing skill than a functional construction one. It's less hammering and sawing, and more carving and sanding. That is not to say that both a carpenter and a woodworker could not both make the same coffee table, but there would be notable differences. The carpenter could make it in a day, and perhaps sturdier, whereas the woodworker would take a week, but make one that looks better and could likely be sold for more. Having both of these skills makes for an great combination.
Zoology
Technical [lore]
Apprentice
400 hours
This is the science of studying animals: their make-up, behaviours, and organization. This is the scientific version of Animal Lore.
The game mechanics for these skills is simple: either you know it, or you don't. You either can-or cannot-perform a task. Many magical rituals are good examples of this. Whether or not you know the spell is fairly straightforward. To note that a skill is known especially well or poorly, it can be marked with a plus or minus sign (as mentioned under apprenticeships, above). As examples, someone could know the people of a nation very well (Culture+), but isn't much of a reader (Literacy-). This doesn't change any game mechanics—you still either know a skill or you don't—and is simply descriptive.
Ambidexterity
Martial
Basic
400 hours
Being able to use either hand equally well. The penalties for off-hand use are negated.
Ambrosia
Mystic
Basic
80 hours
Requires: Alchemy
By combining flower parts, honey, and other sweet smells, you make a sticky mess that attracts a horde of insects. This sickly-sweet smelling goop brings flying and crawling bugs within 2 rounds (possibly 3 or more if during winter in the arctic—but only then; insects are everywhere). The first round that the bugs' attack causes 2 points of damage, which quickly increases to 1D4+1 for the following rounds. Armour does not help against the tiny little bastards. The victim of this attack can do nothing other than swat and scratch at the insects unless he or she succeeds in a Willpower check each round. Due to the extremely distracting nature of the insects' attack, the shock penalty is doubled. Fortunately for the victim, this formula dries out after only 2D12 minutes after exposure to the air.
Ankle Lock
Martial
Basic
100 hours
Requires: Leg Hold
Once you have your victim's ankle in a compromising position, you may either hold it—which causes damage if she struggles to escape—or you can twist it to cause a bad sprain. This causes 1D6 + Strength damage to the ankle. The victim suffers a -3 to dodge, and reduces her Speed by half. Needless to say, kick attacks by the victim are out of the question unless lying on the ground.
Arm Hold
Martial
Basic
100 hours
This involves twisting an arm around behind the victim's back. This skill grants a +4 to either your Agility or Strength for the maintain/escape challenge. While you have the victim pinned in this way, you may easily remove any items he is holding. If you successfully get both arms in a hold, you have a +6 in the maintain challenge. Note that it is very difficult to grab the second arm of a standing opponent.
Armour Maintenance—Chain
Martial
Basic
60 hours
You know how to keep your armour in good working order. This skill usually applies to most medium armours. You can re-link and de-rust your chain links. You can also refit armour to fit a different person. Improper maintenance causes links to separate and rust. If you fail in your upkeep schedule, your armour could lose points of damage resistance and Armour Class.
Armour Maintenance—Light
Marital
Basic
60 hours
Proper upkeep of your armour is essential if you want it to keep you safe. You know how to maintain and make general basic repairs to cloth or leather armour. You can sew and patch armour to keep it functional. Not maintaining your armour causes it to degrade after battle—the Game Master can reduce its Armour Class and damage desistance. Leather must be kept oiled, and both types of material need to be cleaned to avoid decomposition.
Armour Maintenance—Plate
Martial
Basic
60 hours
By keeping your armour in good working order, you can live to fight future battles. If you allow your armour to ruin, you may not long survive. This skill includes repairing straps and fasteners, polishing, and cleaning. Plates are typical of heavy armours. This skill doesn't include refitting—you need an armorer for that task.
Blood-bonding Ritual
Mystic
Basic
60 hours
This ritual involves 2 people cutting themselves (doing 1 point of damage) and pressing the wounds together, letting the blood mingle. They then swear eternal honour and loyalty to each other. Neither person may harm the other without first making a willpower check at a -12 penalty. Only one person (not necessarily a participant) needs to know this ritual. Participation need not be voluntary.
Boasting
Social
Basic
200 hours
Bragging about your exploits is considered proper social etiquette in some circles. Amongst the Dwarves, the Heldannnnic Confederation, or the warrior caste of the Killian Empire, this skill helps to establish your place within a group (or bar). Use of this skill helps you gain Reputation and status as your peers become aware of what you have done. Lying about your success, or boasting that you can accomplish something that you cannot, is considered poor form. Failure to be honest—although slight embellishments or omissions are permissible—could cost you status or slow how your reputation grows.
Body Hold
Martial
Basic
100 hours
This is a full-body hold that may be used either while standing or on the ground without penalty (if you are trained in this skill). This skill actually represents a number of different wrestling moves. You have a +2 to either Agility or Strength for the maintain/escape challenge.
Bow Maintenance
Martial
Basic
60 hours
This is a specialization of the Weapon Maintenance skill. Knowing that skill may keep your arrowheads sharp and shiny, but is worthless for restringing a bow. With this skill, you can keep your bows and arrows properly maintained.
Chemical Distraction
Mystic
Basic
200 hours
Requires: Alchemy
This unique chemical formula works on the principle that smells are more strongly connected to memory than are other senses. Some scents, such as the smell of fresh pears, have the ability to slap someone back to their childhood. By using alchemical processes, you increase the effect that those odours can have. You may use these formulae in grenade form (vial that bursts and affects all within a room—about 20—30 feet depending on wind), or you may apply this to your person (affects anyone within melee range—about 5—10 feet). Those exposed to this chemical must make a saving throw against magic (against a 14 + your character level) to avoid the effects. Those failing the save are overwhelmed by their memories—effectively stunned or surprised for one round—and even those that succeed suffer from a -3 on their next initiative roll. This only works once per encounter, as people quickly develop a resistance. For the same reason, you are immune to your own formulae, but are still affected by another alchemist's chemical distraction. Those with the Olfactory Flashbacks trait are at -4 to their save.
Choke Hold
Martial
Basic
200 hours
You have learned the fine art of choking the living shit out of someone who desperately deserves it. We all have wanted to do this at one time. You do 1D4 + Strength damage per round, cut in half. This damage is done directly to Life Points, not Hit Points. In addition your opponent must roll for system shock at the end of each round, or fall unconscious. Attempting this skill without proper training does only the Strength bonus in damage, and the damage is applied to Hit Points.
Circular Parry
Martial
Basic
100 hours
By using this skill you take no actions other than defence for the turn and in return you get a +3 to parry bonus, a +1 to dodge bonus, +1 initiative bonus, and can parry all incoming attacks without using up an action.
Closed Fist Style
Martial
Basic
180 hours
This skill allows you to combine a weapon with hand-to-hand attacks (harder than it seems—you get too accustomed to either/or). Use the guidelines for two-weapon fighting for your weapon/body combo. Note that this is a separate skill from martial arts, hand parries, kicks, etc. This skill merely allows you to use those other skills with a weapon in your hand (and possibly extra attacks/parries—see the Hunting and Escaping chapter).
Crossbow Maintenance
Martial
Basic
60 hours
This is a specialization of the Weapon Maintenance skill. Knowing that skill may keep your arrowheads sharp and shiny, but is worthless for repairing a misaligned prod. With this skill, you can keep your crossbows and bolts properly maintained.
Culture (group type)
Social
Basic
800 hours
Counts as two skills at character creation
Knowing another culture is essential to dealing with people from that culture. This skill covers styles of clothing, accessories, and buildings. It also covers salutations, taboos, and idiosyncrasies. If you know the language (at least somewhat), then you pick up on phrases and terms peculiar to that culture. Time spent immersed in another social environment (i.e. in another country interacting with its citizens) counts towards time learning this skill.
Defensive Stance
Martial
Basic
50 hours
This stance grants a +3 to all defensive moves, but a penalty to attacks at -1, and prevents forward movement greater than a speed of 2.
Detect Gates
Mystic
Basic
200 hours
There are many places where you can move from one reality to another. Gates allow you to jump to another plane of existence. This skill allows you to recognize a gate, but doesn't include knowledge of how to activate it. Some gates operate simply by moving through them. Others require that you speak a word or phrase, carry a certain item on your person, or perform a particular ritual in order to activate the gate. Some gates will include clues to where they lead. For example, a gate to the Plane of Fire may have a smoky smell, or the gate may have symbols around it that could provide information. Not all gates will have something to indicate their destination. This skill merely allows you to recognize them on sight, not their activation requirements or destination.
Dialects
Social
Basic
120 hours
You can imitate the vocal patterns of another language or culture. If you also have the appropriate language skill at journeyman level, you can sound like a native speaker—although your vocabulary and grammar will be limited unless you are fully proficient (master). This skill is useful if you wish to disguise yourself as being from the culture you are imitating.
Disappear
Technical
Basic
100 hours
Requires: any stealth-related skill
Ever wish you were like Batman or the Crow? Do you just watch too many ninja movies? Now you too can slip away from someone once they are distracted (blinking counts). Roll for a challenge between your stealth skill versus their Awareness (1D20 with bonuses versus 2D20 roll low—hardly seems fair to them does it?). By the time they finish their sentence; you are gone. This skill does not work if someone is excessively focusing on you—conversation is one thing, combat is another.
Disappear: Advanced
Mystic
Basic
300 hours
Requires: Disappear
This skill allows you to vanish from sight even when the spotlights are on you. You may attempt your skill vs. Awareness challenge at any time—even when you are grappling with someone.
