Skills

Skills are abilities a character may gain through practice and study.
The following chart shows the label associated with a particular skill level. For example, a character with 34% in hunting is considered a skilled hunter. If the skill is associated with a guild, use the label from the guild column. Otherwise, the label from the non-guild column is used.

Skill Level Guild LevelNon-guild
less the 25% Apprentice Novice or Beginner
25% to 75% Journeyman Skilled
75% or greater Master Adept or Expert

Guilds

Within a guild, the hierarchy is stratified by skill level. The apprentices are beginners who do most of the menial work. They work for and learn from a master of the guild. Everything they produce is the property of the master, but in return the master is supposed to provide for all the requirements of the apprentice. Within some guilds, the apprentices are actually considered the property of his or her master.
Journeymen are guild members who have completed their training as an apprentice and have opened a practice of their own. Journeymen normally do not take apprentices because they rarely have the extra resources necessary to provide for them.
When a journeyman creates a Masterwork, the masters of the guild will gather and decide if she is worthy of being a master guild member. If accepted as a master, the guild member will suddenly find there is greater demand for her product and that she may charge more for her services.
Master guild members often elect one of their number to be the Guildmaster and see to the daily affairs of the guild. The Guildmaster is also responsible for seeing that guild policy is upheld.
Note that sometimes, the related skill level will be greater than the persons standing in the guild. For instance, a particularly hateful Master Guildsman may retain his apprentices long after they are ready to open a shop of their own because he does not want the competition.
One may wonder why he should join a guild in the first place. First of all, if a non-guild craftsman begins operating within guild territory, she will have trouble staying in business. A few guilds will outright attack the outsider with mercenaries. Less violent guilds will simply monopolize necessary supplies or lower prices until the outsider is unable to compete. Secondly, most guilds will protect their members. If a member falls on hard times, he can often get some assistance from the guild. Anyone threatening or attacking a guild member may find he can no longer get service from the guild. Several guilds may even band together to drive a particularly menacing person from the area.
Most guilds require a monthly fee from its members. This could either be a flat rate or a percentage of last month's profits. If a guild member frequently fails to pay the dues or is caught lying about profits, he will find himself with the same problems an outsider to the guild would face.

General Skills:

Animal Training Primary Modifier: Charisma

This skill gives you the ability to teach animals specific tricks over a period of time.
System: Roll an Animal Training Test modified by the animals Intelligence. If the animal is unfriendly to the trainer, allow it to make a Willpower Test and subtract the Margin from the Training Chance of Success.
If the Training Test succeeds, it take 60 days divided by the Margin to Train the animal one trick.

Climb Primary Modifier: Agility

The ability to ascend difficult surfaces.
System: For every ten feet the character climbs, make a climbing test modified by the chart below.

Situation Modifier
Sheer slope (81 to 90 degrees) -15
Steep slope (55 to 80 degrees) -10
Moderate slope (20 to 55 degrees) -5

Slippery -20
Numerous Hand holds +15

If the character fails a check, he begins to fall. Every ten feet fallen, the character may make a Climb Test at half his skill rating modified as above to stop falling. Falling damage is detailed in the Damage Section.
Enchanting: Primary Modifier: Willpower

The enchanting skill allows characters to bind magic into items.
System: See the Enchanting section of the Magic chapter for information about enchanting objects.

First Aid: Primary Modifier: Intelligence

This skill involves the treatment of injury immediately after it is received.
System: Make a first aid test within ten minutes of receiving an injury. The target will heal Margin% of the damage she has taken.

