Sunday, October 19, 2008

The Skill List

Athletic Skills
ACROBATICS: This is the generalized ability to leap and jump about in a graceful manner. Any time the character tries to leap over an object, walk a tightrope, swing from a rope, or a similar task check against this skill. A character can also use acrobatics as a dodge check while moving.

CLIMBING: This is the ability to climb up vertical surfaces. A climbing check is modified by the type of surface and the equipment available. Both of these modifiers are added together and then applied to the climbing check. See below for modifiers.

Mod Surface
0 An average tree
-1 A rock surface with numerous outcroppings
-2 A rock surface with some outcroppings
-3 A stone wall
-4 A brick wall
-5 A rough rock surface with no outcroppings
-7 A smooth rock surface with no outcroppings

Mod Equipment
+4 Using a top rope
+5 Using a knotted top rope
+2 Using pitons
+2 Using climbing shoes
+3 Using a belay device with a skilled belayer

DRIVING: Whenever a character tries to get excess speed or maneuverability out of any vehicle drawn by a horse, a driving check is required. For normal use of the vehicle a carriage check is not necessary, only during extreme situations.

ENDURANCE: This skill involves training one’s body to endure hardship with out breaking down. Any time a character must make a health check for fatigue, starvation, dehydration or any other physically taxing situation he may substitute the endurance check for a regular health check.

ESCAPE ARTIST: This is the ability to wiggle and twist ones way out of and through tight confining situations.

RIDING: This is simply the ability to ride on the back of an animal for long distance and at great speeds. When a person rides on the back of an animal for an entire day he must make a riding check at the end of the day. If this check succeed there is no negative result from his riding. If the check fail the person takes one card of fatigue for the next 12 hours.

RUNNING: This is the skill used to move fast. It is important to note that there are two types of runs that the character can engage in. A sprint uses dexterity and is very fast, but the character is exhausted after 5 minuets or so. A long distance run where the character is pacing him self is based on health. Long distance runs are slower but the character can run for hours. The basic speed that the character can run remains unchanged by this skill however it does effect how long he can run for. To find out how long a character can run for use the deal the skill and then compare it to the time chart. Average times for running are 5 minutes for sprint 1 hour for run.

SAILING: This is the ability to operate sail based boats and vehicles.

SELF-DISCIPLINE: A character with this skill has trained him self not to become frightened or tempted by the out side world. When ever a character has to make an intelligence check for fright or willpower he may use self-discipline instead

SWIMMING: In addition to conferring the ability to swim this skill increased the length of time that a character can hold his breath. Normally the length of time that a character can hold his breath is determined solely by his health but a successfully swimming deal can increases this time. Use the inverse of the speed of execution chart to see how much longer the character natural breath holding time.

Knowledge Skills
ETIQUETTE: This is the ability to act appropriately in a social group. For each level of etiquette that the character has he is skill in one type of social situation. So a character with an etiquette skill of 2 might be skilled in aristocratic etiquette and in street etiquette allowing him to maneuver successfully in both the high court of the gentile set as well as the back ally ways of the slums.

FIRST AID: This is the ability to prevent a person from dying of his wounds. A successful first aid check will stop the loss of any more hitpoints due to bleeding. A person can not recover hitpoint with a first aid check that requires a medical. Like medicine, first aid receives a negative modifier for equal to the total number of positive or negative hitpoints the subject has.

HISTORY: This skill provides knowledge of the important people and events in the past as well as how they effect the current day. For each level of this skill the character gains knowledge of the history of one particular geographic or political area.

INSTRUCTION: This skill allows a character to teach others any skills he already possesses. See Advancement below.

LANGUAGES: This skill represents the number of different languages that the character knows. Each level of this skill represents a language that the character knows. So a character with a languages skill of 4 knows 4 distinct languages. Further more this skill is used to pick up on common contexts and verb roots for languages that the character does not know. A successful deal will allow the character to pick up the gist of a conversation in a language that he does not know. The language deal is modified according to how similar the foreign language is to one of the language that the character knows. Check the chart below to determine the modifier for a language check.
-1 the language is derived form or a derivative of a language the character knows i.e.: American English and Irish English
-3 The language is from the same root and tradition of one of the character language i.e.: Italian and Spanish
-5 The language share the same root language i.e.: German and Italian
-8 The cultures of the two languages have interacted in the past i.e.: Russian and Chinese
-10 The language solely share the same species as speaker i.e.: Navajo and Chinese

Optional rule: With the GM’s permission the player can choose not to assign his character’s Language at the start of play. Instead whenever the player encounters a new language he deal against his Language skill using the above modifiers. If he succeeds then he knows that language. The character can still only know a number of languages equal to his skill but they are assigned during play

LIP-READING: This is the ability to tell what a person is saying by looking at the movement of their mouth. Lip reading is an imprecise way of communicating and can lead to misunderstandings. Confusion is not a problem in normal conversation where the lip-reader has other cues to help him. But if the lip-reader is trying to “listen” secretly to a conversation he must make check to avoid getting confused. When spying the lip-reader must make a check every minute of the conversation.

