If characteristics and attributes define what a character is like, skills define what he can do. As explored in the previous chapters, all characters have a diverse set of skills drawn from their vocation and cultural backgrounds. This chapter explains how skills work, and provides greater definition for each skill.

Skills are divided into two categories: Standard and Professional. Every character has the same set of Standard Skills. Professional Skills differ between individual characters and reflect expertise developed within a career and, to a certain extent, their culture. Despite these distinctions, Standard and Professional Skills work in the same way. This chapter looks, first of all, at the basics of how skills work. Then the skills, Standard and Professional, are described.

The chapter then concludes with some additional rules for how to handle skills in different ways, and under different circumstances.

How Skills Work

A skill has a base value based on two characteristics; or one characteristic multiplied by two. There is no upper limit to a skill’s value; it can exceed 100 and, in the course of play, characters can expect to see their skills reach such heights. Whenever a character is called upon to resolve some form of test, challenge or professional ability 1d100 is rolled and compared with the skill’s value:

  • Equal to, or less than, the skill indicates a success

  • Greater than the skill’s value indicates a failure

There are certain special cases concerning success and failure that should be noted.

  • Any roll of 01-05 is always a success

  • Any roll of 96-00 is always a failure, irrespective of how high the skill’s value

Criticals and Fumbles

Criticals and Fumbles represent spectacular successes and catastrophic failures; those cases where a character has either excelled in his attempt or failed miserably and utterly.

  • A Critical success is equal to one-tenth of the skill’s value (and this includes skills that receive a modifier – so modified skills may have a greater or lesser chance of a Critical outcome). Round fractions up when calculating a Critical success’s range. For example, if a skill is modified to twice its normal value – from 40% to 80% say, then its critical range would be a roll of 08 or less.

  • A Fumble is roll of 99 or 00. Skills with a value of more than 100% fumble only on a roll of 00.

The precise nature of a Critical or Fumble result is left to the Games Master to determine. The consequences could be wondrous or dire, depending on the circumstances. However, some examples of Critical and Fumble outcomes for each skill are given in the skill descriptions later in this chapter.

Automatic Successes

There will be some occasions where a roll against a particular skill just isn’t necessary – either because the task at hand is easily accomplished, or because, with enough time and concentration, success is guaranteed. Riding a horse at a gentle canter across an open meadow is an example of an Automatic Success where simply being skilled in the activity means that straightforward actions do not require any skill roll to resolve them. A crafter carving a piece of wood into a chair leg is another example where a skill roll is not necessary; it takes time to accomplish, but the craftsman knows how to do the work and, if he is not rushing, success is assured. A thief, undisturbed, with a set of lockpicks, can successfully pick the simple lock of a treasure chest given enough time to do so.

When to Roll?

Part of the fun and drama comes in making a roll against a skill to see if success or failure is the outcome. It can be tempting to call for skill rolls for each and every challenge but, as outlined above, there are some cases where rolls are not needed. A list of likely scenarios where skill rolls are redundant is as follows:

  • The activity or task is very routine to the character

  • The character has enough time and all the tools necessary

  • The circumstances and environment do not impose any stress

  • There are no significant consequences to failure

Skill rolls should be used when they have a dramatic purpose. For example, although riding a horse at a gentle canter requires no skill roll, fleeing at a gallop from pursuing bandits does. Carving a chair leg may be a routine task for a carpenter, but carving an exquisite chair leg, with blunt tools, and in only a few hours, for a demanding sultan who executes those who do not please him, would need a skill roll. It is usually obvious when a dramatic purpose arises and a skill roll is necessary, but if in doubt, consider the consequences of failure: are they crucial to the plot? Does the chance of failure heighten tension, and make for an exciting possibility? Will a failure – or even superb success – add fun to the game? If the answer is Yes to any of these, then have the character make a skill roll.

Modifying Skills

There are some occasions where a skill roll is required but the chances of success need to be adjusted to reflect particular conditions. Fleeing bandits, for instance, might require an Athletics roll. But what if the character is fleeing through darkness or through treacherous undergrowth? In such a case the Games Master can insist on modifying the skill of the character to reflect the circumstances.

There are a series of grades to determine how a skill is modified. Note that two types of modifiers are provided: the first is the default method, and involves a little math, but offers better simulation for scaling, especially where higher skill percentages are concerned. The Simplified Skill Modifier is a simple addition or subtraction, and easier to implement. Choose which method best fits the game, but ensure that the same modification system is applied consistently. These are as follows:

Difficulty Grade Table

Difficulty Grade

Skill Modifier

Simplified Skill Modifier

Automatic

No need to roll

No need to roll

Very Easy

Double the skill value

+40%

Easy

Add half again to the skill value

+20%

Standard

No adjustment

None

Hard

Reduce skill value by one-third

-20%

Formidable

Reduce the skill value by half

-40%

Herculean

Reduce the skill value to one tenth

-80%

Hopeless

No attempt can be made

No attempt can be made

Where a character is already suffering a penalty from other circumstances the hardest difficulty grade takes precedence.

This game does not provide a definitive list of situations and challenges which can incur skill modifications. What sort of modification is required for any particular skill or context is ultimately up to the Games Master to decide; according to the capabilities of the characters, his perception of the difficulty of the situation, and the dramatic tension at that particular moment.

