Skill Descriptions
Mythmaster features 193 different skills (plus 135 different spells which are covered in the next section). These skills are distributed throughout the 28 Skill Fields, and represent all of the standard, non-magical abilities a character might be trained in.
General versus Specific Skills
Many of the skills in Mythmaster are listed with the designation (specific). Skills designated this way require the player to define a narrower specificity for the skill. For example, the Tailor (specific) skill requires the player to define the specific type of Tailor training the character has; perhaps they are a milliner, a haberdasher, or a cobbler. If you want your character to be a milliner who is also a haberdasher, you must learn each of these specialties seperately; essentially each one is a different skill.
In most cases, this was done to simplify the list of skills, but in many cases it is extremely important. For example, with weapon and armour skills, it is critical; your character cannot have a Weapon skill, they must choose between a Weapon (Long Sword) skill, a Weapon (Mace) skill or a Weapon (Battle Axe) skill, for example. Furthermore, the Weapon (Spear) skill and the Two-Handed Weapon (Spear) skill and the Thrown Weapon (Spear) skill are all different. If you want to use a spear and a long sword, you will need two different skills, and if you want to use a spear with one hand, and with two hands, and also to be able to throw it, you will need three different skills.
Note that the Weapon Mastery perk (which is granted to all members of the orc species) allows orcs to ignore the specificity requirement for weapon skills.
In some cases, it may not be obvious what the (specific) designation means. In those cases, it is defined more rigorously in the description of the specific skill.
Skills Table
Following is a list of all the skills in Mythmaster, along with their reference Attribute and difficulty.
Skill Descriptions
Following are descriptions of all of the skills in Mythmaster.
(generated)
The skill of maintaining a ledger to track income, expenditure and accounts payable and receivable. This skill is required to operate any complex business or organization. Information contained in accounting ledgers can be sensitive, and large organizations may expect accountants to also learn the Ciphers skill.
(generated)
This is the advanced skill of complex physical movement and traversal. Acrobatics allows a character to perform complex feats such as tightrope walking, pole vaulting, brachiation, cartwheels, flips, handsprings and other spectacular movements. Generally, performing any of these actions requires a 21C using this skill, and costs a point of Stamina. A 21C of this skill allows you to perform an additional Base Action by combining two actions through an acrobatic move. Also, a 21C using this skill allows you to instantly recover from the down state by performing a handspring (without it costing an action at all). This skill can be used in place of Agility when rolling a 21C to mitigate the effects of falling damage. This skill must not be confused with Great Feat - acrobatics only allows you to do things that are plausible for skilled acrobats, not things that are essentially impossible. Any roll made using this skill is reduced by your Bulk Factor.
(generated)
The ability to express artificial thoughts or emotions in a convincing way, and to study and mimic individuals and their behaviours. This also includes the ability to memorize specific scripts in order to perform the part of a character in a play or similar type of entertainment.
(generated)
The ability to oversee, manage and control operations within a complex hierarchical organization. As the size and complexity of an operation grows, the number of administrators required to manage it increases.
(generated)
The study of known chemical elements and their compounds and mixtures, and how to combine, separate or isolate them through chemical reactions using alchemical equipment such as braziers, alembics, and retorts. This skill can be used to isolate and distill the properties of specialized ingredients and to bind spells into potions, balms and elixirs.
(generated)
The knowledge of the form and function of the body, its major organs and structures, and how it moves and responds to different stimuli.
(generated)
The skill of managing animals, including driving them as herds such as a shepherd, goatherd or wrangler, but also using them for labour on a farm or worksite - such as to drive machinery or haul loads. The general skill is sufficient to manage all common domestic animals, but unusual animals outside the normal domesticated set each require a specific skill.
(generated)
A successful 21C using this skill allows a professional farmer to exchange simple sentences with domesticated or tamed animals. A sentence can contain a single subject, object and verb, such as 'Where is Timmy?', or 'Timmy fell in the well'. A full conversation could be carried on this way, but each sentence requires a separate 21C.
(generated)
Years spent pouring over long forgotten tomes in search of lost knowledge grants you the ability to apply ancient solutions to modern problems. By spending a point of Resolve you can use your Arcana skill in place of the reference attribute when making an untrained attempt at any skill (not including spells) with a Mental reference attribute that you have the prerequisites for, but no training in. This means rolling the Challenge at half your Arcana skill minus the difficulty level of the skill. If you fail this challenge, you suffer 1d4 damage to your Concentration and are put into the confused state for 2 turns. Additionally, any time you are required to perform a 21C using Intelligence, Alertness (if related to knowledge, but not if purely sensory) or Will, you can first choose to spend a point of Concentration to roll a 21C using Arcana. If you succeed, you may add the amount you succeed your roll by to the Challenge.
(generated)
Archaeology is the study of ancient peoples and their history and culture based on analysis of structures, artifacts, or other physical remains. This skill can be used to make educated guesses about the purpose and layout of ancient structures, aiding in exploration.
(generated)
The skill of designing, planning and organizing the construction of buildings, and understanding the function and meaning of their design. This skill can be used to make educated guesses about the purpose and layout of structures, aiding in exploration.