LORE: This is knowledge of the stories and histories of an area or people. It differs from history in that it recalls what people believed, not just what historian wrote.

MEDICINE: This is the ability to help some one (or even ones self) recover from injures. Medicine is the actual process of recovering hit points in a secure location not preventing some one from dying of shock (which is first aid).

NAVIGATION: This is the ability to use the stars and instrumentation to find ones way across featureless expanses.

POLITICS: This is knowledge of how political systems work and who are the important people in those systems.

RELIGION: This is knowledge of spiritual entities, organizations dedicated to them and their beliefs.

STRATEGY: This is the ability to make effective battle plans and to find weakness in an enemy defenses or fighting tactics. This skill is essential to mass combat.

TRACKING: This is the ability to follow a path left by a person or creature. Under normal circumstances it takes one hour for every mile tracked. Consult the speed of execution chart to see if the tracking time is different than the normal time. On a deal of -10 or less the trail is lost completely.

WILDERNESS SURVIVAL: This is the ability to live in a hazardous environment. Each level of wilderness survival gives the character skill in one particular environment.

Craft Skills
ANIMAL TRAINING: This is the ability to get an animal to do what you want it to. Use this skill when a character tries to control a trained animal or to tame a wild one.

ARTISTRY: This skill is the creation of an object of beauty. For each level of this skill a player has he gain skill in one medium of art (sculpting, painting, drawing etc). To find the monetary value of an artwork a player creates make a skill check -5 and compare the MT to the cash section on the results table.

BLACK SMITH: The craft of making metal objects with the aid of a forge. A character must have sufficient resources including a smithy in order to make an object. To determine the quality of an object refer to the Result Chart. The GM may decide that anything above 6 counts as fine quality and may receive bonuses, and anything below –4 is of poor quality and may receive penalties to associate statistics. To find the base resale value compare the modified total to the base price of the object.

DISGUISE: This skill is used to both change ones appearance and to hide object on ones person. A failed deal will give people a positive modifier to their perception check to notice what the PC is trying to hide.

ENGINEERING: This is the knowledge of how to build and destroy large structures. It can be used in conjunction with the mass combat rules to build and direct the building of fortifications, or the repair of castles and battleworks.

LOCK PICKING: This is the ability to open a lock modified by the type of lock and equipment available. Consult the chart below for the modifiers.

Modifier Equipment
+2 Professional lock picks
+0 Basic tools
-2 Utility knife
-4 Hair pin or other small piece of metal
-7 Straw or wood chips
Lock Quality
+2 Poor quality lock (suitcase lock)
+0 Average door lock
-2 High quality door lock
-3 Strongbox lock
-5 Heavy duty lock (prison lock)
Other Considerations
-3 Leaving no damage or mark to the lock

MACHINERY: This is the ability to make and repair mechanisms such as clockworks.

PICK POCKETS: This is the ability to remove something from a person’s body with out them noticing.

Personal Skills
ACTING: When a character tries to pretend to be someone he is not, or hide his true emotions he use the acting skill. To successfully fool or convince another character, conduct a contest of skills: acting vs. the target’s interrogation skill or awareness.

BARD: This is a character’s ability to compose poems, ballads, sonnets and stories of and entertaining nature as well as the ability to perform them in front of an audience. To see how entertained an audience is by the performance compare the checks MT to the general result table. If the character is performing for money the GM should set a general pay amount and compare the bard MT to the cash table.

CHARM: This skill is the ability to make people to like you. When a character ties to charm someone compare the MT to the reaction chart. The deal should be modified as the GM sees fit according the situation. If the target is resistant to the character’s attempts, an opposed check against willpower.

CON: This skill is used when the character tries to get an NPC to believe a fictitious story. The character performs an opposed skill check against the NPC’s awareness. If the check succeed the NPC will at least temporarily accept the story.

COMMAND: This is the ability to order troops in battle and carry ones self with an air of authority. Command is used to keep troops from breaking during mass combat.

DISGUISE: This skill is used to both change ones appearance and to hide object on ones person. A failed deal will give people a positive modifier to their awareness check to notice what the PC is trying to hide.

GAMBLING: This is the skill at engaging in games of chance and win. Compare the player’s gambling deal against the cash table to see how much money is gained or lost. If the player has an opponent subtract the opponent’s gambling deal from the players before consulting the table. For multiple opponents use the only highest gambling check of opponents for the negative modifier.

INTERROGATION: This is the ability to tell when a person is lying to you as well as a method of inducing them to tell you the truth. When interrogation is used to force some one to tell you the truth the venue is important. If the person is trying to use his skill subtlety such as in a public area then the normal interrogation skill is used. For more forceful interrogation such a torture the character’s skill level in intimidation is added to the numerical total of the interrogation skill check.