Skills Summaries

Standard Skills

Skill

Basic Percentage

Athletics

STR+DEX

Boating

STR+CON

Brawn

STR+SIZ

Conceal

DEX+POW

Customs

INTx2

Dance

DEX+CHA

Deceit

INT+CHA

Drive

DEX+POW

Endurance

CON x2

Evade

DEX x2

First Aid

INT+DEX

Influence

CHA x2

Insight

INT+POW

Locale

INT x2

Native Tongue

INT+CHA

Perception

INT+POW

Ride

DEX+POW

Sing

CHA+POW

Stealth

DEX+INT

Swim

STR+CON

Unarmed

STR+DEX

Willpower

POW x2

All Combat Styles are STR+DEX

Professional Skills

Skill

Basic Percentage

Acting

CHA x2

Acrobatics

STR+DEX

Art

POW+CHA

Bureaucracy

INT x2

Commerce

INT+CHA

Courtesy

INT+CHA

Craft

DEX+INT

Culture

INT x2

Devotion

POW+CHA

Disguise

INT+CHA

Engineering

INT x2

Exhort

INT+CHA

Gambling

INT+POW

Healing

INT+POW

Invocation

INT x2

Language

INT+CHA

Literacy

INT x2

Lockpicking

DEX x2

Lore

INT x2

Mechanism

DEX+INT

Musicianship

DEX+CHA

Navigation

INT+POW

Oratory

POW+CHA

Seamanship

INT+CON

Seduction

INT+CHA

Shaping

Int+POW

Sleight

DEX+CHA

Streetwise

POW+CHA

Survival

CON+POW

Teach

INT+CHA

Track

INT+CON

Witchery

POW+CHA

Skills in italics are used in Magic.

Magery: Invocation and Shaping

Theism: Devotion and Exhort

Passions

Object of Passion

Starting Percentage

A person, in a romantic or familial context

30% plus Loved one's POW+CHA

A person in a platonic context (a friendship or loyalty, for example)

30% plus Character's POW and subject's CHA

An organization or group of people

30% plus Character’s POW+INT

A place

30% plus Character’s POW+INT

An object or substance

30% plus Character’s POW x 2

A concept or ideal

30% plus Character’s POW+INT

Standard Skills

Athletics (STR+DEX)

Athletics covers a range of physical activities, including climbing, jumping, throwing, and running. Skills rolls for any of these activities are handled by a single roll against the Athletics skill. See Game Systems ➞ Movement for more information on climbing, jumping, and running.

Climbing

With the right surface (hand and footholds), the right equipment (ladders, ropes, pitons), and enough time, characters can climb any surface without the need for a roll. Under normal circumstances, use the following guidelines:

  • Climbing a rough or rugged surface (branching trees, scaffolds, piles of rubble, and so on): Half the Armor Penalty (rounded up) is subtracted from the character’s base Movement. If the result is zero or less, they are too encumbered by armor to climb.

  • Climbing a steep surface (pitched roofs, steep hills, and so on): The Armor Penalty is subtracted directly from the base Movement. If the result is zero or less, they are too burdened by armor to climb.

  • Climbing a sheer surface (walls, cliff faces, and so on): Double the Armor Penalty is subtracted from the base Movement. As with previous situations, if the result is zero or less, the character cannot climb.

  • Tests should be made for treacherous surfaces (such as sheer cliffs or wet surfaces), and if a character is distracted, or even attacked, during his ascent or descent.

A critical success permits the climber to scale the surface extremely quickly or avoid any hidden danger involved with the attempt.

A failure merely indicates that the climb was aborted.

A fumbled Climbing roll results in a fall; furthermore the character cannot attempt an Acrobatics roll (if he has that skill) to reduce falling damage.

Jumping

A successful Athletics roll allows one to jump up to twice one’s own height horizontally or up to half one’s own height vertically (if the character has at least a five meters run-up available). If the jumper is jumping from a standing position then these distances are halved. Any jump of over half a character’s maximum distance results in him falling prone on landing.

  • If wearing armor reduce the jump distance in meters by half the Armor Penalty to a minimum of one normal step.

  • For every full 20% a character has in Athletics, he can add an extra meter to a horizontal jump, or 20cm to a vertical one, if he has space to perform a run up.

On a critical success the character adds a further meter to his total distance, and remains upright on landing.

A fumbled roll indicates the character has landed awkwardly. He must immediately make an Endurance roll. If the Endurance roll is a success 1 point of damage is sustained to one leg. If the Endurance test fails, then 1d4 points of damage is inflicted instead.

Running

A higher Athletics skill allows a character to run at a higher speed over short or long distances.

  • For every full 25% a character has in Athletics, he can add an extra meter to his base Movement when sprinting, or half that when running over longer distances. In certain situations where space may be limited, such as Charging within a melee, the character can decide not to apply this bonus, and remain at his base racial or species movement.

On a critical success the character adds a further meter to his Movement rate.

A failure causes the runner to increase a level of fatigue.

A fumbled roll indicates the character has pulled a muscle or torn a ligament, and must cease running. He must immediately make an Endurance roll. If the Endurance roll is a success 1 point of damage is sustained to one leg. If the Endurance test fails, then 1d4 points of damage is inflicted instead.