Drill and Ceremony
Technical
Basic
120 hours
This is the skill of marching (and if need be—running) in formation and includes being able to give and follow marching instructions, proper stance, and enables you to maintain a harmonious-looking military unit.
Elbow Lock
Martial
Basic
200 hours
Requires: Arm Hold
This advanced form of the Arm Hold is quite painful and can cause serious problems. The joint can be hyperflexioned (i.e. bent the wrong way) to cause 1D6 + Strength damage, and the arm rendered useless. This reduces your Strength and attack rolls by -3, and your Agility and Parry rolls by -5.
Etiquette
Social
Basic
200 hours
This is the knowledge of courtly graces. You know the basics of how to address someone, the proper things to say or not say, and the protocols for dealing with diplomats or other high-ranking officials. This skill is rather culture specific, although much of desirable behaviour is universal. To use this skill when dealing with someone from another land you must combine this with the Culture skill.
Finger Lock
Martial
Basic
100 hours
Requires: Grab or any hold
You know how to grab and twist someone's finger in a most painful manner. If the victim unsuccessfully tries to break the hold, or you just feel like a right bastard, you can break their finger. This causes 1D4 Hit Points of Damage (cannot cause Life Point damage) and renders that hand useless.
First-Aid
Technical
Basic
100 hours
This is the ability to stabilize someone's wounds. Anyone may slap on a bandage to stop the additional damage from a wound, but those that know first-aid can apply bandages quickly and more effectively. Having this skill allows you to stabilize a dying character (zero life points or below). The dying individual no longer suffers additional wounds. Furthermore, you can bandage up someone at exactly 0 life points to where they can continue to fight without fear of reopening the previous injuries (not a good idea however). It takes one round to apply first-aid, and you need something to act as a bandage.
Flank Riding
Martial
Basic
200 hours
Requires: Horsemanship: Expert
This is riding sidesaddle—very sidesaddle. You are able to ride a horse on its flanks with only one hand and one foot to hold on with. This is a favoured tactic of the Hell-Riders in the southern plains of the Bizzannite Empire. You are able to make one-hand ranged attacks from under your mount. Your mount gives you 80% cover and concealment, as only one hand and foot are visible (unless shooting something this round—still 70% even then). Moving from the side to up top only requires one action (the reverse is also true).
Florentine Style
Martial
Basic
200 hours
Also called 2-weapon style, this allows a fighter to use 2 weapons at a time to attack with each or to attack with one and parry with the other without penalty. This skill applies to two specific weapon types, such as medium and hand, medium and short, paired short weapons, et cetera; additional weapon types must be learned separately.
Flying Powder
Mystic
Basic
160 hours
Requires: Chemistry
You know how to create formulae that cause disassociation and failed spatial awareness. The victim of this powder (skin contact) must make a saving throw against poison at a 16 or higher to avoid the effects. Those that fail feel like they are flying as they lose their ability to discern gravity and distance. Non-continuous objects become disassociated. That means that the victim cannot tell what items are touching one another; i.e. they can tell that a person's arm belongs to the rest of their body, but cannot tell whether the sword they are holding is in that person's hand or just floating in space. The game mechanics of this are: -4 initiative, -6 attack, -8 to all active defence, and they must make a Willpower check each round in order to focus enough to do anything. This is a potent spell (only a pinch is needed), but the effects are short-lived (1D6 rounds; for each '6' rolled, roll another die). The victim's skin will feel cool to the touch during their 'flight' and for up to 10 minutes after as the drug clears through their system. Note that some people will pay good money to have these formulae used against them. The main ingredient is a flower that grows naturally in the Byzant Empire, but can be cultivated in any temperate region.
Glyph Writing
Mystic
Basic
160 hours
Recognising a magic symbol is one thing, being able to correctly draw one is another. With this skill, you know the correct methods of drawing, carving, or otherwise inscribing all of the mystical symbols that you are familiar with.
Graceful Avoidance
Martial
Basic
400 hours
Requires Dodge and Hand Parry
You gently push your opponent's weapon aside slightly while moving your body in the opposite direction. This is far more graceful than the typical dodge—you are not simply diving out of the way. You get both bonuses (dodge and parry) and this is pretty to watch—but frustrating as hell for your opponent.
Grooming
Social
Basic
180 hours
You may act as a barber, cutting hair and shaving. You know styling techniques as well as how to keep a razor sharp. This skill includes basic hygiene knowledge. Because of the access to quite sharp tools and knowledge of personal hygiene, many healers learn this skill.
Ground Fighting
Martial
Basic
200 hours
You are as adept at fighting while prone, as you are on your feet. If you are knocked down, you do not suffer any penalties—other than indignity or possible damage depending on how hard you land.
Gunpowder Formulae
Mystic
Basic
80 hours
You know the proper mix of ingredients and methods to produce quality gunpowder. This substance is used for fireworks, explosives, and firearms.
Hand Parry
Martial
Basic
100 hours
This manoeuvre allows you to use your bare hands to parry weapons. You can parry as normal without injury from the weapon for a successful parry—except contact-based attacks such as the fire damage from a flaming sword.
Hasty Fighting Position
Martial
Basic
40 hours
By quickly digging a shallow hole to lie in, you make yourself harder to hit by ranged weapon fire. You provide yourself with 10% or better cover. Using this skill takes only 4 rounds in most terrain, but may take considerably longer in hard ground. Each additional minute (10 rounds) spent digging and adding front cover adds 10% to your shelter. Hard ground may take longer. This skill is useless against melee weapons or indirect artillery (although it could provide concealment if the Game Master allows—and if you camouflage yourself).
Heavy Armour Use
Martial
Basic
240 hours
This skill enables someone to wear heavy armour properly. It covers how to put on, wear, and fight in heavy armour for best effect without undue penalty. Those trained in this skill suffer no combat penalties for the use of heavy armour—except for movement which is ½ normal and a -2 penalty to initiative, although some penalties may apply for the use of skills requiring freedom of motion such as acrobatics, climbing, running, or sneaking. Note that heavy armour is not necessarily the same as heavy encumbrance. This skill may be learned in half the normal time if you also know Medium Armour Use.
Horse Grooming
Technical
Basic
100 hours
Care, feeding, and brushing a horse is essential for it. A poorly cared-for horse can easily become ill.
Horsemanship: Basic
Technical
Basic
80 hours
This is the skill of being able to ride on the back of a horse and make it go where you want to without falling off too often. Horses that are untrained for combat spook easily—as will many warhorses if their riders are similarly untrained. In other words, if you want to do more than ride your horse into battle and dismount to fight, then you should learn more about fighting on horseback.
Horsemanship: Exotic
Technical
Basic
400 hours each
This is the skill of riding an animal other than horses. Each different animal is a separate skill (or specialization). For example, just because you can ride an elephant you don't automatically know how to fly on the back of a giant bird. This skill enables you to use other horsemanship skills with your unusual mount (as a specialization).
Instant Stand
Technical
Basic
100 hours
When you fall down, you can push yourself back to a standing position without using up your actions for the round. You either stand up again as soon as you are knocked down or at the beginning or end of your actions—player's choice. You can instantly stand back up whether you fell forwards or backwards (although using this manoeuvre from being on your back is more impressive).
Intuitive Reflexes
Mystical
Basic
300 hours
Psionic
Double learning difficulty
Imagine a hot, sweaty day. You wear glasses. As you reach for something, your glasses slide off your face. Before you have time to panic at the thought of your glasses smashing onto the concrete, you realize that they have safely been caught in your free hand—that just happened to be conveniently in the right place at the right time. This is Intuitive Reflexes in action. +2 initiative; +2 dodge; +4 parry;
Knee Lock
Martial
Basic
100 hours
Requires: Ankle Lock
This is a difficult manoeuvre to perfect, but causes major damage when it is. You can cause your opponent to break his own kneecap if he struggles. The damage and effects that this lock can do doubles that of the Ankle Lock (2D6 damage, -6 dodge, Speed is reduced to 1/4th).
Knot-tying
Technical
Basic
120 hours
With this skill, you can tie knots of various purposes in rope or cord. Slipknots, sheepshanks, and square knots are all within your repertoire.
Launch
Martial
Basic
200 hours
Requires: Shoulder Flip
You are skilled enough in throwing people around to attack someone with their companion's body. You must make 2 attack rolls—one to grapple with the first victim (a.k.a. the projectile), and the second to hit the distant victim in a ranged attack. The roll to attack the projectile does not need to bypass their armour (fortitude bonuses to armour class do not count), as you are simply grabbing them. The second attack has a range modifier of 3 feet, and a maximum distance equal to 3 times your Strength bonus. For example, if you normally do +3 damage, you may launch someone up to 9 feet. The differences in mass between the thrower and the projectile do not matter as this does not necessarily mean that you pick someone up and throw them. Heavier projectiles are simply sent skidding into their targets.
Leg Hold
Martial
Basic
100 hours
This hold only works on an opponent who is facedown on the ground. You hold his or her leg up, which grants you a +6 to either your Agility or Strength on the opposed challenge to hold your victim.
Light Armour Use
Martial
Basic
160 hours
This skill enables someone to wear light armour properly. It covers how to put on, wear, and fight in light armour for best effect without undue penalty. Those trained in this skill suffer no combat penalties for the use of light armour, although some penalties may apply for the use of skills requiring freedom of motion such as acrobatics, climbing, running, or sneaking. Note that light armour is not necessarily the same as light encumbrance. This skill may be learned in half the usual time and effort if any other armour use skill is known.