(generated)
The skill of transporting, emplacing and operating a specific crew-served artillery piece, such as the ballista, catapult, trebuchet, onager, mangonel or scorpion. You must take the Artillery skill separately for each new weapon you wish to learn. Artillery only offers the option to use Ready Attacks and cannot be used to defend. The minimum and optimal number of crew required to use such weapons, as well as their rate of fire, damage, range and other stats are defined on the combat table. Firing artillery is typically performed as a combined effort from the crew with a maximum of four people able to contibute to the effort.
A high skill with a specific Artillery piece allows you to do more damage with that weapon.
(generated)
The ability to express oneself by creating artwork in a specific medium such as drawing, painting, sculpture, or printmaking. This skill also includes a general knowlegde of the history of art, and of famous artists and well known works of art created over the ages.
(generated)
Understanding of the positions, motions, phases and timings of the stars, constellations, moons and planetary bodies visible in the sky, as well as their mystical and theological significance. This skill includes the ability to use and calibrate observational tools such as a telescope or sextant, and can be used for basic directional navigation if the weather is clear enough. Additionally, this skill allows for coherent prognostication across practioners; different indivudals will be able to predict similar futures through successful application of this skill. This does not mean those predictions will be correct - only that they will conform with predictions made by other practitioners.
(generated)
The skill of advanced athleticism, physical fitness and body awareness. An athletics roll can be used to improve your performance in basic physical feats. By spending a point of Resolve you can use your Athletics skill in place of the reference attribute when making an untrained attempt at any non-combat skill (not including spells) with a Physical reference attribute that you have the prerequisites for, but no training in. This means rolling the Challenge at half your Athletics skill minus the difficulty level of the skill. If you fail this challenge, you suffer 1d4 damage to your Stamina and are put into the exhausted state for 2 turns. Additionally, any time you are required to perform a 21C using Strength, Agility or Vitality, you can first choose to spend a point of Stamina to roll a 21C using Athletics. If you succeed, you may add the amount you succeed your roll by to the Challenge. This skill does not enable you to perform spectacular acrobatics or to do the seemingly impossible (see Great Feat). Any roll made using this skill is reduced by your Bulk Factor.
(generated)
You benefit from your powerful connection to nature. When in a natural environment, spending 2 minutes (24 turns) to focus your senses allows you to Attune yourself with the natural world. If successful, for 24 hours you may roll Challenges using any skill in the Outdoors Skill Field as though you have invested one point of Resolve.
(generated)
This is the skill of preparing dough from milled flour and making leavened or unleavened breads, cakes, biscuits and similar foods. More broadly, it includes the skill of cooking using dry heat in an oven, without exposing the food to a flame.
(generated)
This is the skill of weaving natural fibres such as grasses, rushes or flexible sticks or branches into usable containers such as baskets or bags, or even into cots, stretchers, chairs, or other simple furniture. Basket weaving is a slow process, and weaving a quality basket can easily take a full day of work. In an emergency, a makeshift stretcher can be constructed using this skill in an hour. Stretchers can be used to make carrying bodies easier.
(generated)
A successful 21C using bivouac allows you to establish a safe campsite for yourself plus one individual for every point you succeed your Challenge by. This camp is undetectable by any magical or non-magical means, and all those included in it are immune to the elements and have free access to any food or water they need. All recovery while resting in a bivouac is rolled as though a point of Resolve has been spent (+1d4 to all Recovery rolls). A bivouac lasts for 24 hours and may not be re-established within 10km of the previous bivouac.
(generated)
The skills of working a smelter to separate metal from ore, or combine them into alloys, and of using a forge, hammer and anvil to heat and shape metal into useful objects, such as tools, weapons or armour.
(generated)
You can power your spells by drawing blood from yourself, or from any subject who is willing or who is unable to resist. Before casting, roll a 21C using Blood Magic, doing one health damage to the subject. If successful, you may take up to one more health for each point you succeeded your roll by, and 1.5x the total amount taken goes toward the casting cost of the spell before spending any concentration. The spell must be cast the same turn as the Blood Magic is performed. Excess health taken is wasted, and if the spell fails, the bonus is lost entirely.
(generated)
The skill of operating small watercraft such as canoes, rowboats, dinghies or rafts using paddles or a small single sail. Includes knowledge of the shallow water dynamics of lakes, rivers and tidal coastlines.
(generated)
The ability to make and string bows and crossbows of varying types, and to make and fletch shafts, and affix arrowheads made from a range of materials in order to make arrows or bolts. This skill also includes the ability to maintain and repair arrows or bolts recovered after use in combat. Following combat, 50% of ranged ammunition fired is considered to be damaged. If gathered, these can be repaired using this skill and a Fletcher's Kit, which includes fletching, tar, wax, twine and extra arrowheads. It takes 5 minutes and a 21C using this skill to attempt to repair a damaged arrow or bolt. For a large number of arrows or bolts, determine the total number being worked on and roll a 21C. The number repaired will be 50%, plus or minus 10% for each point the roll was succeeded or failed by (all of them on a 26 or higher, none of them on a 16 or lower).
(generated)
The knowledge of different techniques of fermentation, distilling and aging in order to make alcoholic beverages that are safe for consumption such as beers and ales, wines, or spirits.
(generated)
You are trained to hold the line against overwhelming numbers of enemies. A successful 21C using the Bulwark skill allows you to block attacks made against yourself and up to two adjacent allies if you have a small shield, four if you have a medium shield, and six if you have a large shield. You gain a number of additional unpenalized blocks equal to the amount you succeed your 21C by. Use of the Bulwark skill costs a point of Stamina, but does not cost an action. You may not Bulwark while in the down state.