Throwing

Athletics can also be used for hurling large, unwieldy objects over distance or tossing smaller items with accuracy. Throwing is restricted for sports or improvised missile weapons - everything from small stones to bar stools. Weapons which are thrown using a specific technique to ensure it strikes point or blade first (rather than just achieving distance), such as javelins, axes or knives, use their Combat Style instead.

  • A thrown object has a maximum range of one meter for every point the character’s STR exceeds the object’s SIZ.

Boating (STR+CON)

The Boating skill covers the operation of small floating craft on rivers, lakes, and close inshore. Appropriate vessels are generally boats, canoes or rafts which travel short distances, and are unsuited to the rigors of the open sea. Most are propelled using oars, paddles, punts or simple sails; or can even be towed by animals. Ships with large crews or designed for long, overseas journeys are covered under the Seamanship professional skill.

Brawn (STR+SIZ)

Brawn is the efficient application of technique when applying raw physical force. The skill covers acts of applied might, including lifting, breaking, and contests of strength.

Conceal (DEX+POW)

Conceal is the counterpoint to Stealth, being the concealment of large objects rather than the character themselves. For instance, conceal could be used to hide a chariot behind some rocks, or sweep away the wheel ruts of the chariot so its path cannot be tracked. The skill is versatile in application, anything from hiding a scroll in a library to disguising the presence of a trap or secret passage.

Customs (INT x2)

Customs represents the character’s knowledge of his own community; its social codes, rites, rituals, taboos, and so on. The skill is used when it is essential to accurately interpret or perform any socially important custom or to behave in a particular way.

Dance (DEX+CHA)

Just about every culture uses dance in some way – either as recreation or as part of important rituals. It might be a court dance, a war dance, or a simple set of movements accompanying a prayer or ceremonial chant. The Dance skill measures a character’s ability to move rhythmically and accurately (to a reasonable degree) when called upon to do so.

Deceit (INT+CHA)

Deceit covers all instances where a character attempts to mask the truth and offer a deception of some kind; barefaced lying, misleading a guard, or even bluffing (or cheating) during a card game. The skill also covers instances where hiding true emotions or motives is necessary (feigning pleasure when one is bitterly disappointed perhaps, or attempting to seem welcoming and open when the opposite is true). Deceit forms a counterpart to the Insight skill and can be used to oppose Insight rolls when others are attempting to discern either truth or motive.

Drive (DEX+POW)

Drive covers the control of wheeled or drawn vehicles, whether by one or more beasts of burden or more esoteric means: such as carts, carriages, chariots, or sleds. Drive rolls are needed when a character wants to do something out of the ordinary with a vehicle – traverse treacherous terrain, jump obstacles, and so on. A roll is also necessary if the vehicle being driven is drawn by different beasts than the driver is used to (horses instead of oxen, for example) or there are more, or fewer beasts teamed together to pull the vehicle.

Endurance (CON x2)

Endurance is a character’s capacity to endure physical stress, pain, and fatigue. It measures the body’s ability to deal with potentially damaging or debilitating conditions and is a general gauge of resilience, stamina, and metabolism. Endurance, like its counterpart Willpower, is used in any number of ways, but most specifically to resist the possible effects of injuries, including harmful poisons and disease.

Evade (DEX x2)

Evade is used to escape from observed, impending danger and can be used against Ranged Weapons (by diving for cover, for example), avoiding traps, changing the engagement distance in combat, and generally getting out of the way of a potential physical hazard. It can also be used as a resistance roll for certain types of magic. Those with the Artful Dodger Ability may use Evade to dodge a melee attack without falling prone. Against a ranged attack, they only end up prone if they Fail the roll.

First Aid (DEX+INT)

First Aid measures a character’s ability to treat minor injuries and stabilize severe ones. First Aid may be applied only once per specific injury. Thus a character that is slashed twice in the leg may have each wound treated separately. If suffering some form of bodily harm which simultaneously affected several body areas at once, such as being burned by Tegone, then a First Aid attempt is permitted for each individual location.

A character can self-administer First Aid, although depending on the circumstances (such as the location of the wound, its degree of severity and so forth) the roll may be subject to a greater degree of difficulty.

Applying First Aid takes 1d3 minutes. Neither party can do anything else during the treatment. When tending life threatening trauma, the patient is temporarily stabilized until the result of the application is known. An injury that has had a previous form of First Aid applied cannot benefit from First Aid again, whether successful or not, until it has fully healed.

First Aid Actions

Injury

Successful Treatment

Asphyxiated

The victim begins breathing again

Bleeding

The blood flow is staunched

Impaled

The impaling item is removed without causing further damage to the victim

Unconsciousness

As long as the unconsciousness is not the result of poisons or narcotics then the injured party is restored to awareness

Minor Wound

Treatment restores 1d3 hit points to the injury.

Serious Wound

Treatment restores the location to partial functionality.