Lip Reading
Social
Basic
200 hours
While this skill was developed for the deaf or hard of hearing, many have used it for gathering information illicitly. With this skill, you can tell what someone is saying without needing to actually hear his or her speech. You must be able to clearly see the mouth of the person you are eavesdropping on, and must know the language spoken.
Literacy
Technical [lore]
Basic
1600 hours for the first language, 200 hours for each additional language that you can speak, 400 hours for each additional language that you don't speak
Double learning difficulty, do not need to roll to learn for additional languages that you can speak (learns both speaking/reading at the same time) unless the written form is very different from what you are accustomed
This is the skill of reading and writing a particular language. Being able to speak the language is not required, but doubles learning time and difficulty. Additional languages may be learned at 1/4th difficulty and time. This is a common skill among Elves, Gaijin, and Dwarves; however, less than half of Humans are literate and few members of other races know how to read and write. Illiterate characters function in society by symbol recognition (such as a picture of a tankard above a tavern) and many people can write their own name as well as recognize numbers. Literacy is much more common amongst the citizens of the Bizzannite Empire than it is in Formour. Each language is a separate instance of the literacy skill, and each counts as one skill at character creation. However, a character who knows how to read and write at least three other languages can learn additional ones without cost, as long as he or she already knows the character set (such as an alphabet) of that language.
Medium Armour Use
Martial
Basic
100 hours
This skill enables someone to wear medium armour properly. It covers how to put on, wear, and fight in medium armour for best effect without undue penalty. Those trained in this skill suffer no combat penalties for the use of medium armour—except for movement which is ¾ normal, although some penalties may apply for the use of skills requiring freedom of motion such as acrobatics, climbing, running, or sneaking. Note that medium armour is not necessarily the same as medium encumbrance. This skill may be learned in half the normal time if Light Armour Use is also known, and may be learned in half the time and effort if Heavy Armour Use is known.
Meditation
Mystic
Basic
400 hours
Counts as two skills at character creation
It is possible to train the mind and body to rest and relax in ways other than sleep (or passing out drunk). Although you are attempting to rid yourself of distractions and stress, you are still alert to danger—you ignore the chattering about the weather, but notice someone pulling a sword out, for example. Meditation removes fatigue points at twice the speed of sleep. Note that while you can get by on less sleep with meditation, the skill does not entirely replace sleep.
Military Procedures
Technical
Basic
800 hours
Requires: time spent in military service
There are two ways to do anything, the right way and the army way. You are familiar with the "army way."
Mounted Leap
Martial
Basic
100 hours
Requires: Any Horsemanship skill
With this skill, you may dive from your mount's saddle and attack an enemy within 10 feet of you. This is considered a charging attack. Landing well requires the Breakfall, Jumping, or Tumbling skills. Bear in mind that, for the unskilled, this distance may be far enough to cause you harm if you miss your opponent. Knowing this skill grants you a +2 to attack and damage, and prevents you from taking falling damage.
Neck Hold
Martial
Basic
100 hours
This is also called a sleeper hold. You grab your opponent from behind with your arms around his neck. Knowledge of a proper sleeper hold allows you to knock your victim unconscious without killing him. Your opponent must make a Stamina check at the end of the second round—and each succeeding round—until he either breaks free or passes out from a failed check.
Necromancy of Intelligence
Mystic
Basic
100 hours
Double learning difficulty
This ritual allows the use of an object associated with the deceased to summon up the spirits. The diviner may summon the spirit of one deceased person per ritual to answer questions or to converse with those it left behind. The proper name of the person must be known to the caster, or someone present who was familiar with the deceased for the ritual to work. The object used in the ritual could be a favoured weapon, wedding ring, portrait of the deceased (technomantic portraits work very well—perhaps lending credence to the theory that a part of one's soul is captured), or anything with some significance to the dead. This ritual takes at least 30 to 60 minutes to perform—Game Master determines success and outcome. Note that this ritual relies on the cooperation of the dead and most often does not work—and those summoned are under no obligation to answer or to tell the truth.
Non-Detection
Mystic
Basic
800 hours
Counts as two skills at character creation
Double learning difficulty
This skill enables you to avoid detection by magic. To spells, divination, and magic items, you simply are not there. Even the best technomantic sensors can detect only a blur—if anything at all. This skill allows a forced-retest against detection, and if successful, you are only faintly noticed. You seem to be more of a system glitch than a person. This skill operates constantly, and does not need to be used consciously (works even in your sleep). You must consciously choose to not use this skill when you want to be noticed. Non-detection does not help you remain unseen; it blocks magical sensing, not actual sight.
Packing
Technical
Basic
200 hours
You know how to properly prepare a load for travel. You can pack a rucksack, saddlebag, ship, or wagon for maximum efficiency. If you have time to oversee loading, or pack the load yourself, you can fit the maximum possible into your storage space. You also reduce the effective encumbrance by one level. This reduction in encumbrance does not apply to weapons or armour unless you are loading them into a wagon. This skill does apply when the Game Master assigns an encumbrance penalty due to your personal load (that is, the "adventurer's kit" is one of everything plus lots of gold).
Power Block
Martial
Basic
200 hours
This involves attacking the oncoming weapon or limb and knocking it back. This involves waiting for your opponent to strike and counts as both an attack and a parry. If you are successful in your parry, your opponent looses her next attack.
Quickblade
Martial
Basic
400 hours
Requires: weapon proficiency IV
A skilled warrior is often lightning fast, and able to strike repeatedly before her foes can strike back. This skill allows you to add your skill level with a weapon to the initiative roll. Initially, this covers only a single weapon skill; additional weapon proficiencies must be learned separately as a specialization.
Rear Defence
-or-
Back Protection
Martial
Basic
300 hours
You have trained your senses to operate beyond the standard point-focus of binocular vision. You use your other senses to help you notice things, and have trained your peripheral vision to work more efficiently. In other words you are hard to sneak up behind. You can block and parry attacks from any angle, and no one ever gains the +3 attack bonus when flanking you.
Rice Paper Walking
Mystic
Basic
200 hours
Requires: Sneaking
With this skill, you can move at your normal speed when sneaking. This can be combined with hiding if you also know that skill. Running while using this skill causes a -5 to the sneaking check. This skill essentially allows you to step very carefully and may prevent some pressure-sensitive traps from activating (never know 'till you try).
Running
Technical
Basic
200 hours
This skill covers both sprints and long-distance running. Any time that you fail a speed check for moving faster, or stamina check for distance running, then you get a retest from this skill. (Retest with an Ability—why does this game mechanic sound hauntingly familiar? Ripped off? Nah.) It is possible to specialise with this skill, as with any other. For example, you may specialise in sprinting, and trade the Stamina retest for an additional Speed retest. Further specialisation is possible, as with someone who is specialised in long-distance running over a sandy desert.
Run-through
Martial
Basic
100 hours
This nasty (and visually impressive) talent has some very specific uses and requirements. It allows you to take down more than one person at a time. If you cause more than twice someone's hit points in damage (even if they still have life points) with a single attack, and someone else is within reach, then you get a second attack against the other person for half damage. Resolve this second attack as normal except for damage (which is half). Stabbing weapons are even nastier; if you cause more than your enemy's Stamina in damage (regardless of whether you did double hit point damage), then you get the extra attack. There is no theoretical limit to how many extra attacks you can get with this skill provided all of the conditions are met—but keep dividing damage in half (to 1/4th, 1/8th, etc.). For example, The Impaler does 20 points of damage to the helpless peasant. She can then make an immediate attack against his mother who was standing near him, and if successful, rolls damage against her (cut in half). She doesn't do double grandma's hit points in damage, but does do more than her stamina (The Impaler is using a stabbing implement). The Impaler can then attack one of the children for quarter-damage. The Impaler thinks that having a lance with a razor along one edge is really neat because of its impressive reach and damaging capability. Note that grandma is still alive, but sandwiched between her son and grandson and sliding down the razor blade, slowly. Initially, this covers only a single weapon skill; additional weapon proficiencies must be learned separately as a specialization.
Sentinel Removal
Martial
Basic
200 hours
Requires: Sneaking
This deadly manoeuvre allows you to cut someone that you have snuck up behind. You can slash your opponent's throat with a hacking weapon, such as a dagger, for double damage and 3 wounds. If you slay your victim in the first round, you maintain control of the body to drop it without making a sound. You know how to turn the head so that the death rattle does not give your position away.
Set Bones
Technical
Basic
200 hours
You know how to prepare a cast or sling, and how to push someone's bones into the proper places. If someone with a broken bone does not have it set properly, it will take longer to heal, and may be crooked—causing continual pain and problems.
Shoulder Flip
Martial
Basic
160 hours
By pulling someone's arm while slamming your hip into him or her, you can flip your opponent over your shoulder onto the ground. This does 1D6 points of damage (no strength bonus—make a save vs. crushing blows for half damage). They are now on the ground and must either spend an action getting up, or try to fight from the ground (minimum penalty of -4 to all actions and some tasks are impossible).