Fishing: Primary Modifier: Willpower

Covers the basics of net fishing as well as hook & line, bow and spear fishing. The character may even be able to catch fish with her bare hands.
System: Each hour spent fishing, the character may make a Fishing Test modified by the following chart:

Situation Modifier
Bare Hands +Unarmed Test Margin - 30
Melee Weapon +Appropriate Test - 20
Missile Weapon +Appropriate Test - 10
Hook & Line +0
Net +1 per square foot of net

Abundant fish up to +20
Scarce fish up to -30

Each ten Margin points is enough fish to feed one man for one meal.
Hunting: Primary Modifier: Willpower

Gives the character skill in stalking game.
System: Each hour spent hunting, the character makes a hunting roll modified as follows:

Situation Modifier
Bare Hands +Unarmed Test Margin - 30
Melee Weapon +Appropriate Test Margin - 15
Missile Weapon +Appropriate Test Margin
Good cover + Stealth Test Margin

Abundant game up to +20
Scarce game up to -30

Each ten Margin points is enough meat to feed one man for one meal.

Instruction: Primary Modifier: Willpower

Instruction is the ability to teach the skills you have to others.
System: Each forty (40) hours the the character spends training a student make a test with the base chance listed below. If the test is successful, the student may add 0 to 3 points to the skill he is training in. To find the modified chance of success, Begin with the Teacher's Instruction skill, add to this the teacher's rating in the skill being taught and subtract the student's rating in the skill. Add the student's Intelligence modifier. To sum it up:

Chance= Instruction + WIL mod + Skill taught - Student's skill + Student's INT mod

If you roll the exact MCS on your Instruction test, your character may increase the skill being taught as well as his or her Instruction skill and Willpower. Sometimes the student teaches the teacher.
Note that you can train someone with a skill higher than your own, but it will be rather difficult.

Interrogation: Primary Modifier: Willpower

Interrogation allows a character to extract information from an unwilling subject.
System: Each hour spent interrogating someone, the character may make an Interrogation test modified by her Herbalism, Seduction and/or Torture skill margins. The target of the interrogation may resist with a straight Willpower Test. If the target achieves a 05 or lower on his Test, the Interrogation will not yield any more information for the rest of the story. For every 10 margin the interrogator achieves over her target's margin, the target will answer one question truthfully.
The Gamemaster may wish to have the character write down what question's she is asking before the session begins, then keep the result of the target's test a secret so that the character does not know which answers will be truthful.

Jump: Primary Modifier: Strength

The jump skill determines distance and height a character can attain.
System: Divide the margin of your jump roll by the appropriate numbers on the following list to determine the height and distance jumped. A character may choose a lower result if he chooses. (No one wants to overshoot his jump.)

Type of jump HeightDistance
Running ? ?
Standing ? ?
Leadership: Primary Modifier: Charisma

The ability to organize and lead a group of people.
System: After rallying the troops, the character may make a Leadership test. Add the Margin to the Morale of all her followers, and add one tenth (1/10) of the Margin to all combat rolls made by the group for the duration of combat.

Lock picking: Primary Modifier: Intelligence

Lock picking allows a character to open a lock without the key.
System: Subtract the Difficulty Rating of the lock from the character's Lock picking skill. If she is using improvised tools instead of a set of lock picks, subtract 30% from the Base Chance of Success.

Navigation: Primary Modifier: Intelligence

Navigation is the skill of using landmarks and the stars as a guide, and maps to plot a course.
System: Success on a Simple Test allows the character to know his or her location. Modify as follows:

Circumstance Modifier
Visible landmarks +10
Compass Available +15
Astrolabe Available +25
Negotiation: Primary Modifier: Charisma

Negotiation is used to make a deal more favorable to the player.
System: Make opposed Negotiation Tests. The winner may add or subtract (winner margin - Loser margin)% in favor of the winner.

Example: Brutus has a Negotiation skill of 15% and is haggling for 10 days travel rations. The Merchant charges 10 Gold Coins and has a negotiation of 25%. They both roll Negotiation and Brutus gets a margin of 13 while the merchant only achieves 3 for a difference of 10. Brutus may either get 10 days rations for 9 gold or 11 days rations for 10 gold. His choice.