Major Wound

A successful First Aid roll on a location suffering from a Major Wound does not return any Hit Points, nor restore functionality; but it does stabilize the area, and prevent immediate death resulting from the damage. More skilled healing is required to treat Major Wounds

Influence (CHA x2)

This is a measurement of a character’s ability to persuade others, through personal charisma, into a desired way of behaving. It is used in a wide variety of situations; from changing someone’s mind, to bribing an official or guard. Influence rolls are typically Opposed by the Perception, Willpower, or another Influence skill, depending on the circumstances, and are modified by how much a character is trying to influence behavior. Attempting to persuade a close friend to loan you their horse may be relatively easy. Getting a usually incorruptible bureaucrat to accept a bribe is more difficult.

Insight (INT+POW)

Insight is the ability to read or intuitively define another’s verbal and non-verbal behavior (such as body language or the manner of speech) to establish their motives and state of mind. Insight is used to determine whether someone is telling a lie (and it can be Opposed by the other person’s Deceit skill), or to predict how someone feels about a particular situation. Insight can equally be applied to particular situations as well as other people: is that tavern a haven for trouble? Could the bandits be planning an ambush in the nearby hills?

Locale (INT x2)

Locale measures a character’s understanding of local flora, fauna, terrain, and weather in the area where he or she has spent much of their life, usually within their community. The character knows the common plants, trees, and animals, their properties and behavior: where the best fish can be found; the movements of game creatures; where to find shelter; the likely weather for the season, and the most common regional dangers. In neighboring, yet unfamiliar locations Locale should be made one or more grades harder.

Native Tongue (INT+CHA)

Native Tongue is the ability to speak and read one’s own language, the one learned while growing up in one’s home culture. For humans, this is the Common Tongue, while demi-human and other races each have their own native languages. Native Tongue measures articulation, eloquence, and the depth of the speaker’s vocabulary.

Unlike other skills, Native Tongue is not rolled against directly. Instead, it is treated as a static representation of overall fluency, limiting the level of conversational interaction. This is described in more detail under the Language skill, but starting characters usually begin play fully fluent in their mother tongue.

The skill can be used in two ways. First, it can help to understand the dialects of neighboring peoples who share a common linguistic basis or origin. In such cases the skill is treated at least one grade harder, potentially affecting the character’s fluency. Second, it can be used as a cap on verbal skills which require a good grasp of language. See Capping Skills.

Perception (INT+POW)

Perception is used for both passive observation and focused detection; whether hunting for something specific, a general scan of an area, or simple awareness of their surroundings. Specific conditions – darkness, for example – may affect the Difficulty Grade of the skill roll depending on the primary senses being utilized. Strong scents might make an olfactory Perception roll Easy rather than Standard, whereas trying to eavesdrop on a conversation in a crowded and noisy tavern would make the roll Hard.

Ride (DEX+POW)

Ride covers the ability to control and remain mounted on those creatures that are trained to be ridden. The skill can be applied to a diverse range of beasts, everything from mules to elephants; even flying or swimming creatures such as giant eagles or dolphins. Riding an unfamiliar species is always one Difficulty Grade harder; while riding a species of a different medium (a horseman riding a dragon, for example) is two grades harder. Wild, untamed creatures cannot be ridden in a constructive manner until they have been broken and trained to be riding beasts.

Sing (POW+CHA)

Carrying a tune is covered by Sing, anything from monotonous chants through to complex arias. Singing is an inherent part of most cultures, a prime source of entertainment and perhaps used in its rituals. Important songs might be used for courting, inspiring soldiers before battle, or simply recounting a historical deed. The skill reflects the user’s ability to maintain rhythm, keep in key and remember the correct words.

Stealth (DEX+INT)

Hiding out of plain sight, or moving with minimal sound are covered by the Stealth skill. Cover and conditions, such as darkness or loud background noise, improve the grade of the skill according to the specifics of the environment. Similarly, adverse conditions, such as a lack of cover or a quiet night will decrease the skill’s grade. Circumstances also affect the difficulty of the attempt. For instance, a warrior wearing heavy armor can easily conceal themselves behind a wall, provided they stand still or move very slowly, whereas moving quickly might cause their armor to jingle.

Swim (STR+CON)

Without development, the ability to swim is limited to being able to thrash around and keep one’s head above the water for a short time. Higher Swim percentages indicate being able to negotiate deeper and stronger waters, with less risk of drowning. Making a Swim roll therefore depends entirely on the conditions. Rough seas, strong currents, white water and rip-tides all reduce the grade of the skill no matter what the character’s affinity for water might be. Under normal conditions a character’s maximum swimming speed per round is equal to their base Movement rate, plus an extra meter for every full 20% they possess in Swim.

Unarmed (STR+DEX)

Unarmed is a universal Combat Style common to all characters, measuring the ability to defend oneself without the aid of weapons. The Unarmed skill covers the brawling and wrestling techniques known by that culture. However there are, of course, specific styles that enhance the ability to fight without weapons, offering advantages to those who learn them as a separate Combat Style

As Unarmed is a Combat Skill its Critical and Fumble effects are covered by the rules for combat, as detailed in the Combat chapter.

Willpower (POW x2)

Willpower is a measure of a character’s ability to concentrate, channel his force of will in a particular direction, or harden his psyche to possible mental shock. It is also a measure of personal resolve. The skill is used in all manner of situations where mental resilience is required, and this includes resisting magic. Although not a measure of sanity it can be used to endure traumatic events that would shake even the sanest, stable mind. Willpower is the mental counterpart to Endurance.