Signature Combat Move
Martial
Basic
100 hours each
Requires: status—renowned, reputation 20+, or character level 9 or higher
This flashy move has an initiative penalty of -4 but has two of the following bonuses:
If you have a different bonus in mind for your character's signature move, check with your Game Master. Furthermore, the move should be distinctive and stealing another's signature move could be considered dishonourable. You must give your special move a unique name, and describe how your looks; is it an overhead wind up, do you 'charge up,' or do you crouch down and spring skyward? If you shout the name of your move before or during your attack, the initiative penalty is reduced by 2. "Manchu Dragon Zord! Go!"
Spear Balancing
Mystic
Basic
100 hours
This strange discipline allows one to stand upon a point or edge of a spike or weapon without damage to either self or footgear. Actually jumping up and successfully landing on a blade may require a check to accomplish (such as jumping, tumbling, or Agility check).
Spring Mounting
Technical
Basic
80 hours
Requires: Jumping and any Horsemanship skill
You are able to spring into the saddle from the ground. This trick works even if you are wearing heavy armour. You also know how to train your horse to accept you performing this stunt.
Storytelling
Social
Basic
100 hours
This is simply the ability to tell a good story that will keep the listeners entertained. Knowledge of the stories to be told is not covered in this skill; just inflection, rhythm, pace, etc. to keep from sounding too boring.
Summon Gneeches
Mystic
Basic
80 hours
Requires: Summoning Circle
This is perhaps the simplest and most often successful summoning, and is often taught to apprentice wizards as an introduction to conjuring. Gneeches often appear spontaneously during other summonings, enchantments, or magic that affects the mind (often alerting the otherwise oblivious victim). Gneeches are tiny fast-moving motes that only appear out of the corner of the eye. When you turn to get a better look, they move or disappear. The ritual takes less than a minute and is a fun conjuration for when you want to screw with someone who is drunk or high.
Summoning Circle
Mystic
Basic
200 hours
While this skill doesn't include the ability to summon something specific, it does include the knowledge to make the circle that will trap inside the summoned entity. A protection circle is considered essential in case that the entity breaks free of the summoning circle. If you attempt to conjure something without a circle to imprison it, not only is it free to roam about without control, but also your summoning is less likely to work in the first place.
Superstitions
Mystic
Basic
20 hours each
Although not exactly a skill, this is a pattern of learned behaviour that may be advantageous. Learning this 'skill' is somewhat different than most; superstitions must be paired and the first 2 don't count against your skill levels for a starting character. Further superstitions are gained at the rate of 2 for each skill level. They are paired because for each superstition that has a definite game mechanic there is one that may or may not work—only the Game Master knows for sure. If you want to select additional superstitions without one of them having a game mechanic, then there is no cost at character creation and the 'must be paired' guideline does not apply. In addition, non-game mechanic superstitions do not require time or effort to learn: if your character won every fight where she was wearing her purple socks, then simply make a note on the character sheet about "lucky purple socks." Superstitions may have a basis in science (eating uncooked pork is unclean) or completely nonsensical (shouting "tinga-linga-loo" drives away ghosts). Some further examples of superstitions:
Speed Reading
Technical
Basic
200 hours
Requires: Literacy
You read at dramatically faster speeds and retain information better. Light reading (a novel or article) is read at about 30 seconds per page. Difficult or highly technical work (such as a spell book) will take 2 to 4 times longer to read.
Tactics
Martial
Basic
200 hours
This is the skill of leading, or working in, a small unit of 2—20 troops. You know how to identify each team member's strengths, and how to best use those strengths. You know marching order, hand signals, terrain, rally points, and patrol procedures. This skill is helpful for a small unit to achieve victory in the mission.
The Art of the Deal
Mystic
Basic
200 hours
Can make a magically binding agreement. The deal can be finalized/sealed with blood, signatures, signatures in blood, contracts, water shared, payment rendered in advance, contracts drawn up, etc. Breaking the oath evokes a minor geas on the offender, but more importantly, the loss of face hinders future deals.
Weapon Maintenance—Edged
Martial
Basic
60 hours
Included for free with an appropriate weapon proficiency of level V or higher, this skill enables you to keep your weapons polished and deadly. Without good upkeep, edges dull, straps fray, and rust settles into metal. The Game Master may reduce bonuses or weapon features, and may even add penalties if care slips far enough. Basic sharpening, grinding out chinks, polishing, and handle wrapping are included in this skill. Unlike Blade Etiquette this provides no damage bonus, but everything from swords to arrowheads need routine maintenance.
Weapon Maintenance—Flex
Martial
Basic
60 hours
Included for free with an appropriate weapon proficiency of level V or higher, this skill enables you to keep your weapons polished and deadly. Without good upkeep, edges dull, straps fray, and rust settles into metal. The Game Master may reduce bonuses or weapon features, and may even add penalties if care slips far enough. You know how to keep the ropes, chains, cords, leathers, and other flexible connectors well cared for and intact. Flex weapons also have swivels, D- or O-rings, and special knots that allow it to swing freely at an enemy. You also know what sort of flexible material to use, how thick, how long, and what would be a poor replacement.
Weapon Maintenance—Heavy Metal
Martial
Basic
60 hours
Included for free with an appropriate weapon proficiency of level V or higher, this skill enables you to keep your weapons polished and deadly. Without good upkeep, edges dull (okay, not much of an edge here, but…), straps fray, and rust settles into metal. The Game Master may reduce bonuses or weapon features, and may even add penalties if care slips far enough. Blunt metal maintenance covers hammers, maces, and other metallic bludgeoning implements. You know how to dig out skull fragments, prevent rust, grind or fill divots, and reset heads onto handles.
Weapon Maintenance—Stone
Martial
Basic
60 hours
Included for free with an appropriate weapon proficiency of level V or higher, this skill enables you to keep your weapons polished and deadly. Without good upkeep, edges dull, straps fray, and rust settles into metal. The Game Master may reduce bonuses or weapon features, and may even add penalties if care slips far enough. Stone weapons are nearly a lost art, with a few tribes of Ogres and the occasional isolated island community being the only ones who still practice it. However, a few enterprising weaponeers have begun experimenting with materials that are stone in form, if not in name, such as obsidian, glass, or crystal. You know how to chip flakes to resharpen an edge or how to reduce chipping and shattering for striking surfaces.
Weapon Maintenance—Wood
Martial
Basic
60 hours
Included for free with an appropriate weapon proficiency of level V or higher, this skill enables you to keep your weapons polished and deadly. Without good upkeep, edges dull, straps fray, and rust settles into metal. The Game Master may reduce bonuses or weapon features, and may even add penalties if care slips far enough. Wood forms the handle or core of nearly every weapon, from arrows to lances, and even most sword handles. You know how to oil it, keep it smooth, prevent it from rotting, and how to handle the inevitable splinter.
These are the skills that you will be rolling the dice in order to use. These are skills that have a substantial penalty for failure and/or are very immediate. Skills used for combat are examples of this type of skill. These skills are listed numerically. Having Crossbow I means that you know little more than which end is the one to point towards your target. Having Intimidation IX means that you usually can get your way when need be. Level I is minimally trained; level III is a talented beginner. Level V is a professional; level VII is an expert. Level IX is a master; levels XI+ are stuff of legend.
Should you need to compare proficiencies and apprenticeships, levels I to III are equal to apprentice, IV to VIII are equivalent to journeyman, and levels IX and higher are equal to master. For benchmarks, requirements to learn a skill, and similar purposes, bonuses are added to the effective skill level. For example, to even attempt climbing a wooden wall Climbing VIII is needed, but a very dextrous climber with a 16 Agility needs only Climbing V due to the +3 bonus for the high attribute. Additional benefits gained from increasing skill levels (such as those from Wrestling) only consider the actual skill level known, rather than with the bonuses added.
Non-martial proficiencies have an attribute listed. This attribute is used to modify the chance that the skill is used successfully according to the chart below. Each attribute point above 10 grants a +1 to Social skills, whereas every two full attribute points above 10 increase Technical skills by +1. Mystic skills are affected less by natural inclination than they are by skill, each +1 to the skill roll is from a full 3 attribute points above 10. The listed attribute is the default, for everyday use. This is so that you can do all the math for your character sheet ahead of time, to avoid slowing the game in progress. Some players write down the total modifier (what you would add to the 1D20 roll) after the skill level in parenthesis, such as Walking III (5) for a character with a 14 Stamina. Others use a slash between the two (Walking III/5), and yet others prefer the modifiers listed separately and wish to add the total with each roll (Walking 3+2). Use whatever is easier for you. If another attribute is more appropriate in a specific situation, then use that one. If no attribute is relevant—such as in an uncommon pure-skill situation—then use only the skill level to modify the die roll.
Unless otherwise noted, a total roll (with the skill level and modifiers added) of ten or more is successful. Some skills are inherently more difficult (such as Teaching or Telekinesis) and are successful on a 15 or higher. This will be specified in the skill description, as will any other number to beat or other involved mechanics. The higher the total number rolled (with bonuses, of course), the better the skill was performed. This sometimes gives a specific bonus such as martial proficiencies causing greater damage or Hypnosis inflicting a saving throw penalty, but for most skill checks this is purely descriptive. Great success can even be ignored in many routine instances, a prime example being the Balancing skill: anything over "don't fall" is just showing off.