When someone is protected by bulwark, the bulwarking player must always roll first to defend. If they are successful, the protected person is defended, but if they are unsuccessful the defended person can still use their own defense to try to avoid the attack. In the case where multiple defenses are rolled, the best defense is the one that matters. For example, an attacker who has a result of 40 might succeed against a bulwark that defends with a result of 30, and succeed against the target defending with a result of 20. In this case, even though the attackers roll was more than 15 higher than that of the target, the result is not a critical because the defense that matters is the higher result - the 30 rolled by the person Bulwarking.
(generated)
This is the skill of properly, safely, and profitably butchering an animal for preparation as food. Using this skill, you can slaughter and bleed an animal and remove the organs and offal without infecting the meat. You can also quarter the animal for proper aging or preservation if needed, and fully butcher it into individual cuts for food preparation. A butcher also knows how to best prepare individual cuts of meat and how to best get value from all the parts of an animal, including offal, hide, horns, hoofs
(generated)
Using this skill, you can roll a 21C to attempt to calm an afraid, charmed, confused, depressed, enraged or humiliated subject provided their Composure is currently above zero and the state is not magically induced. If you succeed your roll, the subject immediately exits the state. Additionally, when combined with the Public Speaking perk, a successful 21C using Calm immediately halts combat for a moment, and allows all combatants the opportunity to exit combat. Combat will resume more or less instantly (with no loss of turns) if anyone on either side decides to continue, however, it does afford someone with the Enthrall skill an opportunity to control the circumstances under which combat resumes.
(generated)
Members of the underworld employ a simple symbol language used to mark up territory, cities, buildings, traps, or other secret information that may be useful in the application of their trade. A successful 21C using Cant allows you to quickly find local criminals, traffickers, or fences, to know which places or people are worth robbing, or have paid protection, as well as revealing secret routes, traps, hiding spots or caches.
(generated)
This is the skill of finding and connecting with people who are looking to socialize and to have a good time, and of making entertaining small talk with strangers in order to begin constructing a bond.
(generated)
The knowledge and understanding of wood as a material, and the skill of using woodworking tools to create useful items, including furniture, containers, tools, structures and decoration. In an emergency, a makeshift stretcher can be constructed using this skill in an hour. Stretchers can be used to make carrying bodies easier.
(generated)
The ability to read and create maps at any scale by accurately measuring and recording the lay of the land using surveying tools. Basic surveying of major landmarks can be done fairly easily, but generating detailed maps of large regions is an enormous undertaking with sweeping economic and strategic significance.
(generated)
Casing a location requires scouting it in advance, which can be done by carefully observing from a distance, by infiltrating undetected, or by simply being permitted to do so. A small camp might be cased in a few minutes from a nearby tree, while a large castle might require days of scouting using various methods of observation. Once a location has been thoroughly scouted and explored, roll a 21C using your Case skill. Success grants you a bonus of +1 to any Challenge using a skill based on the Adaptability Attribute while within the cased location for the duration of the operation. Additionally, for each point you succeed your roll by, you may brief a collaborator provided they are at least Apprentice level or higher in either the Street or Investigation skill field, and these collaborators will gain the same bonus.
(generated)
This skill includes the knowledge of how to try out blubber to make oils, of rendering fats and oils to makes soaps and waxes, as well as distilling or extractic essential oils using enfleurage to create perfumes. Chandlers and soapers deal in many different products including edible fats, blubber, tallows, lards and oils, as well as inedible soaps, waxes, lamp oils, lubricants, and perfumes.
(generated)
When unarmed and not in combat, you can roll a 21C using this skill to initiate combat with a devastating Cheap Shot. If you succeed your roll you can instantly equip a weapon and attack your target as though they are unaware. After resolving the attack, you may also move your full sprint move. If you fail the roll you only manage to equip your weapon before combat begins. You may use the Cheap Shot immediately after using the Enthrall skill, but you may not use Enthrall after a failed Cheap Shot roll.
(generated)
The ability to manage kitchen workers to run a kitchen effectively and efficiently. Includes the skill of preparing flavorful, nutritious dishes, and the knowledge of a range of different ingredients and recipes.
(generated)
This is the skill of encrypting and decrypting messages using known ciphers, as well as inventing new cryptographic systems, and cracking encrypted messages using your knowledge of cryptography and your ability to recognize crypotgraphic patterns. This skill also includes an understanding of best practices in sharing ciphers and keys. Successfully encrypting or decrypting a message using a known, shared cipher requires a skill roll and takes one minute for every spoken second of the message. Failure to encrypt generates a message that cannot be decrypted under any circumstance (it is gibberish due to an error). Failure to decrypt a successfully encrypted message using a known cipher simply means spending the time to try again. To create a new cipher, the Director rolls a 21C of your Ciphers skill in secret. If you fail, you will not know, but your cipher is not good, and can be broken by anyone with this skill who succeeds a 21C. Once the cipher itself is broken, all messages encrypted with it are compromised. To crack a successfully created cipher, you need to succeed a vsChallenge against the roll made to create the cipher - but you need to win the challenge a number of times consecutively equal to the original roll! For example, if the creator of the cipher rolled a 26 on their Challenge to create the cipher, you need to win a vsC using your Ciphers skill against their roll of 26, twenty-six times in a row. The number of times you must win consecutively is reduced by one for every individual message you have that uses the same cipher. If you are wrong about whether a message included in your sample uses the same cipher or not, you will never be able to break the cipher. If indeed all of the messages in your sample are using the same cipher, then an attempt to crack the cipher takes a number of hours equal to the original 21C rolled to create it (in the example case, 26 hours). Note that the Encryption spell can decrypt any conventionally encrypted message, but it provides no information at all about the nature of a cipher.