Again, like Endurance and Evade, Willpower is most often used in Opposed Tests. When used as a Standard test, a Critical Willpower roll indicates that the character has hardened his mind and spirit to the extent that no further attempts to influence him, or shake his resolve, will work. In the case of resisting magic, a Critical Success means that no further mentally afflicting spells cast by the opponent have any effect on the character for the remainder of that encounter.

Professional Skills

Professional Skills differ between characters and represent more specialized forms of training and experience. Some Professional Skills are gathered through cultural background and a character’s Class, as the name suggests. Although they differ between characters they work in the same way as Standard Skills

Certain magical skills are also classed as Professional Skills: Exhort and Devotion are the two skills associated with Theurgy for example.

Acting (CHA x2)

Acting governs the art of being able to impersonate and convey a completely different character, whether in a staged performance or in a social situation. The actor portrays a personality and mannerisms different to his own in a convincing manner. Coupled with the Disguise and Deceit skills, this is a powerful way of becoming someone else entirely

Acrobatics (STR+DEX)

Acrobatics covers acts of balance, gymnastics, juggling, and tumbling. The skill can be used to impress an audience, but also to help mitigate damage from falls. With a successful roll, a character can move at full speed and sure-footedly across an unstable or narrow surface. If trying to mitigate damage from an unexpected fall, a successful Acrobatics roll halves any damage sustained. In addition, if the roll is successful and the character does not suffer a Serious or Major Wound due to the fall, the character lands relatively safely and is not prone.

Acrobatics can be substituted for Evade if the situation warrants it. The benefit of this is that the character automatically regains their footing rather than being rendered prone.

Art (POW+CHA)

There are many specific art forms. Painting to Poetry; Literature to Sculpture. A character chooses an Art specialization when taking this skill. Subsequent Art forms are advanced in separately. A roll is made whenever a character must impress or convince through his artistic medium.

Bureaucracy (INT x2)

Understanding administrative procedures, records, and unspoken conventions are covered by the Bureaucracy skill. It is used to interact with officials or discover pertinent civic information. Depending on the sophistication of their culture, bureaucrats need not necessarily be literate. However, their Bureaucracy skill cannot exceed the score of the Language or Literacy skill in which they work. Whenever red-tape or administrative landscapes need to be navigated, a Bureaucracy roll is necessary.

Commerce (INT+CHA)

Commerce is used to evaluate the worth of goods and commodities and to trade them for the best possible price. It is also used to understand the intricacies of business transactions in addition to securing a profit. A further use is in finding the best way to dispose of stolen and illicit goods – again for the best possible price. Commerce is obviously used when trading and it can be Opposed by either an opponent’s Commerce skill or Willpower, reflecting the opposing side’s attempts to further the deal in their favor. It is also used to judge the market value of goods, gaining an idea of price, and where it will be best traded.

Courtesy (INT+CHA)

This skill covers understanding how to act appropriately in a social or formal situation: modes of address, rituals, and conventions of behavior, and so forth. It includes everything from who to bow to and when, to how low; from when to use a particular title to when it is appropriate to act informally.

Craft (DEX+INT)

Each Craft. is a specialized form, and there are as many crafts as there are professions for them. Like Art, Craft. is used to create the subject item. How long it takes depends entirely on the nature of the product: weaving a rug takes longer than throwing a pot, for instance, but time is not necessarily the most important factor: it is the skill of the crafter, the quality of the resources and attention to detail.

Culture (INT x2)

Culture is the more specific form of the Standard Skill of Customs, relating instead to societies foreign to the character’s own. Each Culture skill must be given a particular nation or society to which it applies. Mechanically it works in the same way as the Customs skill.

Devotion (POW+CHA)

Devotion is a magical skill which reflects the commitment of a cleric to the service of a deity. It not only measures the depth of devotion to a god, but also governs the Magnitude of any Divine spells called upon by the character. Additionally, the skill can indicate the standing of a Divine caster within a religious organization. Devotion is not only limited to Divine casters. It may be adopted by those who simply wish to show respect to the gods even if they do not actively practice Divine magic.

Disguise (INT+CHA)

Effecting a convincing disguise, using appropriate materials (costumes, cosmetics, wigs, or hairpieces), is covered by the Disguise skill. Creating the disguise requires time and attention to detail, as well as access to the right materials to make it convincing. If some, or all, of these elements are not present then the Disguise roll’s Difficulty Grade is made one or more steps harder.

Engineering (INT x2)

The design and building of large-scale structures, from houses to bridges, gates to siege engines, is in the remit of the Engineering skill. Rolls are necessary when planning largescale projects to ensure correct construction but are also made when an engineer wants to assess a structure’s integrity for whatever reason (state of repair or weak spots, for example).

Exhort (INT+CHA)

Exhort is the magical skill used to call upon and channel the power of the gods. It includes knowledge of the history, myths, rituals, practices, prayers, and powers of the god or pantheon, and is essential to Theurgy magic, being used to manifest divine miracles. For further details see of the Theurgy chapter.