Unlike attack rolls or saving throws, there is no such thing as either critical success or failure on a standard (non-martial) skill check. This is something skill checks have in common with defence rolls. In other words, if your skill level and bonuses together are already more than enough to succeed without rolling the dice, then you don't usually need to bother rolling—barring substantial penalties, of course. In many cases, you can re-attempt to use a skill after a failed roll. Each additional attempt suffers a cumulative -2 penalty on the skill check. This is not a free retest. It still takes time to accomplish (the next round at the very least), and you still suffer any possible effects of failure. For example, if you fail in a Climbing skill check you fall back to the ground. You can pull yourself off of whomever you landed on, and start back up the wall again, only this time you have a -2 to the roll. If you fall again—take damage again, land on that poor bloke again (and you'd think he'd know not to stand there by now)—you can attempt a third climb, but this time the penalty is -4. A fourth effort would have a -6 on the skill check. This guideline is intended to be used after an unsucessful skill check, but can be used for multiple successful attempts. For example, if the Game Master is getting annoyed with you using the Glare skill 24-7, she may start sticking this repeat effort penalty on you.
1D20 is normally rolled for a skill check. This is the same die used for attribute checks and challenges, saving throws, and combat (which is really just a rather involved form of proficiency check), so is usually ready at hand. This gives a nice random and even numeric spread. Some gaming troupes prefer their skill checks to be more averaged, with mediocre successes common but both great success and catastrophic disaster much rarer. For these players 2D10 may be used instead. This gives nearly the same spread (2-20 instead of 1-20), but the results are heavily weighed towards the middle. That is, results of ten or eleven are going to occur far more often than two or twenty—or even the combined odds of both two and twenty. 2D10 graphs out into a wide bell curve rather than the flat results of 1D20, for those interested in that sort of thing (but if you are such a person, you probably already know that). Rolling 2D10 also adds the tiny extra bit of work in rolling two dice (or one die twice) and adding the results. However, many feel that this is a small price in exchange for enhanced verisimilitude. We'll leave it up to each gaming troupe (and this should be a group thing, not per each roll) to decide if they want the somewhat more natural probabilities or slightly faster gaming.
| Attribute bonuses for proficiencies | |||
|---|---|---|---|
| Attribute rating | Technical | Social | Mystic |
| 0 or less | Impossible | -24 | Would be a bad idea |
| 1 | -12 | -18 | -34 |
| 2 | -9 | -15 | -21 |
| 3 | -7 | -12 | -13 |
| 4 | -5 | -9 | -8 |
| 5 | -4 | -7 | -5 |
| 6 | -3 | -5 | -3 |
| 7 | -2 | -3 | -2 |
| 8 | -1 | -2 | -1 |
| 9 | 0 | -1 | 0 |
| 10 | 0 | 0 | 0 |
| 11 | 0 | +1 | 0 |
| 12 | +1 | +2 | 0 |
| 13 | +1 | +3 | +1 |
| 14 | +2 | +4 | +1 |
| 15 | +2 | +5 | +1 |
| 16 | +3 | +6 | +2 |
| 17 | +3 | +7 | +2 |
| 18 | +4 | +8 | +2 |
| 19 | +4 | +9 | +3 |
| 20 | +5 | +10 | +3 |
| 21 | +5 | +11 | +3 |
| 22 | +6 | +12 | +4 |
| 23 | +6 | +13 | +4 |
| 24 | +7 | +14 | +4 |
| 25 | +7 | +15 | +5 |
Administration
Social
Proficiency [Personality]
200 hours
This is the skill of how to operate and use (and abuse) "the system" of bureaucracy in large organizations/governments. This skill enables you to cut through red-tape, talk to people who can actually get things accomplished (hint: not the guy in charge), and possibly even achieve a position of authority for yourself. While not a requirement, literacy is extremely useful for the often-overwhelming amount of paperwork involved in a bureaucracy.
Akijutsu
Martial
Proficiency
1200 hours
Double learning difficulty
This hand-to-hand martial art is a highly defensive form that is, by its own philosophy, impossible to use for attack, only for defending. This is a form favoured by pacifists for its protective/non-aggressive nature. Training in this skill includes the skills: circular parry, defensive stance, hand parry, and the combo grapple/attack (can do both at the same time with one attack roll such as roll to grab then automatically one-hand flip as one attack). Throws and pushes hit automatically if grappling. This defensive combat skill allows one skilled in its use to parry once per two skill levels per round free—as with a weapon proficiency.
Skill level I: +2 to parry
+1 to parry for each additional level; +1 to dodge for every additional even level
Alertness
Technical
Proficiency [Awareness]
200 hours
This is the skill of training your mind and body to be always alert and ready. You awaken at the slightest sound and are always prepared for surprise and ambushes (make a skill check to avoid surprise situations). This skill may induce jadedness and paranoia.
Analysis
Mystic
Proficiency [Willpower]
200 hours
Psionic
Use of this skill allows you to predict the future. Upon a successful skill check, you determine what the variables of a situation are, and the likelihood that any of them will occur. The higher you roll, the more information you gain. You must have some information about the situation at hand in order to use this skill. For example, if you were tracking a fugitive—and your skill result was a 12, you determine a 75% chance that he took the river to escape. If you rolled an 18, you would know that there was: a 72% chance that he stole a raft, 12% chance that he swam, and less than 2% chance that he is still hiding on the docks. The more information that you have, the greater the chance of success—if you do not know about the river, then you are less likely to determine that the fugitive took that path.
Animal Lore
Technical [lore]
Proficiency [Knowledge]
200 hours
Recognizing tracks, spoor, kills, dens, signs, calls, etc. are all within your ability. This is practical biology.
Artillery (weapon type)
Martial
Proficiency
400 hours each
Sending quite large objects at someone is fun and profitable. You are knowledgeable in at how to aim, reload, maintain, and fire at least one type of siege weapon as part of its crew. At least one level of this skill by each crewmember is needed for proper operation of the weapon. Without a fully trained crew however, performance suffers, notably the rate of fire. Like the other weapon proficiency skills, these are actually several separate skills.
Artillery types include:
Atemi: Pain Touch
Martial
Proficiency
100 hours
Also called "Dirty Fighting," this is the unsubtle skill of targeting an opponent's tender spots. This skill doesn't stack with a weapon or hand-to-hand proficiency, but is instead used alongside it (as a separate roll). A successful roll of 10 or higher causes double shock and any amount over 20 adds to damage. Using this skill is considered 'unsporting' and many honourable warriors refuse to use it. Others simply never leave living witnesses.
Balancing
Technical
Proficiency [Agility]
200 hours
Use of this skill allows you to walk on a tightrope or other narrow pathway. You need only roll 11 or higher to traverse a path that has 7 to 12 inches of walking space, 14 or better for 2 to 6 inches, and 18 or better for one inch or less. Movement is half speed. You cannot navigate a rope or beam angled greater that 45°.
Bartering
Social
Proficiency [Personality]
200 hours
Barter is the exchange of goods for commodities. Gold can be a commodity, so this skill is used to get the most value in your purchases. The simple way to use this skill is to make a skill check against the other person's Willpower. Each point you either succeed or fail by affects the price by 5%. The more involved (and more enjoyable) way is for the Game Master to make the skill check secretly and role-play the encounter. This skill works for both buying and selling. If both player and non-player characters have this skill, make an opposed skill check. Subtract the lower-rolling character's result from the higher-rolling character's to find how to modify the price. For example, Corwin wants to get a better deal on his armour. He has both milled-wheat and hard coin for the deal. Corwin—or the Game Master—rolls against the smith's Willpower (14) and the smith makes a skill check against Corwin's (9). The smith's total roll is a 16—7 higher than Corwin's Willpower; Corwin only rolled a 12—he failed by 2. The difference between the two skill checks is 9 (the smith's +7 minus Corwin's -2), for a total modifier of +45% that Corwin has to pay for the armour—poor bastard. Had Corwin made his roll by 2, rather than failing, the final price would have been only (7-2=5 or 25%) one-quarter more than the base price rather than almost half-again as much.
Bear Hug
Martial
Proficiency
120 hours
This is the unsubtle art of crushing someone to death by brute strength. If your attack roll succeeds (ignore fortitude bonuses to armour class like any hold), you do your skill level plus Strength damage per round. This attack requires both hands and prevents either combatant from using any active defence (neither of you can dodge or parry).
Brawling
Martial
Proficiency
200 hours
This is the most basic hand-to-hand fighting art. It is essentially weapon proficiency with your fists. Base damage with your fists for a trained pugilist is 2 points of damage plus your strength bonus. This skill includes the Hand Parry skill.
Bullshit
Social
Proficiency [Personality]
400 hours
Most games call this "bluffing," "con-artistry," or some other crap name that hides its true meaning. This is the delicate social art of feeding someone a load of bullshit so deep that you need hip-waders—and having them willingly accept it. For general lies ("That guy I walked in with is buying."), you must roll higher than the target's Common Sense. More difficult-to-swallow statements are more difficult to roll, as are attempts at bullshitting when someone wants to kill you (i.e. combat). Game Master sets the penalties. A well thought out, logical, half-truth with supporting evidence could get a bonus. When a non-player character attempts to use this skill, the player rolls a Common Sense check with the skill level as a penalty. If players want to use this against each other, a role-playing situation usually doesn't require Game Master intervention—until someone rolls to attack.