Perception: Primary Modifier: Intelligence

This skill is allows a character to notice things others might miss such as secret doors, clues, or hidden assassins.
System: Subtract the Concealment Rating of the target from your Perception score, or if searching for a creature subtract the margin of his Stealth Test. The margin determines how much information is noticed. Less than 10 may mean only vague impressions are gained while a margin of 50 means you notice nearly every detail.
Apply any modifiers from the following charts that fit the situation:

*** The perception table is not done yet!***
Pick pockets: Primary Modifier: Agility

A character uses pick pockets to remove objects from someone without them noticing. Most often used to glean coins from another's purse.
System: If the character makes a pick pockets test, the target immediately gets to make a Perception test minus the margin of the Pick pockets test to notice theft. if the Pick pockets test fails, there if no modifier to the target's Perception test.

Ride: Primary Modifier: Agility

A character with the ride skill may ride a specific animal. Each type of mount requires a separate skill. Examples include Ride Horse and Ride Dragon.
System: No Test is necessary to ride at a normal pace in normal conditions. Riding a beast at full speed requires a regular test. The terrain modifiers on the following chart assume a regular pace. If the character wishes to ride faster, subtract 20 from the Base Chance of Success.

Terrain modifier
Mildly treacherous (slippery ground or moderate winds for airborne creatures) -10
Moderate danger (Deep mud, hidden holes or strong winds for airborne creatures) -25
Very Dangerous (Broken uneven or rocky; gale winds for airborne creatures) -40
Sailing: Primary Modifier: Intelligence

The Sailing skill allows a character to operate a sailing vessel.
System: The gamemaster may modify the Base Chance of Success for weather conditions as he or she sees fit.

Seduction: Primary Modifier: Charisma

Seduction is the art of using sexual innuendo to get what you desire from someone. This skill is often used to modify Interrogation or Negotiation Tests.
System: The character makes her Seduction test. If the test succeeds, the target may resist with a Willpower Test. If the character's Margin is greater than the target's Margin, she seduces the target. The gamemaster may modify the test based on the circumstances. (For example, a married man is less likely to be seduced if his wife is in the room.)

Sorcery: Primary Modifier: Willpower

Sorcery is the art of bending magical energies to your will. Details about how to use this skill are covered in the Magic chapter.

Stealth: Primary Modifier: Agility

Stealth lets a character move about without being noticed, whether moving silently, creeping through shadows, or in some other manner.
System: Make a stealth test using any applicable modifiers from the tables below. The margin of the character's stealth roll penalizes the perception tests of anyone trying to perceive him.

Hiding
Condition modifier
character not moving +10
character moving slowly (up to 1/2 walk rate) +5
well lit area (few shadows) -15
very dark area +20

Moving silently
Condition modifier
completely silent area -15
lots of background noise up to +15

Example: Nicolia is trying to hide from some guards in a shadowy alley. She is not moving and is in a very dark area so she adds 30 to her stealth test. She rolls a margin of 28 so all the guards subtract 28 from their Perception skill while trying to spot her.

Swim: Primary Modifier: Stamina

A character needs swim to stay afloat and propel himself through a liquid.
System: A character with the swim skill may tread water or move about calm water without making a Test. If high speed is necessary, make a Swim Test and add Margin% to the character's water movement rate for one turn. Water conditions may modify the Base Chance of Success.

Torture: Primary Modifier: Intelligence

The torture skill lets a character inflict extreme pain on an individual without killing him. This skill is often used to interrogate a character, but some characters use it just for kicks.
System: Usually this skill is used to modify the Interrogation skill. If just inflicting pain for the sadist thrill, the player rolls a Torture test and the target gets to oppose with a Willpower test. If the torturer wins, the pain is unbearable to the target and he will do almost anything to get the pain to stop.
If the torturer has appropriate tools, the gamemaster may allow him a bonus to his Torture test.

Tracking: Primary Modifier: Willpower

Characters use tracking to follow the trail of someone or something. Tracking can also be used to modify the Animal Lore skill to reveal information about the prey, such as creature type, number of creatures, approximate sizes, etc...
System: Modify the Tracking test by -5% for each hour the trail is old. The Gamemaster may allow a bonus for snow or mud of up to +20%. On hard barren terrain, the Tracker may be penalized up to -15%.