INTIMIDATION: This is the ability scare people. When attempting to intimidate perform an opposed check against self-discipline and compare the MT to the reaction chart.

MUSICAL INSTRUMENT: This is the ability to play a musical instrument well a produce a pleasant performance. For each level of this skill the character is skill in one musical instrument.

PRESTIDIGITATION: This is the ability to do slight of hand and other mundane magic trick. This skill does not give the person any real magic powers.

Combat Skills
BRAWLING: This is the ability to punch, kick and wrestle your opponent.

COMBAT TRAINING: The character is very familiar with battle and has had extensive training to prevent freezing under pressure. Combat training is used at the beginning of any combat to determine who has the initiative. Additionally when surprised and character with combat training can make a deal with a -3 modifier, -5 if he taken totally unaware. If he succeeds he is not surprised. This skill can be learned without a teacher.

CROSSBOW: This is the ability to use and tend for a crossbow like weapon. Primitive firearms also fit into this skill.

AX: This is the ability to use an ax as melee weapon.

AX THROWING: This is the ability to throw an ax as a range attack.

DAGGER: This is the ability to use a dagger to attack and parry. With this skill the character can also use a specially designed parrying dagger in conjunction rapier type weapon. When using a parrying dagger with a rapier the player gains an additional card and an additional maneuver (over the sword’s maximum) which may be used only to parry. To do this the character’s dagger skill must be as high as his rapier skill.

DODGE: This is the ability to quickly jump out of the way of any attack. Dodge can be used against ranged and melee attacks. When used in melee combat, draw a hand based on the dodge skill (as though it were a weapon); no weapons or attacks can be used while dodging.

FAST DRAW: This skill allows a character to quickly pull out a weapon or change weapon in the middle of combat. A character changing weapons in the middle of the fight uses the lower of his weapon skill or fast draw the turn in which it is drawn.

FLAIL: This is the ability to use a ball and chain type weapon or simple whips.

IMPACT WEAPON: This ability to use a large unbalance hammer as a weapon.

KNIFE THROWING: This skill deals with the ability to throw small blades at ones opponent.

LANCE: This is the ability to attack with a large pike or lance while on horseback. A lance attack is considered a range attack with no modifier for distance. A jousting character can only attack one particular target once every 4 round.

OFF-HAND WEAPON*: This skill provides a character the ability to use a secondary weapon (such as a parrying dagger) in combat. When the skill taken, the player must determine what weapon he is trained in. The character can take the off-hand weapon skill multiple times for more than one weapon. During combat the character can perform up to the maximum maneuvers of the fastest weapon, but can not use any single weapon more time than its maximum maneuvers allows. While using this skill in conjunction with a primary attack skill, the player draws his hand from the worse skill, plus one. (See Combat.)

POLEARM: This is the ability to use large unbalanced weapon effetely in combat.

RAPIER: This is the ability to use thin fencing style blades.

SHIELD: This skill allows the character to use a shield to block attacks. When using a shield in conjunction with a weapon, a character draws from the lower of his weapon or shield skill, plus one. A shield provides a skilled character with an additional maneuver (to block only) during combat.

SHOT-PUT: This is the ability to throw large heavy object (like stones) so they do damage.

SPEAR: This is the ability to use a spear for melee combat only.

SPEAR THROWING: This is the ability to throw a spear for a range attack.

SWORD: This is the ability to use a thick stiff type blade, both one and two handed.

STAFF: This is the ability to use a long stick to attack with.

Occult Skills
AUGURY: The augury skill allows a character to foresee events based on natural signs. Any time a significant event is going to occur, or when a distant but momentous event occurs, the GM should allow a character with this skill to make a check. If successful, the character will only be aware that a good or bad event will occur and its intensity. A character may also actively use this skill to get a general feeling, good or bad, about a situation or person. This check can only be made once per situation. The skill check is modified by the proximity of the event and the scale of its consequences.

BANISHMENT: The magical art of destruction and oblivion.

CLEANSING: For wizards with training in the magical arts this is a special skill that allow them to recover their lost Karma. When a wizard cleanses he must remain stationary is a quiet peaceful place. He then enters a trance like state. The character is aware of the world around him but can not interact with it unless he wants to give up the cleansing attempt. As long as a wizard stays in this meditative state he gets the bonus of cleansing. Cleansing can return one card (chosen by the player) to the player’s deck. This takes a base time of one hour, modified by the general result chart. If the cleansing check fails the wizard must wait an hour before he can attempt to cleanse again.

CONTROL: This skill is used to control the energy released when casting magic. When a wizard suffers a blood failure, his control skill can prevent the energy being released from negatively effecting the world.
DIVINATION: The magical art of learning and knowledge.

ENCHANTMENT: The magical art of granting new properties to people and things.

METAMORPHOSIS: The magical art of transforming an object or creature from one thing to another.

RESEARCH: This is the skill of finding information needed in a library or large book. It can be used to speed up finding a spell in a spell book. Use the results chart to see what degree the persons research check increased the speed of the search.

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