Catch
Technical
Proficiency [Agility]
100 hours
You have good hands. Use this skill to catch baseballs, thrown weapons, even arrows. This skill only applies to non-resisting objects, i.e. hurling through the air not on their own power or still being held by someone. Relatively easy items—thrown stick or rock—are caught without penalty. Very easy items—a ball thrown so that you can catch it—will have a bonus of +3 or more. Dangerous items are much more difficult to successfully catch (without injury—just putting your hand in the way isn't that difficult). You suffer a -3 penalty to mildly dangerous items—thrown axes or spears, -5 for moderately dangerous—knives or spiked balls, -7 for fast-movers—arrows, and -10 for very dangerous items—bullets or siege weaponry. Catching a bullet in your teeth is at -15 to the roll. For an additional -3 both to catch and to hit, you can throw the weapon back without using an additional action. Damage is as though you had thrown the item, not with its additional power from a device, if any (such as a gun or bow). Use of this skill counts as an action, unless you have a high enough Wits to allow you to win initiative and defence ties or have the skill Intuitive Reflexes; in which case this would count as a parry. Using this skill (obviously, but needs to be stated here) requires at least one hand free.
Charm
Social
Proficiency [Grace]
300 hours
You can ingratiate yourself in a social setting. This is a little bit of practical etiquette, a little bit of light flirting, and a whole lot of being nice and polite. Smile a lot. Agree with everyone. Laugh politely at bad jokes. Defer to the opinions of others. Mingle. Get involved in the conversation—and know when to do so appropriately—but do not dominate the conversation or change the subject. Act like you don't want to be the center of attention, even though that is exactly what you are doing. Being charming isn't hard, but it does take attention and effort. The most difficult part is that you cannot let your focus slip, or you run the risk of seeming phoney, or even creepy. Though your Appearance will largely determine their first, first impression, Charm is used for an extended first impression. A successful skill check means that you are found to be a pleasant and likeable companion. Those you successfully use this skill on will be favourably disposed towards you. Additional checks (with the usual -2 repeat action penalty) are needed for each hour of interaction. Unlike many other social skills, you do not need a language in common with those with whom you are interacting in order to be charming.
Chemistry
Technical
Proficiency [Knowledge]
400 hours
This is both the scientific knowledge of chemical interaction but also the practical application as well. In order to manipulate chemicals alchemically, you first need to know what they are actually supposed to do. Many of an alchemist's potions involve science rather than magic.
Climbing
Technical
Proficiency [Agility]
200 hours
Anyone may climb ladders, most trees, etc. This skill allows for more difficult and faster climbs. At 2nd level, no tree is safe from you. At skill level IV, you may scale a rock wall, at VI brick, and at VIII wood. At level X, you can climb ice. Rough surfaces reduce these benchmarks by 3 levels and wet or slippery surfaces increase them by 2.
Conversational Dominance
Social
Proficiency [Appearance]
100 hours
Interrupting can be an art form. With this skill, you can force others to allow you to speak. Make a skill check against the highest Personality in the group or crowd. Each point you succeed by allows you one round to speak without interruption—people are temporarily compelled to listen to you.
Detect Lies
Social
Proficiency [Common Sense]
400 hours
Double learning difficulty
With this skill, you notice the subtle clues that let you know that someone is feeding you a load of b.s. If someone has the Bullshit skill, you have a penalty to your skill roll equal to the amount that he or she succeeded. For example, if someone rolled 3 more than your common sense on their B.S. skill check, then you have a -3 on your Detect Lies skill check. Alternately, both skills can be rolled normally in a challenge of Detect Lies vs. Bullshit skills, with the winner of the challenge either successfully lying or noticing the lie. In order to notice when someone is being untruthful, you must be actively paying attention and trying to notice falsehood; i.e. not ignoring them or deciding later in the day to notice if someone was lying.
Diplomacy
Social
Proficiency [Personality]
300 hours
This is ass-kissing with style. While diplomacy does have its limitations (you can't diplomatically convince a slightly-drunk girl to go home with you), it does have the advantage that you have to make an effort to piss someone off when using this skill. Whereas trying to bullshit someone could leave you in a world of hurt, few would get upset at someone politely speaking with them without excess of emotion. Having a reputation for diplomacy is rarely a bad thing (except in the eyes of bad people).
Distinguished Expertise
Social
Proficiency [Knowledge]
300 hours
This is the skill that enables you to sound like you know what you are talking about. The number that you must roll against is the listener's Common Sense. If the victim has any knowledge of the area that you are trying to pretend that you know, add in double the skill levels that the listener possesses to their Common Sense. This skill works quite well with the Bullshit skill, although they are different. The Bullshit skill enables you to lie convincingly, the Distinguished Expertise skill grants you illusionary knowledge. The Game Master may allow you to add both levels together for the skill check.
Divination—Cards
Mystic
Proficiency [Awareness]
100 hours
Finding out information or predicting the future with the tarot. Believed to be one of the more accurate fortune-telling methods, and has inspired a cult following that believes each card to be an entity officiating over what its card represents. This ritual can take up to a half-hour or more to perform depending on the information desired as well as needed accuracy.
Divination—Pendulum
Mystic
Proficiency [Awareness]
100 hours
Using a small weight on a chain to divine answers to questions: yes, no, or not yet determined.
Dodge
Martial
Proficiency
50 hours
This skill allows for nimbly sidestepping blows. Each level adds +1 to dodge. Possessing this skill doesn't eliminate the fact that dodging still takes up an action.
Electrical Engineering
Technical
Proficiency [Knowledge]
1200 hours
Requires: Drawing, Mechanical Engineering, and Physics
Double learning difficulty
This technomantic skill involves working with electricity. You know how to build, repair, design, and assemble electronic devices. This skill is needed for any task—other than basic operations—when working with any device involving an electrical current or electromagnetism. This skill does not include the craft-type skills needed for constructing the components (blacksmithing, jeweller, etc.) but does allow you to piece them together to form the finished product. Having a proven blueprint to work from usually provides a bonus to the roll. Use this skill when designing an electrical technomantic device. The Game Master must determine the probability of success based on the plans and explanations given to her. Designing the device could bring serious penalties such as -1 for every component if the Game Master hasn't had her coffee yet. If the player actually has drawn up feasible plans for the desired item, then the Game Master should grant a bonus instead. Unless ancient technomantic components are found, what can be created with local technology can be extremely limited. This skill covers the generation, storage, transport, and usage of electricity.
Escape
Technical
Proficiency [Agility]
300 hours
Double learning difficulty
This is using flexibility and self-torture to escape from confinement. This is not a catchall skill; it doesn't cover picking locks or other skills in a stage magician's (or thief's) bag of tricks. This skill is used for slipping out of manacles, ropes, nets, or straightjackets, as well as wriggling through narrow spaces.
Fencing
Martial
Proficiency
200 hours
Requires: Melee Weapon: Short or Medium
This is considered a refined combat art. Noblemen who would never dream of entering a real battle may still practice their swordplay as a sport. Not only can this skill be used for sporting purposes; but it is an effective fighting style as well, with strengths in parrying speed. This is a fully stackable weapon proficiency. Add your level of fencing to your Melee Weapon skill (including the number of parries). You also gain +2 to parries on top of weapon skill. For example, if you have the maximum allowable levels for both skills at start—level III for proficiencies—you have +6 attack, +8 parry, and 5 parries per round total. You may only use this skill when you are lightly encumbered (both weapon and armour.
Field improvisation
Technical
Proficiency [Knowledge]
200 hours
This skill enables a character to jury-rig needed items.
Forensics
Technical
Proficiency [Knowledge]
1200 hours
Double learning difficulty
You know the fundamentals of death. With a successful skill check you can determine the time and cause of death. Less fresh corpses are harder to diagnose, as are some types of death (poison or disease for example). The higher the roll, the greater the information gained (such as knowing the murderer's height and handedness). An estimate of the time of death may be made-based in part upon temperature, dampness, and the pupae sacks of the insects that feed upon the dead body. This skill is especially useful if combined with knowledge of poisons and disease.
Forgery
Technical
Proficiency [Agility]
400 hours
This skill enables you to copy documents or to create your own and hopefully be able to pass them off as legitimate. To create a successful forgery takes many hours—even days of solid work. Special inks, waxes, and paper may be needed. Making something without an original to copy from is substantially more difficult (at least -10 to the roll for most items).
Glare
Social
Proficiency [Grace]
400 hours
Double learning difficulty
This is unspoken intimidation. You have perfected the art of scaring the bejesus out of someone just by looking fiercely at him or her. The victim must make a save vs. mental attack (equal to the skill check) or be intimidated.
Grab Attack
Martial
Proficiency
200 hours
Any one can attempt to grab an opponent at no penalty, but you are exceptionally skilled at both the initial grab and maintaining your hold. This is a fully stackable proficiency that adds its skill level to any other grappling attacks. Fortitude bonuses to armour class (such as from wearing armour or having tough hide) do not help against a grapple attack, but this attack does no damage by itself. This skill is essential for a serious wrestler, and makes for wonderful grab/attack combos.
Hand-to-hand: Street
Martial
Proficiency
200 hours
Also called streetfighting, this is the unsubtle science of attacking with bare knuckles and brass knuckles, with dirty tricks thrown in for good measure. Anything goes in a back-alley brawl, so Hand-to-hand: Street teaches you to use any means necessary in a fight. There are many potential goals in a street fight: to hurt the other guy first so he leaves you alone, to do enough damage so that you can run away, or just to fuck someone up badly. Damage is one point of damage, plus Strength bonus. The downside to this skill is that it emphasises hurting your opponent, and does not emphasise protecting yourself. You only receive half of the skill level as a parry bonus (rounded up). Since most streetfights tend to degenerate into a great deal of rolling about on the ground, one skilled at Hand-to-hand: Street is considered a type of grappler.