(generated)
The ability to climb trees, rock faces, structures, or other vertical surfaces not specifically intended for climbing. The use of specialized climbing equipment does not add bonuses to the Climbing skill, but instead mitigates penalties which become extreme quickly based on the difficulty of the surface being climbed. Climbing challenges must always be adjusted for difficulty based on the context; from a typical tree rated as Normal (no penalty) to a sheer vertical face with few handholds and multiple overhangs being rated as Impossible (-21), for example. Speed of movement while climbing ranges from 1/10 of base move for the simplest case to 1/80 of base move for the hardest. Failing a climbing roll means failure to progress for as many turns as the roll was missed by. A minor catastrophe means a slip and a regression, requiring another Climbing roll to avoid a fall. A major catastrophe triggers an immediate fall. The consequences of a fall depend on height and on the nature of safety measures and equipment used. Use of this skill costs a point of Stamina for every (Skill) minutes spent climbing. Any roll made using this skill is reduced by your Bulk Factor. Additionally, a makeshift stretcher can be constructed using this skill in an hour if needed. Stretchers can be used to make carrying bodies easier.
(generated)
Once per turn, following any successful Challenge rolled against your opponent, you can spend a point of Composure to roll a 21C using your Confuse Skill. If successful, the opponent suffers 1d4 damage to their Concentration and they are placed in the confused state for one turn. If their Concentration goes negative, they must roll to avoid entering the confused state normally. Enemies without a Concentration derivative cannot be confused.
(generated)
When attempting to solve a mystery, uncover a chain of events, or predict the intentions of an opponent, this skill enables you to make connections between seemingly disparate pieces of information. If you have multiple clues or pieces of intelligence but are unable to see if or how they are connected, you can roll a 21C with a bonus of +1 for each connected piece of information (as determined by the Director). If successful and the information is connected, the Director should make the connection explicit so that it is understood. If successful but the information is not connected, the Director should actively suggest an adventure you can undertake that will explicitly connect the dots.
(generated)
This skill enables the sensitive artist to roll a 21C to discern with a high degree of precision and accuracy the origin of a specific artistic or cultural artifact, provided you also have the Skill in the art or craft that created the artifact. For example, if you have the Brewing skill, you could roll a 21C of Connoisseur to know the species of grape, as well as the precise vintage, terroir and even the specific family vineyard in which a given wine was made. If you have the Tailor skill, you would be able to discern at a touch where the silk of a particular fabric was gathered, which weaver made the fabric, and which house cut the suit.
(generated)
This skill allows you to attempt to co-opt the powers of your immediate superior within an Organization by convincing their followers that authority has effectively been delegated to you. To accomplish this, you must roll a 21C using Co-Opt while you are seen, heard, or otherwise known by the bulk of your superior's followers to be in the presence of said superior. If successful, you will be able to manipulate appearances to effectively issue orders to all of your superior's followers. The leader whose powers you have assumed is still considered to be above you by their followers, and you cannot turn them directly against the leader. If the leader directly countermands anything you say, your ability to continue giving orders to their followers will immediately cease, but otherwise, you have effectively stolen your leader's rank and can mobilize their followers to achieve your own goals.
(generated)
The art of performing, or engaging in the social activity of dancing, including knowledge of various dance moves and steps and their associated musical styles. Any roll made using this skill is reduced by your Bulk Factor.
(generated)
This is the skill of identifying the cause of a disease, illness, deficiency, wound, injury, infection or intoxication. To diagnose the problem, the subject must have detectable symptoms, and you must study the patient for 120/skill minutes before rolling a 21C. Someone with no symptoms will be diagnosed as being well, even if they are sick but symptomless. Ordinary failure to diagnose means the cause of symptoms cannot be determined. Success in a diagnosis roll grants +1, plus one for each point the roll was succeeded by to any Challenges made to treat the problem diagnosed - including rolls to cast Restoration spells. A catastrophe in a diagnosis leads to a false positive if the patient is well and a false negative if the patient is sick.
(generated)
The practice of conducting relations between governments, states or institutions, including the negotiation of treaties, alliances or agreements. Any Challenge of using this skill costs each side a point of Composure.
(generated)
The ability to adopt different manners, postures or gaits and to use make-up and clothing in a convincing way in order to either make oneself unrecognizable, or to make oneself appear to belong in a given situation or context, or to be part of a specified group (ie: the City Watch, or the Red Hat Gang). A disguise will allow you to present as a specific individual provided the individual is not personally known to anyone being deceived, but it will not allow you to fool anyone who knows the individual. A disguise does not protect from inspection, or questioning, and skills in Fast Talking, Acting, or Lying might be needed to support a disguise in many situations.
(generated)
The ability to maintain a steady pace when running over long distances. By rolling a 21C using this Skill a runner may add 10% to their travel distance for each point they succeed their roll by. Each 10% gain also costs an additional point of Stamina. Any roll made using this skill is reduced by 5x your Bulk Factor.