Gambling (INT+POW)

The Gambling skill measures a character’s competence in games of chance and especially where money is staked on the outcome. It is used to assess the odds of success or failure or spot when someone is cheating. The skill can be used in an opposed or unopposed manner, depending on the situation. Spending the night in a faceless gambling den might only require a straight test, whereas a high stakes dice game involving notable personages may instead require several Rounds of Opposed Rolls.

Healing (INT+POW)

Healing is the in-depth knowledge of medical procedures, based on cultural practices. In a Primitive or Barbarian culture, for instance, healing will be based on the knowledge of herbs and natural cures. In a Civilized culture, drugs and more advanced treatments will be more common. In all cultures Healing includes the ability to set bones, suture wounds, and so forth. Obviously applying Healing requires appropriate resources, and most practicing healers will have such things at hand (needles, gut or thread for sutures, herbs for poultices, and so forth). There are three main areas of Healing:

Treating Serious Wounds

A successful Healing roll restores 1d3 Hit Points to a Seriously Injured location. On a critical success this is raised to 1d3+1. If fumbled, damage is increased by 1 Hit Point.

Treating Diseases and Poisons

If Healing is performed prior to the onset time, it counteracts the disease or toxin entirely, providing it overcomes the Potency of the malady in an opposed roll. If performed on a character who has already succumbed to the disease or toxin, a successful Healing roll permits the victim a new chance to resist, making it one grade easier. A critical success increases it by two grades. A fumble however, makes the resistance roll one grade harder.

Surgery

Surgery is the only way, other than magical healing, that a character can recover from a Major Wound. A successful First Aid roll is needed to stabilize a Major Wound (see the First Aid skill, and then a Healing roll can be made to set a shattered bone, stitch together the flesh of a stump or excise foreign objects lodged in tissue, so that the location can begin the road to recovery.

As long as the Healing roll is a success, the injured location begins to heal as normal for a location suffering a Major Wound (see Game Systems ➞ Healing from Injury). On a critical success the location regains 1 Hit Point immediately; whereas on a fumbled Healing roll the patient must succeed in a Endurance roll or die from the procedure. Surgery cannot re-attach a severed limb.

Invocation (INT x2)

Invocation represents a mage’s ability to successfully cast spells learned from their company or mentor.

The skill encompasses a plethora of magical principles from comprehending the philosophy underlying how that type of magery works, to being able to achieve the necessary mental state to manipulate reality. As the value of this skill increases, so does the capability of the mage to create greater changes.

The Intensity of a magery spell is equal to one tenth of the Invocation skill used to cast it.

For further details see the Magery chapter.

Language (INT+CHA)

This skill covers the speaking and comprehension of languages other than the character’s own. The Language skill is not rolled against directly but is treated as a static representation of overall fluency. Its value is used by the Games Master to limit the level of spoken interaction when the players converse with personalities in the game. Use the Linguistic Fluency table as a guideline.

Linguistic Fluency

Language %

Conversational Fluency

01-25%

The victim begins breathing again

26-50%

Can understand and communicate in fragmentary, simple sentences, such as "Where temple?" or "How much food?"

51-75%

Fluent enough for general conversation

76%+

Able to express yourself with eloquence

Each Language skill is specific to a particular racial, national, or regional language, which must be chosen at the time of learning. It can also help to understand similar dialects which share a common linguistic basis or origin. Depending on the divergence, the skill roll should be treated at least one Difficulty Grade harder, possibly reducing the character’s fluency.

Language is also used as a cap on verbal skills which require a good grasp of language. See Capping Skills.

Literacy (INT x2)

Speaking a language fluently does not mean one can read and write it. Literacy is a specific skill, and different cultures and societies display different levels and approaches towards it. In some, literacy is reserved for the nobility, bureaucratic or religious classes. In others it is unknown with oral traditions prevailing instead.

Naturally Literacy is specialized according to its associated language, including Native Tongue. Before once can be literate in a Language one must be able to speak it. Literacy cannot exceed the character’s related Language skill. The skill works similarly to Language in terms of how much of a document can be comprehended.

Literacy does not necessarily imply writing, as there are an infinite number of ways to record information. Some cultures might carve symbols into trees or lengths of bone, whereas others record history in complex patterns of knots in a tapestry. Neither are all forms of literacy based on phonetic alphabets; hieroglyphs and ideograms also being commonplace.

Lockpicking (DEX x2)

Lockpicking is the ability to open a mechanical locking system without the aid of a key or other device made specifically for the lock. It includes the techniques of levering open bolted or barred doors and windows without causing damage. Lockpicking may also be used ‘reverse pick a lock’; lock a door, chest, and so on, when no key is available.

Lore (INT x2)

Lore covers a specific body of knowledge which must be chosen when the skill is first learned. Alchemy, Astrology, Astronomy, Geography, Heraldry, History, Midwifery, Mineral, Monsters, Politics, Religion, Strategy and Tactics: these are all typical examples of Lore skills. Skill in a Lore means the character understands its fundamentals, how it can be applied to immediate challenges and problems, and can use the Lore to recall useful information.

Mechanisms (DEX+INT)

Mechanisms represents the knowledge and skill to assemble and disassemble mechanical devices, such as traps. The skill of Mechanisms generally involves the creation of delicate contraptions with small working parts, as opposed to Engineering, which deals with massive constructions. It is a distinct discipline from Lockpicking and cannot be interchanged with that skill.