Art Skills:

Art Skills are usually employed to make a pleasing display or performance for others. The greater the margin, the more generally pleasing the object of art is. For regular everyday level art, no roll is really necessary. If the character declares he is trying to make an exceptional work, she may spend the requisite time and make a skill roll. The value of the result increases by margin%.

Acrobatics: Primary Modifier: Agility

A skill of tumbling and similar feats of agility.
System: The gamemaster should feel free to modify the Test by the complexity of the feat. a forward roll is so simple you hardly need this skill, but a double back flip should be rather difficult.
This skill may be used to modify the Dodge Skill.

Acting: Primary Modifier: Charisma

Acting represents your ability to adopt a role.
System: This skill may be used for general performance; but if used to fool someone, the target may resist with an Intelligence Test. The Gamemaster may give bonuses to the test for high suspicion or knowledge of what is being acted out. If this margin is higher than the actor's margin, he is not fooled.

Example: When caught in the Queen's bedchamber, Nicolia the assassin tries to Act as a Lady in Waiting. However, the guards know more about Ladies in Waiting than Nicolia so the Gamemaster gives them a +10 bonus to resist and another +5 for Nicolia's suspicious behavior.

Dance: Primary Modifier: Agility

Allows the character to dance.
System: Fairly straight forward entertainment. The skill may be used to modify a Seduction Test. If entertainment is the sole purpose of the dance, Seduction may modify the Dance Test. Both may not modify one another at the same time.

Disguise: Primary Modifier: Intelligence

This skill let's you hide your appearance, possibly even masquerading as another individual.
System: The target may roll an Intelligence test to avoid being fooled. This test is conducted just like the resistance test for Acting.

Drawing: Primary Modifier: Agility

Allows the character to sketch pictures.

Flight Primary Modifier: Agility

Flight is the skill of maneuvering while airborne. This skill is used whether the character is flying or gliding with natural abilities or artificial tools (like a hang glider).
System: This skill is used like the acrobatics skill, but the character must be airborne. This skill may also modify the Dodge skill.

Forgery: Primary Modifier: Intelligence

Covers all attempts to create false documents.

Fortune telling: Primary Modifier: Charisma

Covers the use of mundane items for divination and the ability to make the gullible believe in it.

Juggling: Primary Modifier: Agility

A skill allowing a character to keep more objects airborne than the number of limbs she is using. (two balls with one hand, three knives with two hands, or four fireballs with three tentacles...)

Mimicry: Primary Modifier: Willpower

Mimicry gives the character the ability to simulate sounds and voices he or she has heard.

Painting: Primary Modifier: Agility

This skill is used to create art with paints on any medium.

Play Instrument: Primary Modifier: Agility

Play Instrument lets a character play music using a specific instrument. Each instrument has a separate skill.

Poetry: Primary Modifier: Charisma

Sculpture: Primary Modifier: Agility

Singing: Primary Modifier: Charisma

This skill is used to create music with ones voice.

Craft Skills:

Armorer: Primary Modifier: Stamina

An armorer may use leather working, blacksmith or some other appropriate skill to craft armor.

Blacksmith: Primary Modifier: Stamina

The skill of forging iron or steel into desired shapes.

Brewing: Primary Modifier: Willpower

Brewing allows a character to make beer.

Carpentry: Primary Modifier: Agility

The skill of working wood.

Cooking: Primary Modifier: Willpower

Allows you to make agreeable cuisine.

Fletching: Primary Modifier: Agility

This skill allow a character to make arrows from raw materials.

Leather working: Primary Modifier: Agility

The ability to turn leather into goods.

Pottery: Primary Modifier: Agility

Pottery is the skill of making pots, jars, bowls, and other useful objects from clay.

Stone masonry: Primary Modifier: Stamina

A Stone mason can build lasting structures from stone.

Weapon smith: Primary Modifier: Stamina

Weapon smith lets a character use Leather working, blacksmith, carpentry, or some other appropriate skill to craft weapons.

Weaving: Primary Modifier: Willpower

Weaving is the skill of making fabric with some type of loom.