(generated)
Anytime you cast a spell that you believe to be in line with the ideals and goals of your deity, you may choose to spend a point of Resolve to roll a 21 Challenge using this skill adjusted downward by the power of the spell being cast. If successful your deity will cast the spell for you - through you. Your deity's effective skill is your skill +4, and the deity pays the Concentration cost. If you fail to invoke Divine Aid, your deity denounces you; you lose the Resolve, and you must pay the Concentration cost and cast the spell yourself (and if you don't have enough, the spell automatically fails and your Concentration goes negative.) You are also put into the depressed state for a number of turns equal to the Power of the spell attempted.
(generated)
Knowledge of the laws of supply and demand, investment, capital distribution, and resource allocation, distribution, production and consumption. This skill is required to establish any sophisticated economic structure, such as a bank, and would be necessary to attempt any kind of economic reform at a societal level.
(generated)
This is the skill of permanently imbuing artifacts with magical capabilities. Enchanted items can be extremely powerful, and are very expensive and time consuming to create. Rules for creating magic items can be found in the Crafting section.
(generated)
The skill of applying the laws of mathematics and physical sciences to the construction of large structures or infrastructure. Even basic engineering projects, such as building roads, mines, or aqueducts, are complex, expensive and time consuming. Large scale public works projects in pre-industrial societies often take generations to complete.
(generated)
When not in combat, or as an instant action at the moment before combat starts, you can spend a point of Composure to roll a 21C using Enthrall to capture the attention of anyone with a Composure derivative for a decisive moment. If you fail your roll, your turn in the ensuing combat is lost, but if you succeed, you and one ally for each point you succeed your roll by may perform their full sprint move, and may also perform one free combat action that is not an attack. You (and only you) may follow this action with a Cheap Shot if you have that skill. After these actions complete, combat begins and your side goes first. If this skill is used on both sides of a conflict, the rolls to Enthrall are treated as a Versus Challenge, with the winning side enthralling the losing side. You do not need the Public Speaking perk to Enthrall groups.
(generated)
Equipping or changing weapons normally requires a basic action, but the Equip skill allows you to do this instantly. A successful 21C allows you to instantly equip, change, or pick up nearby weapons without using either a basic or combat action. For example, with a crossbow equipped, you could instantly pick up and equip a sword and shield laying at your feet without it costing you an action. Note that Equip can be performed out of sequence, even during an enemy turn, but it can only be performed once per turn. If you fail the 21C you may still choose to use a basic action to equip or change your weapons. Note that performance of the Equip skill must include a weapon. For example, you can switch from a bow to a potion, or from a scroll to a sword and shield, but you may not use equip to unequip a scroll and equip a potion, as neither of these is a weapon. Weapons or items being equipped or unequipped must be generally accessible - you cannot unequip a sword and equip a writing kit from deep in your backpack using this skill (however, see Packing).
(generated)
The ability to free oneself from ropes, bindings, shackles, containers, or cells, by the manipulation of the joints and muscles of the body. If tied up, this is a Versus Challenge against the Knots skill of the person who bound you. This skill does not include the ability to pick locks, which requires the Locksmithing skill. Any roll made using this skill is reduced by your Bulk Factor. In most cases, the Double Jointed perk adds +3 to this skill.
(generated)
The knowledge and practice of social mores, and the ability to behave appropriately in a given social context. Everyone has a native understanding of the proper etiquette for their own culture and Social Status level, but when trying to fit in among people of a different group, a 21C using Etiquette is necessary to not be perceived as an outsider. For every level of difference in SS beyond the first, the 21C is at -1. The Challenge is at an additional -2 penalty if there is a species, organizational or ceremonial component to a given gathering. For example, an SS3 character trying to fit in with an SS4 group in a tavern would roll Etiquette at no penalty, but an SS3 elven priest trying to fit in at a ceremonial indoctrination by combat into a barbarian clan, attended by SS6 orc Warlords would roll at -8.
(generated)
The ability to work the land to grow, tend and harvest crops, as well as to raise livestock. This includes knowledge of best practices for optimal land use, and an understanding of how seasonal variance is likely to affect crop yield.
(generated)
The skill of verbal improvisation, and the ability to flatter, convince, manipulate or otherwise trick someone into accepting your point of view. When not in combat, by spending a point of Composure, you can roll a 21 Challenge using this skill. If successful, Fast Talk does 1d4 damage to the subject's Concentration and puts them in the confused state for 2 turns. If Concentration goes negative, the subject must roll to avoid entering the confused state normally. After 1 minute, plus one minute for each point the fast talker succeeded their Challenge by, the subject will realize they were fast talked and may not be happy with that fact.
(generated)
The skill of rapid medical intervention to stabilize a patient for follow-up care. A successful First Aid roll immediately restores 1 point of Health and relieves the subject of the bleeding state. If used on an unconscious subject who whose Health above zero after using the skill, the subject can roll a 21 Challenge using Stability to recover immediately and perform their actions for the turn. If the Challenge is failed, they will be fully recovered for the following turn.
First Aid will also half the frequency of recurring damage caused by a toxin. It cannot be performed on an individual more than once for each encounter. If rolling to recover Health within 24 hours of having received First Aid, you may roll as though you have spent a point of Resolve (+1d4 to your roll). In an emergency, a makeshift stretcher can be constructed using this skill in an hour. Stretchers can be used to make carrying bodies easier.