Musicianship (DEX+CHA)

Musicianship covers the playing of musical instruments; from a simple reed pipe to a complex stringed instrument such as a harp, and each iteration of Musicianship is applied to a group of similar instruments. A musician who can play a reed pipe can also play a flute, panpipes, or a recorder because the fundamentals are the same. They could not, however, play a harp or lute.

Navigation (INT+POW)

Whether using prominent landmarks, the stars, or the varying taste of seawater, the ability to accurately direct travel is covered by the Navigation skill. Each Navigation skill covers a specific region or environment, such as Open Seas or Underground for example. It should be made during unusual journeys or when in completely unfamiliar territory.

Oratory (POW+CHA)

Oratory is the art of delivering a speech to a large group of people with the aim of conveying or swaying a point of view. It is a skill frequently used by politicians to drive home a policy, but is also used by commanders to inspire troops and impose discipline on the battlefield. Wherever mass persuasion is needed, Oratory, rather than Influence, is used.

Seamanship (INT+CON)

This skill is used in the same way as Boating (see page 45) but is instead applied to large waterborne vessels powered by sail or banks of oars. It also covers the maintenance and upkeep of a ship: assessing when repairs are needed, where it is safe to anchor, the dangers of violent weather, and so forth.

Seduction (INT+CHA)

Seduction is the romantic or sexual persuasion of another person, a skill very different to Influence. It uses explicit signals – verbal and non-verbal – to elicit a sexually positive response. It also takes a significant amount of time: successful Seduction may take hours, days, or weeks to achieve depending on the morals of the target, who can always attempt to resist Seduction with Willpower.

Shaping (INT+POW)

Shaping is a magical skill that is the counterpart to Invocation. Successfully invoked spells can be manipulated or shaped by the mage to meet specific requirements; extending their range, adding multiple targets, increasing duration, and so on. For further details see the Magery chapter.

Sleight (DEX+CHA)

Sleight covers attempts to palm or conceal small objects (legerdemain and prestidigitation) and includes attempts to pick pockets, cut purses, or cause a visual distraction. Naturally, it is an essential thieves’ skill.

Characters can attempt to manipulate any item as long as it is no larger than their hand. Sleight can be attempted with living creatures provided that the user has somewhere or something to conceal them with, a hat or baggy sleeve for example, but the skill becomes one grade harder to perform. Some objects, due to their size and mass cannot be manipulated with Sleight at all but require Conceal instead. Observers can pit their Perception skill against Sleight attempts to become aware of the deception.

Streetwise (POW+CHA)

Streetwise represents knowledge of places and social contacts within a settlement. It covers everything from identifying potentially dangerous neighborhoods, to finding local services – legal or illegal. How long a Streetwise attempt takes depends on what is sought. Finding a good inn will take less time than locating a fence for stolen goods or a fake trading permit.

Survival (CON+POW)

This skill covers surviving in a rural or wilderness environment where the benefits of civilization are absent: foraging, building a fire, finding shelter or a safe place to sleep. When properly equipped, rolls are usually unnecessary since the character may be carrying a tent, food supplies, and so on. Only when separated from their equipment or when environmental conditions turn bad does it become essential to utilize this skill. A roll is usually made once per day in such conditions.

Teach (INT+CHA)

Teach allows the user to pass on their knowledge and techniques in an easy to understand and constructive manner. Without this skill even the most capable of masters will suffer problems instructing others. Similarly to certain other skills, Teach is not rolled against directly, but acts as a limit to what actually can be taught to more advanced students. For further details see Training.

Track (INT+CON)

The Track skill is used for tracking any form of game or quarry. It uses both obvious and ambiguous signs of passing to remain on the quarry’s trail, including footprints, bruised leaves, scattered pollen, displaced rocks, and so on; small, telltale signs that are invisible to the non-skilled. Track rolls need to be made periodically, especially if conditions change abruptly (a rain shower, for example, will disturb certain signs). How often depends on how cunning the quarry has been. Conceal rolls can be used to oppose a Track roll.

Witchery (POW+CHA)

Minor, petty magics are cast using this skill. It represents the character’s knowledge of charms, cantrips or blessings, and how competent the user is when casting them. For further details see the Witchery chapter.

Different Situations

Although the basic rules for using skills are very straightforward, there are a multitude of different circumstances that arise during play that require skills to be handled in a slightly different way. The following sections look at these circumstances and situations, and show how to handle them.

Reattempting Skills

In some situations a character will fail a skill attempt but be left in a situation where he could potentially try again. Example cases might be picking a lock or attempting to climb a sheer wall. Instead of simply denying any further attempts, kindly Games Masters may permit a follow-up, last-ditch attempt. However, the character will suffer some trepidation or lack of confidence which increases the difficulty of the skill roll by one grade.

If this second effort also ends in failure, the character is assumed to have given it his ‘best shot’, and cannot make any further attempts for the foreseeable future.

Augmenting Skills

It is possible for one skill to aid another. This is called Augmenting. Anathaym, for example, may find herself being chased by nomad raiders through countryside she knows well, and they do not. She could, in this case, augment her Drive with her Locale skill, knowledge of the local terrain giving her an advantage.