Combat Skills:

For details on the use of Combat Skills, refer to the Combat chapter.

Dodge: Primary Modifier: Agility

This skill is used to move out of the way of an attack.

Melee Weapons: Primary Modifier: Strength

Each melee weapon skill governs the use of a different type of weapon used in close combat.

  • Sword: Bladed weapons of over a foot in length.
  • Dagger: Bladed weapons a foot or shorter.
  • Hafted: Weapons which transfer the energy of a swing along a shaft to the damaging surface. Examples include axes, maces, and clubs.
  • Flail: Flails transfer the energy of the attack through a length of flexible material. Examples include Ball and chain type weapons, and whips.
  • Polearm: Any weapon with a long shaft (often from 4 to 15 feet). Examples include halberds, spears, and staves.
  • Miscellaneous: Items not falling into the above weapon groups require a specific skill which allows the use of only that weapon.
Missile Weapons: Primary Modifier: Agility

Each missile weapon skill determines the use of a particular type of distance weapons.

  • Thrown Weapons: Weapons depending on the character's muscle power for delivery. Examples include spears, knives, and bolas.
  • Bows: A bow is a piece of springy material joined at the ends by a cord or string used to propel an arrow or bolt with great force. Examples include the longbow, and crossbow.
  • Slings: Slings use a pocket on a length of cord to accelerate a stone or bullet to the target.
  • Other: Items not falling into the above weapon groups require a specific skill which allows the use of only that weapon. For example, the blowgun.

Example: Betty is creating an assassin character named Nicolia. She feels Nicolia needs to know how to use a blowgun to deliver poisoned darts at range. On the Skills section of the character sheet Betty records Missile Weapon (Blowgun) and spends points on it as any other skill.

Shield: Primary Modifier: Agility

A character uses this skill to block incoming attacks with a shield of some sort.

Unarmed Combat: Primary Modifier: Strength

Unarmed Combat governs the use of natural attacks: punching, wrestling, kicking, clawing, biting, tail slaps, etc...

Lore Skills:

Lore skills represent a character's accumulated knowledge in a particular field of study. Using a library lets the character add the library's rating to his lore skill. Libraries may (and usually will) have different ratings in separate Lore Skills.

If the character is trying to discover a particular piece of information, the game master should adjust the Base Chance of Success to reflect how obscure the information is. To find general knowledge such as if a particular plant is poisonous may be -5 to -10. A tidbit of arcane lore like the keyword to the magical gateway to a hidden city may penalize the roll by -50.

Another option is to allow a character to roll her Lore Skill with no penalty. She can then use the Margin points to buy answers from the GM. As for a specific roll above, the cost of general information may be 5 to 10 points going to an extreme of 50 points.

Animal Lore: Primary Modifier: Intelligence

Animal Lore measures your knowledge of animals.

Heraldry: Primary Modifier: Intelligence

Heraldry gives a character the ability to blazon a device and recognize group affiliations by the device or badge carried by an individual.

Herbalism: Primary Modifier: Intelligence

Herbalism is the use of plants for medicinal purposes.

Languages: Primary Modifier: Intelligence

Each language is a separate skill. This refers only to the spoken form. A character needs Reading Skill to read a language.

Mineralogy: Primary Modifier: Intelligence

A character with mineralogy knows the composition and structure of various stones and minerals.

Physician: Primary Modifier: Intelligence

The Physician skill is used for long-term treatment of wounds.

Reading: Primary Modifier: Intelligence

Reading allows a character to understand a written language. Each language requires a separate skill.

Survival: Primary Modifier: Stamina

A character with survival may live without supplies in a specific terrain. Each terrain requires a separate survival skill.

Toxicology: Primary Modifier: Intelligence

Toxicology is the study of poisons. A character with this skill not only knows how to prepare poisons, but also antidotes. When combined with herbalism, or mineralogy, this can be a very potent skill.

Trap lore: Primary Modifier: Intelligence

Trap lore gives a character knowledge of mundane traps. Magical traps require the appropriate sorcery skill. A character may use this skill to set or disarm various traps.