(generated)
The ability to use hook and line, nets, spears, harpoons, or traps to harvest fish or other aquatic life from rivers, lakes or oceans, from shore or a boat. The amount of food provided depends on the body of water, but in general, 2 hours of fishing provides food for one person, plus one for each point the roll was succeeded by.
(generated)
The ability to find and gather safe, edible and nutritive food in the wilderness, such as seeds, nuts, berries, fruit, herbs, edible mushrooms, and insects. Availability varies by region and season, but in general, 2 hours of foraging provides food for one person, plus one for each point the roll was succeeded by.
(generated)
The knowledge of different forest biomes and of tree species, as well as the ability to manage forests as a resource and to harvest trees for wood. Includes an understanding of forest fire hazards, forest fire fighting, and how to use controlled burning to prevent fire encroachment.
(generated)
The art of duplicating, fabricating or falsifying official documents, papers or currencies including the printing, stamping or inscribing of signatures. The Director determines how much time a forgery will take, and whether any special equipment or materials are required.
(generated)
The knowledge of the rules of a specific game. While most games can be learned and played by anyone without investing in the skill, the Game Skill goes beyond casual play, representing advanced understanding and abilities enabling high level competitive play.
(generated)
The knowledge of the physical features of the world, including its continents, major mountain ranges and bodies of water, systems of rivers and lakes, and other geographic regions, biomes, and climatic zones. Also includes knowledge of the general distributions of populations and resources.
(generated)
The knowledge of the structure and substance of the earth and the forces that act on it, including wind and water erosion, and tectonic and volcanic events. Geology is invaluable in operating and maximizing the output of a mine, and can also assist in general navigation of underground caverns.
(generated)
Your selflessness and dedication to others empowers you to bestow benefits upon your allies. By rolling a 21C using Great Faith you may sacrifice 1 point plus one for each point you succeed your roll by from any Derivative except Resolve, and grant that many points to the same Derivative of each Ally within (Skill) hexes. Derivatives raised above maximum will drain at a rate of one per turn until they reach their maximim.
(generated)
By spending a point of Resolve, you can roll a 21C using this skill to perform a seemingly impossible physical feat, such as lifting a boulder, leaping across a canyon, holding up a collapsing building, etc. Success costs no Stamina, but failure leaves Stamina at zero. You cannot be killed as a result of failing the attempted feat. Note that use of this skill is not affected by your Bulk Factor.
(generated)
The ability to negotiate the closing price of a transaction in absence of a fixed price. When haggling, buyer and seller roll a vsC of Haggling skills. The closing price is adjusted in favour of the winner of the Challenge by 5%, plus 2% for each point they win the challenge by.
(generated)
Determines your Dodge defence when fighting in Banded or Plate Armour. You must take this skill separately for each type of Heavy Armour you wish to use. Heavy Armour makes Dodging extremely difficult - particularly versus Fast Attacks, but the Protection it offers is enough to render many lighter weapons ineffective. The extreme Bulk of Heavy Armour makes it very difficult to perform many skills.
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The knowledge of heraldic symbols and their meanings, including flags, banners, coats-of-arms, mottos, emblems, crests, seals, symbols, coins and currencies. A successful 21C using the Heraldry skill will allow you to recall the public facing history of the family, organization or institution behind the associated symbol, with the understanding that this history and knowledge is part of the social construct of the symbol itself and is only true or accurate insofar as those who created the symbol and its associations have allowed it to be.
(generated)
You can roll a 21C using your Hex skill to craft a small likeness of a specific target. Crafting this object requires that you use a personal item or sample, such as a lock of hair, a tear, a signature, or a personal possession. Once crafted, any spell cast on the charm will effect the subject directly. If the charm is destroyed, or if any of the subject’s Derivatives are reduced to zero, the Hex is broken.
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The study of written history, and knowledge of major past events and the people and organizations involved. Includes awareness of differing historical accounts, their perspectives and biases, and knowledge of the gaps - intentional or otherwise - in the historical record.
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The general ability to operate a household, including budgeting, cleaning and organizing, cooking, maintaining supplies and provisions, as well as simple repairs and maintenance.
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The skill of hunting animals for food or trophy, including the ability to identify good locations to locate prey, and to stalk, approach, and intercept an animal once one is located, as well as run it down after is has been wounded and to properly clean and quarter the kill for preservation. This skill does not include the ability to track prey, or the ability to fully butcher an animal for profit as meat.
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The skill of breeding, rearing, training and caring for animals. This includes the proper daily tending and care for animals raised for the purpose of producing meat, eggs, milk, wool or other products and also the the knowledge of selective breeding for promote specific traits. This is also the skill used to train an animal to be used as a work animal or as a mount. It take 100 days of training to train an animal to serve as a mount, minus a day for every point the trainer succeeds their roll by. If the trainer themselves is a Master in the Combat Offensive skill field, they can also train mounts to gain the Unfazeable perk and to engage in mounted combat. Training a mount for mounted combat takes an addition 100 days minus a day for every point the trainer succeeds their roll by.
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This is the skill of illuminating scrolls, allowing others to cast spells by reading them and expending the Casting Cost. The illuminator does not spend the casting cost to inscribe the spell. Rules for creating scrolls can be found in the crafting section.