The Games Master will decide if augmentation is appropriate and possible. Any skill being used to augment another must be appropriate to the circumstances. In Anathaym’s example Locale is appropriate because she knows the area. If she was in unfamiliar territory it would not be permissible

  • Characters can only augment the primary skill with a single other skill.

  • An augmenting skill increases the value of the primary skill by twice its Critical range (ie, 20% of the skill). So, in Anathaym’s case, using Locale 33% she would increase her Ride by 7%, giving her a Ride of 45%. However, the chances for Critical and Fumble are the same as if the primary skill was unaugmented; so Anathaym would still only score a Critical success on a roll of 4% or less.

  • Characters can augment other character’s skills to assist them. All the above rules apply, so a character being aided cannot augment himself in addition. Likewise a character can only contribute one of his skills to assist another. So, for example, Anathaym, trying to scale a high wall, could have her Athletics skill augmented by a companion’s Brawn (representing a hitch-up).

Capping Skills

To ‘cap’ a skill with another means that for a particular roll, the primary skill is restricted to the value of a secondary skill, providing the latter is lower. This is normally done in situations where a character’s full knowledge or ability is limited by unusual circumstances.

Capping is a useful alternative to applying a difficulty modifier, especially in circumstances where the character is limited by their own capability.

Contesting Rolls

Contested Rolls are used whenever a skill is actively resisted by an opponent. This can be anything from a character influencing a reticent guard to a sorcerer casting a spell against a monster. There are two types of contest: Opposed Rolls and Differential Rolls.

Opposed Rolls

Skills are frequently pitted against other skills – Stealth versus Perception when a thief attempts to cut a nobleman’s purse, say; or Deceit versus Insight when the same thief tries to deny the attempt when he is caught – are good examples of times where skills are matched against each other. These are known as Opposed Rolls, and are used where a challenge will result in either win or lose, pass or fail.

  • An Opposed Roll is determined thus: both participants roll their respective skills. The winner is the one who gains the better level of success. If the participants score the same level of success (a standard success each, or a critical each), then the winner is the one who has the highest dice roll still within the success range of the skill.

If both participants fail in an Opposed Roll then either:

  • Describe the situation, leaving both sides hanging in dramatic tension, then re-roll the contest to establish a winner

  • The Games Master should produce some explanation or circumstances that suit the nature of the failure

Opposed rolls are frequently used in certain battle situations to overcome the effects of wounds or oppose a combat special effect. They are also used to resist poisons and disease, or shrug off the effects of baleful magic.

Opposed Roll Examples

Activity

Opposed Skill Examples

Bargaining/ Haggling

Commerce vs. Commerce, Influence vs. Commerce

Chasing/Racing

Athletics vs. Athletics, Athletics vs. Endurance, Ride vs. Ride

Deceiving or Lying

Deceit vs. Insight, Sleight vs. Perception

Displaying Loyalty

Passion vs. Passion, Passion vs. Insight, Passion vs. Influence

Getting out of the Way

Evade vs. Athletics, Evade vs. Mechanisms, Evade vs. Ride

Hiding or Sneaking

Stealth vs. Perception; Stealth vs. Track

Pulling Rank

Influence vs. Willpower, Deceit vs. Willpower

Staying the Course

Endurance vs. Endurance, Endurance vs. Brawn

Swaying a Crowd

Oratory vs. Willpower

Test of Strength

Brawn vs. Brawn, Brawn vs. Endurance

Test of Wills

Willpower vs. Willpower, Seduction vs. Willpower

Differential Rolls

Differential rolls are similar to Opposed rolls except that instead of a simple win or lose result, the difference in levels of success are calculated. Primarily used for the resolution of Combat ➞ How Combat Works, Differential Rolls can also be used in other situations where the Games Master wishes to increase the detailed results of a contest.

A Differential Roll is determined in the following manner: Both participants roll against their respective skills and suffer the results of their roll as if tested in isolation. There is no outright ‘winner’ per se, but whoever gained the higher level of success gains an advantage equal to the difference in the success levels between them (assuming one participant gains at least a standard success or better). If both participants score the same level of success (a standard success each, or a critical each), then there is no additional effect.

Differential Roll Results

Result of Roll

Antagonist Critical

Antagonist Failure

Antagonist Fumble

Protagonist Critical

Protagonist Wins 1 Level of Success

Protagonist Wins 2 Levels of Success

Protagonist Wins 3 Levels of Success

Protagonist Success

No Benefit

Protagonist Wins 1 Level of Success

Protagonist Wins 2 Levels of Success

Protagonist Failure

Antagonist Wins 1 Level of Success

No Benefit

No Benefit

Protagonist Fumble

Antagonist Wins 2 Levels of Success

No Benefit

No Benefit

Opposed Skills Over 100%

If the highest skilled participant in an Opposed or Differential Roll has a skill in excess of 100%, that participant subtracts the difference between 100, and his skill value from the skill of everyone in the contest, including himself. This reduces the skill value of the opponents but leaves him retaining the advantage.

The identification of who has the highest skill must be calculated after any other modifiers for circumstances have been applied.