Skill level I: Hair-pulling: by grabbing hold of your opponent's hair (if they have enough, or any) gives you a +3 to maintain that hold—plus you have them by the head
+1 to maintain and escape from holds per additional even-numbered level
Herbalism
Technical [Knowledge]
Proficiency
300 hours
You are knowledgeable in the different kinds of plants and what their properties are. You can identify fungi, herbs, and other plants. You also know how to prepare teas, poultices, extracts, and infusions for medicinal purposes. You can prepare something to help someone double their healing with a skill check (at a number equal to the points of damage taken +5). If you know what illness someone suffers from, then you can prepare something to help him or her heal as well (Game Master sets target number based on the disease or toxin).
Hiding
Technical
Proficiency [Knowledge]
200 hours
This is the art of remaining motionless, using camouflage, and choosing the right place to hide within. Compare your skill check with their awareness check. If your result was higher, then they did not notice you.
Holistic Healing
Technical
Proficiency [Knowledge]
500 hours
Counts as two skills at
character creation (per level)
Double learning difficulty
This skill suite includes Diagnosis, First-Aid, Herbalism and Set Bones. You are skilled in non-invasive healing techniques.
Hunting
Technical
Proficiency [Knowledge]
100 hours
Far more complicated than: go into woods, get drunk, shoot something; hunting is the skill of actively catching game for meat. A successful hunt brings home enough food for 1D6 people and takes 1D4 hours.
Hypnosis
Mystic
Proficiency [Knowledge]
400 hours
This skill allows the mentalist to relax a subject and 'suggest' a number of things to their subconscious. Anytime a suggestion is violently harmful, strongly against their nature, or a long time passes before the suggestion is triggered, a saving throw vs. mental attacks applies. Any amount rolled over 20 on the success roll is a penalty to the saving throw. Time required: 2D20 minutes minus skill level.
Insults
Social
Proficiency [Personality]
200 hours
This skill is also called taunting, berating, or the dozens. You are able to distract your foe verbally, often with references to his mother's size. Every 3 full points you roll over your opponent's Willpower subtracts one from each roll he makes—whether in combat, in a social setting, or just to insult you back. If you fail to roll above your foe's Willpower, he is able to ignore your pitiful attempts. Particularly clever (and public) use of this skill could possibly result in a negative status.
Intimidation
Social
Proficiency [Personality]
200 hours
Bending people to your way of thinking with thinly veiled threats. The required target number will be determined by the Game Master based on the method of intimidation used: stare-down requires to roll higher than the victim's Willpower check, gross physical threats require a contest against the victim's Strength, or subtle methods may be against the opposing Personality or Common Sense.
Jumping
Technical
Proficiency [Agility]
100 hours
Inclusive is: standing long jumps, running broad jumps, high jumps, and hurdles. You can jump 5 feet plus one foot for each point you roll above 10. Failure to roll at least 10 means you did not jump far enough or landed improperly. For standing long jumps or running high jumps, divide the distance by 2. For standing high jumps, divide the distance by 4.
Land Navigation
Technical
Proficiency [Knowledge]
300 hours
Also called orientation or map reading, this skill allows you to find your way overland. You know how to read a map and find your way using terrain features.
Lesser Protection Circle
Mystic
Proficiency [Knowledge]
50 hours
Drawn in 2 lines of white chalk or paint. 4 white candles are placed inside each at one of the cardinal directions. This circle should keep out most magic, psionics, and entities. Each proficiency level grants a +1 to saves while inside if written successfully.
Lock-Picking
Technical
Proficiency [Agility]
200 hours
In modern times, this is "breaking and entering" and is considered wrong. In a fantasy game, this is "adventuring" and you are considered a hero. Here are some types of locks and numbers to beat on a skill check: skeleton key—10 (those things are a joke), typical one-tumbler—13, multi-tumbler—16, complex lock with trips, deadfalls, and unusually shaped tumblers—22 or higher.
Make-up
Social
Proficiency [Appearance]
200 hours
Usually used to enhance one's appearance, this skill may also be used to enhance a disguise.
Mechanical Engineering
Technical
Proficiency [Knowledge]
1200 hours
Requires: Drawing, Literacy, and Mathematics
Double learning difficulty
With this skill, you know the principles of mechanical movement, and how those principles apply to practical functionality. This skill is essential when repairing, designing, assembling, or modifying mechanical devices. This skill also includes motive engines: steam, combustion, flywheel, spring, gravity-fed, and manually driven. You know how to transfer force and motion in order to perform a set task. This skill does not include the craft-type skills needed for constructing the components (blacksmithing, carpentry, etc.) but does allow you to piece them together to form the finished product. Having a proven blueprint to work from usually provides a bonus to the roll. Make a skill check (the Game Master must determine the probability of success based on the plans and explanations given to him) when designing a mechanical technomantic device. Designing the device could bring serious penalties such as -1 for every moving part if the Game Master hasn't had his coffee yet. If the player actually has drawn up feasible plans for the desired item, then the Game Master should grant a bonus instead.
Melee Weapon (weapon type)
Martial
Proficiency
200 hours each
This is the unsubtle skill of bashing someone with a killing instrument until they stop making funny noises. Each weapon type is a separate skill. Some time—about fifty hours—is required to familiarize yourself with a new weapon. For example, stabbing with a shortsword and swinging a baton use the same skill (Short), but it takes a while to get used to the differences. Flex weapon skill doesn't crossover with non-flex for the same length. For example, training with a flail is very different than with a mace in spite of the similar size and function. The 'reverse specialization' guideline applies to weapons, however. If you have a skill in one weapon proficiency then you can use a similar weapon type you aren't proficient with at a -5 on the attack roll. Proficiency in the weapon above 5th level automatically includes minor upkeep (i.e. keeping it clean and mostly sharp). Each level of the skill grants a +1 to attack in combat. Every two levels of skill (round up) allow you to parry once per round without using an action.
Weapon types are:
Nautical Navigation
Technical
Proficiency [Knowledge]
400 hours
You know how to guide a ship using a map, sextant, and compass. You know how to read the stars and currents to guide you.
Pickpocket
Technical
Proficiency [Agility]
200 hours
Lifting wallets, cutting purse strings, etc. This is not the same as sleight-of-hand, but that skill adds a bonus to pickpocket rolls equal to 1/3 of the sleight-of-hand skill level. The target number for a successful lifting is the victim's awareness + character level.
Polevaulting
Technical
Proficiency [Agility]
100 hours
This is jumping with the assistance of a pole. The pole must be strong enough to support your weight and must be of the appropriate length (generally 10 feet or greater). It will ideally also be somewhat flexible. Each point rolled over 12 is two feet of height and distance jumped.
Psychometry
Mystic
Proficiency [Awareness]
600 hours
Psionic
This is the reception of impressions from an object or location. You may receive feelings, colours, and emotions, hear a name or word, or even see scenes. This skill is as unreliable as any psychic skill, but may be enhanced with other psionic skills and traits.
Ranged Weapon (weapon type)
Martial
Proficiency
200 hours each
This handy skill lets you kill things at a distance without undue danger to yourself. Also called missile weapons, these proficiencies have little crossover value; i.e. knowing how to use a longbow helps little when shooting a crossbow. Each weapon type is a separate skill. Unskilled use has an additional -3 familiarity penalty for a total -8 to attack. Proficiency in a ranged weapon above 5th level automatically includes basic maintenance (such as restringing a bow), but doesn't include maintenance for technomantic items).
Weapons include:
Recognize Tracks
Technical
Proficiency [Knowledge]
100 hours
This skill enables a character to determine what critter a particular set of footprints belongs to. Included in the tracking skill.
Scrounging
Technical
Proficiency [Common Sense]
300 hours
This is the ability to find something useful. It complements the Field Improvisation skill nicely. A successful roll doesn't guarantee that you find exactly what you want, but you may get something good enough (possibly even better if you use your imagination).
Scrying
Mystic
Proficiency [Willpower]
400 hours
In order to use this skill properly, you need a crystal ball or gazing mirror. Non-magical devices are useless for scrying, as is attempting to use the magic items without this skill. Use of scrying devices causes 1 fatigue point per 5 minutes of use.
Seduction
Social
Proficiency [Appearance]
200 hours
You can get the attention of a member of the opposite sex (or some members of your own...) in order to get a favour from them or to distract them. You must successfully roll a 14 or higher on your skill check with modifiers to Appearance applying (see the chart located in the Interaction chapter). Success on the roll means that the individual perceives you favourably—they think they are going to get something from you, not the other way around.
Shield
Martial
Proficiency
80 hours
This is the useful ability to keep yourself from being hit by an oncoming weapon by placing a large object strapped to your arm in the way. You may block (roll just like a parry) one attack per round for each 2 levels of shield skill. Each level of skill adds to your block/parry roll. Alternately you may rush or punch with a shield instead of using it for defence—however this does use up an action. If you only defend during a round, you can block a number of attacks equal to your skill level. Someone unskilled still gets the Armour Class benefits of a shield, but only can parry once per round with it at a -6 (unless they have ambidexterity in which case the penalty is only -3). Unskilled use of the shield uses up one action.
Shoot from the Hip
Martial
Proficiency
200 hours
Use of this skill allows you to reduce the penalties caused by moving when using a ranged weapon. This is a passive skill and doesn't require a skill check under most circumstances.