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This skill allows you to spend 10 minutes to roll a 21C using this skill to prepare a refreshing infusion that aids in rest and recovery. Those who drink this infusion before or during a rest may roll their recovery as though they have spent a point of Resolve (adding +1d4 to their recovery rolls). You can make enough of this infusion to serve to as many people as you succeed your roll by, though no one can gain benefit from more than one infusion per rest, no matter how long they rest for.
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The skill of questioning someone for information they do not wish to divulge, or do not know they have by slowly deconstructing their statements to get at the truth. After one hour of questioning the interrogator can spend a point of Composure to roll a 21C of their skill, or a Versus Challenge against the Lying skill of the subject if they have chosen to lie. Success will yeild the answer to a single question if the subject knows it, even if they do not realize they know it; such as in the case of an event they forgot or were not aware they were witnessing. A separate 21C using this skill will allow you to simultanouesly interrogate a number of individuals equal to one plus the amount you succeed your roll by. For every individual who can be questioned separately regarding the same question, the interrogator gains (+1, +2, +3, +5, +8, etc) to their roll. So if the interrogator succeeds this roll by 4, they could interrogate 5 individuals about one question in one hour, gaining +8 to the roll to get the answer to the question. Just because an interrogator gets an answer to a question does not mean the subject has confessed or admitted it explicitly, but the interrogator knows the truth. Note that subjects will not usually voluntarily submit to interrogation, so in most cases they must be compelled to submit to interrogation. Note that interrogation is distinct from intimidation, though both can be used together.
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The skill of leveraging someone’s fears to coerce them to comply with your wishes. When not in combat, a character with this skill can spend a point of Composure to roll a 21C using this skill. This roll is made at +3 if the intimidator is armed and the subject is not. It is made at a +6 if the intimidator is able to credibly menace the subject's loved ones, and it is made at +10 if the subject is bound or otherwise helpless. If the roll fails, the subject is put into the enraged state for 1 turn (effectively forcing them to attack, initiating combat). If successful, Intimidation does 1d4 damage to the subject's Composure and puts them in the dominated state for a minumum of 3 turns, after which they may revert to the afraid state if able to escape. If the subject's Composure is reduced to zero and the intimidator forces them into the dominated state, they will not transition back to the afraid state until they are able to recover to a positive Composure value.
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After investing 10^n Silver into a business, roll a 21C using this skill. If unsuccessful the money is lost, but if successful, three months later, the business will become a source of revenue for the character, generating 10^(n-3) Silver each day, paid out monthly. The initial investment can be reclaimed at any time, ending the revenue stream.
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Your broad knowledge of magic allows you to improvise and cast spells you don't know, effectively allowing you to make untrained attempts to cast spells. By spending a point of Resolve you can use your Invoke skill in place of the reference attribute when making an untrained attempt at any spells that you have the prerequisites for, but no training in. This means rolling the Challenge at half your Invoke skill minus the difficulty level of the spell. If you fail this challenge, you still expend the Concentration necessary to cast the spell, but you also suffer 1 point of Health damage for each power level of the spell you attempted to invoke, and are put in the confused state for 2 turns.
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The craft skill of transforming raw gems into cut and mounted jewels, including the ability to accurately determine the value of jewels and raw or cut gems.
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A successful 21C using this skill allows the character to gain acceptance into a group of wild social animals. Animals in the group will treat the character as one of them, and the character will benefit from their skills and abilities, but will also be expected to contribute. The pack does not obey the character, and they are not pets. Individuals in the group may challenge the character from time to time as they would other animals in the group.
(generated)
Any time you fail a Challenge, 21 Challenge, or Resistance roll by 1, or anytime someone successfully Resists a spell you've cast by 1, you can roll a 21C using Judgement to appeal to your deity to 'put their finger on the scale' and tip the outcome in your favour. For the Judgement to have a chance of success, your appeal must not run counter to the ideals of the deity, but otherwise, a successful 21 Challenge using this skill will result in a retroactive +1, thereby changing the result of the roll. Failing a Judgement roll causes you to suffer 1d4 damage to your Composure. If this causes your Composure to go negative, you must roll a 21C using Social at a penalty equal to the negative value of your Composure or enter the depressed state.
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The knowledge of different types of knots and their applications and utility, and the skill of properly tying the right knot for the right purpose. If binding a person, they can roll a Challenge using their Escape Skill escape.
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Everyone automatically gets one free language skill at a level equal to whichever Social stat (Confidence, Cunning or Conviction) they choose. The chosen stat also defines their speaking style (proud and poised, clever and playful, careful and self-assured). In some cases where speaking more than one language is the cultural norm, the Director may grant a character the Bilingual perk, allowing them to speak two languages from birth. Otherwise, additional languages are each learned separately with this skill, which covers the vocabulary and grammar of the language and grants the ability to speak, read and write it. This skill can also be used at a penalty of -3 to translate between a language and its immediate lingual ancestor, descendant or offshoot. Each sentence so translated requires a seperate roll, and take 1d4 minutes of work. To translate between languages with more than one degree of seperation, the linguistics skill must be used.
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The study of local laws and jurisprudence, and knowledge of the powers granted to police, military, the state and courts, the rights and freedoms of the people, and the role of legal precedent. Includes the ability (though not necessarily the right, depending on the society) to argue law before a court.