Sleight-of-Hand
Technical
Proficiency [Agility]
200 hours
Also called palming. Taking an object without being noticed, secretly changing objects around, or making something appear or disappear in one's hand. Anything that doesn't fit inside someone's cupped hand will cause penalties to the skill roll as determined by the Game Master.
Sneaking
Technical
Proficiency [Agility]
200 hours
Moving quietly and unnoticed. The Game Master may choose to compare your roll with the person you are sneaking past's awareness check—high roll wins.
Streetwise
Social
Proficiency [Knowledge]
600 hours
This is the social side to urban survival. You know when to give up when someone demands your shoes—because you're up against a crazy fucker who will kill you—and when to fight for them—because showing weakness now will bring the thugs back again later. You learn what parts of town to avoid—and where to go for less-than-reputable dealings. You know when to stick to well-lit places, and when to stay in the shadows of an alley. You also know how to approach a gang leader, as well as how to avoid a beggar.
Survival (terrain)
Technical
Proficiency [Knowledge]
200 hours each
Finding food, shelter, and water in a particular area. Additional terrains can be learned at half difficulty and time. Types of terrains include: arctic, desert, forest, mountain, ocean, steppe, tropical jungle, and urban.
Sword-Catch
Martial
Proficiency
200 hours
Double learning difficulty
This impressive feat allows you to catch your enemies weapon as a parry (use this skill in place of the normal parry roll—parry bonuses don't add in to this skill roll unless the Game Master expressly allows them on a point-by-point basis). Using this skill requires one hand free for smashing and most piercing weapons, and both hands free for anything with an edge (all hacking weapons). As with any parry, you must roll higher than your opponent's attack roll. Intuitive Reflexes skill adds a +2 bonus the skill roll but Catch does not (but it does look impressive as hell when you catch everything used against you). Smashing weapons are harder to catch, -2 penalty. Once you have hold of your opponent's weapon, you each make a contested Strength challenge. You get to add in your skill level, and whoever uses both hands gets a +4 to their effective Strength. If your opponent wins, he or she has wrested it free from your grip. If you win, your opponent loses the weapon. This challenge uses up one action (more if you both tie; the contest continues for the next round).
Tailing
Technical
Proficiency [Grace]
200 hours
This skill allows you to follow someone without them noticing. Make a skill check against their Awareness. Success indicates that you were not noticed. Being in a crowd helps as much as it hinders. It is harder to pick out one person trailing you in a crowd, but it is also harder to keep track of whom you are following.
Take It Like a Man
Martial
Proficiency
300 hours
Double learning difficulty
This skill enables you to endure punishment. You can ignore as many points of shock (from damage received) as you have levels in this skill. You can also reduce fatigue on a skill check if you get an 18 or better. You roll for each point of fatigue separately and only get one chance to roll per point. Don't be a wuss; learn this skill.
Teaching
Social
Proficiency [Personality]
400 hours
The use of this skill enables you to use the amount rolled over 15 as a bonus to the Common Sense score of your pupils when you are teaching someone for purposes of testing down the time to learn a skill. You must know the skill you are teaching as at least a journeyman or level V or higher. Someone without this skill can still teach (provided their skill levels are high enough), but they won't get the bonus from this skill. For example, Syn is teaching Damien how to corrupt the morals of others (Temptation skill). Syn rolls a 23 on the skill check, and adds 8 to her student's Common Sense. Damien gets to add this bonus to his rolls to learn Temptation (his 14 Common Sense plus 8 from the skill check; so his effective Common Sense is 22 for the check to reduce the base time to learn).
Telekinesis
Mystic
Proficiency [Willpower]
1600 hours
Psionic
You have the ability to move objects with your mind. You must either be able to see the object or know exactly where it is. This means that a bar on the other side of a door may be removed if you know exactly where it is (i.e. the door in your home is familiar enough to you to use this skill if you are locked out). Levels of this skill represent both the mass you can move and the skill you have in manipulation. At 1st level, you are able to move an object that weighs one ounce; at 2nd level, you may lift 2 ounces; at 4th level, you can lift 8 ounces; at 5th level, you can lift 16 ounces or one pound. For the skill check, any amount rolled that is 10 or under does not move at all; you must roll 15 or higher to move an object quickly or efficiently. Rolling between 11 and 14 moves an object slowly and clumsily. You can attempt to manipulate heavier objects by taking a point of fatigue and -1 on the skill check for each doubling of the mass that you can normally lift. The fatigue is received at the end of each round that you lift the increased weight. In other words, you are trading skill for mass. If your Game Master is generous, she may allow you to trade mass for skill. For example, you have level IV and can normally lift 2 pounds, but you only need to lift a coin—less than one ounce (and drop it into your pocket). If the Game Master allows it, you may trade some of your lifting ability to ensure that the lightweight object deposits itself into your pocket noiselessly. The trade here would be half weight for +1 on skill. Trading mass for skill (if the Game Master allows) costs one fatigue per round due to the increased concentration, regardless of the weight. You can use this talent to perform tasks that would be difficult to do with your hands, such as separating salt from pepper. This skill demands all of your concentration to use; if you are distracted (say, from an arrow to the head), you may loose the object you are manipulating—make another skill check to retain control. Note that this skill has no sensitive ability; you cannot 'feel' with telekinesis. For example, if you try to levitate your sword from its sheath on your back, you will not notice that it has been stolen until you 'move it' to where you should be able to see it. Using psychic abilities is quick, but the need to clear your mind to concentrate on telekinesis is not. Initiative is rolled at your base bonus.
This psionic ability can be a very useful tool, or it can completely wreck a game. The following are a few guidelines when using this telekinesis.
When using this skill directly on a living organism, they are entitled to a saving throw vs. physical magic against the TK wielder's Willpower.
When using telekinesis for weaponry—either thrown or wielded in melee—use the appropriate weapon skill or the telekinesis skill, whichever is lower. If you do not know how to effectively use a weapon, but are a competent psi, you are limited by your weapon skill. Conversely, if you are good with a given weapon, but have little telekinetic skill, you are limited by your psychic gift.
If using telekinesis to augment your physical abilities—such as lifting—use the total weight that you may affect. For lifting, this is a straight addition to your normal Strength lifting amount.
For the damage done by telekinesis, compare the amount that you can lift with the Strength chart. Find the nearest Strength score that can lift (normal lift) that can lift that weight; round DOWN. Treat that as an attack from someone with that Strength score. Whether it is a hand-to-hand, thrown, or melee attack—depending on how the TK is utilized—will determine the base damage. Remember that if you 'telekineticaly punch' someone, they get a saving throw against your attack.
For example, someone with Telekinesis IX skill can lift 16 pounds, if he throws a rock at someone using his psychic skill; the damage is equal to someone with a 4 Strength. A Strength score of 4 can lift up to 15 pounds, round the 16 pounds that the telekinesis skill can lift to the closest Strength score, in this case, a 4. Thus the total damage done by that rock is 1+ ½ of the Strength bonus (in this case a -4 penalty) for a total of -1 points of damage—effectively no points of damage; not too terribly threatening, really.
Tracking
Technical
Proficiency [Awareness]
300 hours
Includes the recognize tracks skill. With this skill, a tracker can tell the where and when of a track—where the animal (or person) came from and is going, and when it passed. This also includes the ability to cover your own tracks.
Trapping
Technical
Proficiency [Knowledge]
200 hours
You know how mechanical traps work (if you have been exposed to them) as well as natural traps such as break-falls, pits, and snares. Larger animals (like the kind that can yell for help and then report you to the authorities) are substantially more difficult to trap.
Travel Sense
Technical
Proficiency [Willpower]
120 hours
You know your own gait well. With this skill, you know how to travel in a straight line and how to count your steps to judge distance travelled. Those without this training tend to walk in large circles without terrain features to guide them, and must guess the distance based only on travel time. This skill works well with the trait Direction Sense in that if you have both of them, it is unlikely that you will get lost—provided you have some idea of where you are going. If your skill roll fails (you need an 11 or better), either your distance—or your direction—will be wrong. Only the Game Master knows which, and by how much.
Tumbling
Technical
Proficiency [Agility]
200 hours
Also called 'acrobatics', this is the ability to roll, somersault, flip, dive, etc. If you combine tumbling with dodging for the entire round then you get to add your dodge bonus into the tumbling skill check (plus possible bonuses for evasion or total defence). If the skill check is successful (in this case, higher than the attack roll), then you not only rolled/dove/flipped out of the way, but you did so with style.
Vocal Impressions
Social
Proficiency [Personality]
200 hours
You are skilled in doing voices and impersonations. You can imitate another's voice. You need not make a skill check to use your skill for comedic value, but to fool someone you must roll higher than their Awareness. Specializations include: animal, bodily, and mechanical noises.
Walking
Technical
Proficiency [Stamina]
200 hours
This skill covers hiking and long-distance travel. Each level adds 10% to the distance travelled in a day and subtracts 10% of the fatigue suffered due to travel.
Wrestling
Martial
Proficiency
400 hours
This hand-to-hand martial art (yes, it is a martial art) involves making grappling attacks and maintaining holds. This is perhaps the most common hand-to-hand skill. Wrestling was invented by Humans during their pre-history, but both the Dwarves and Hobgoblins have come to love it. Training in this skill also includes the skills Breakfall, Grab Attack, Ground Fighting, and Pin.
Skill level I: Select 2 holds
+1 to maintain and escape from holds per additional level