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The detailed knowledge of a specific area, including places and people of interest and their relationships, as well as local history and current events. The narrower the scope of this skill, the more specific the knowledge. For example, Lay of the Land for an entire nation might mean familiarity with all major cities towns, and the trade routes between them, as well as familiarity with well known individuals. Conversely, Lay of the Land for a small neighborhood implies detailed specific knowledge of every street and alley, every side route, shortcut and hiding spot, as well as the names of every significant individual, their family members and their personal relationships.
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The ability to direct and motivate others toward collective action and goals, while assuming responsibility for necessary decisions. A successful 21C using Leadership will generally convince subordinate allies that the leader's recommended course of action is a good one.
Additionally, this skill can be used to prevent morale loss in combat. Whenever a leader and their subordinates would suffer Composure damage due to a reduction in troop strength a leader can roll a 21C to prevent that loss at a penalty determined by the degree of reduction of troop strength. This roll can only be made once each time troop strength is reduced to a lower level, and can only be made by the individual recognized by the group as their leader. Non leaders can achieve a similar effect with the Rally skill. The Leadership skill cannot be performed as a combined action.
Finally, a 21C using this skill can also be used to identify a leader within a given group.
(generated)
The skill of working skins or hides to produce goods such as saddles, bags, clothing or armour. Includes knowledge of skinning, tanning, curing and cutting materials, and how they are preserved or transformed by waxes or oils.
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The skill of using manual dexterity to manipulate or conceal small objects, such as coins or cards, for the purposes of deception or entertainment. To reveal the trick and catch a person performing Legerdemain requires a Challenge of Legerdemain Skills. Any roll made using this skill is reduced by your Bulk Factor.
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Any time someone dies due to a Stat reaching zero or a Derivative reaching negative 2x its governing Attribute, you can attempt to ward off death. Lifebind requires a combat action, and you must be able to physically touch the person you are attempting to save. Once you are able to touch the person, you can roll a 21C using lifebind. This roll is made at a penalty of (-1, -2, -3, -5, -8, etc) for each turn the victim has been 'dead'. If your lifebind is successful the victim's Stat or Derivative is set to one point above the threshold of death, leaving them comatose until they can recover.
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Determines your Dodge defence when fighting in Padded or Hide Armour. You must take this skill separately for each type of Light Armour you wish to use. Light Armour only offers limited Protection from damage but makes Dodging Strong Attacks easier. Its low Bulk slightly impairs the use of some skills.
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The study of how languages form and evolve. A linguist can determine how closely related two languages are from written samples, and can translate one language to another. For a language that is a direct lingual ancestor, descendant or offshoot o a language the linguist knows, the linguist can attempt to directly write, speak or translate the language, requiring a skill roll for each sentence. To translate between languages with more than one degree of linguistic separation, each concept (ie: each subject, object and verb) must be translated seperately, requiring a 21C at a penalty of (-1,-2,-3,-5,-8 etc) for each degree of linguistic separation beyond the first, between the starting language and the target language. Each roll requires 1d4 minutes of effort multiplied by the number of degrees of separation. The Director will need to define how many concept there are in a given sample.
(generated)
Knowledge of, and familiarity with the prominent written works of a given culture, including their authors and the contexts in which they were written.
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The trade skill of making, assembling and disassembling different kinds of locks and making keys to fit them. This includes the ability to pick open locks using specialty lockpicking tools such as rakes, picks and torsion wrenches. Picking a lock is a Versus Challenge against the quality of the lock (ie: lock (23), lock (27) etc), rather than an ordinary 21C. Unless otherwise indicated, lock (21) is the default, and the vast majority of ordinary locks that would be installed for civilian application are of default quality.
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This is the skill of organizing synchronicity within, across or between different groups or organizations and allows the groups to maintain efficiency when transitioning between operational modes. Logistics is needed any time a group larger than about a dozen individuals need to organize toward a new task, examples include any time an army or caravan needs to encamp or decamp, or a ship needs to be resupplied and turned around in port. In larger, professional groups, logistics are usally managed by an officer who is specialized in this role. When called for, the person in charge of organizing the group rolls a 21C using Logistics. The efficiency of the entire group is modified by +/-1% for each point the roll is succeed or failed by. The cost or benefit of increased or reduced efficiency is left to the Director, but usually manifests as delays and/or increased costs in the case of failures, or increased profits or faster execution in terms of success.
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Often, the only thing that separates a good adventurer from a dead one, is luck. Following any Challenge, you may choose to roll your Luck skill in order to retoractively add Resolve to the roll. You may invest as many Resolve points as you like, and if you succeed the Luck roll, you may roll that many d4 and add the result to your previous roll - hopefully turning a failure into a success or a near critical into a crit. If you fail the Luck roll, all the Resolve invested is lost.
(generated)
The ability to knowingly and convincingly tell an untruth and to disguise your 'tells', as well as the ability to detect these attempts in others. When attempting to lie, you roll a 21C using this skill, adjusted accordingly if the lie is particularly plausible or implausible. If successful, anyone who does not have the lying skill will believe your lie, however those who have the lying skill can roll a vsC to detect it. If they succeed, they will sense you are lying, but this will not reveal the truth or the facts of the situation you are lying about, which requires using the Interrogation skill.
(generated)
By observing an unsuspecting target interacting in social situations, you can learn the target's habits and behaviours. Each time you witness a target perform a 21C or vsC in a social context, you may roll your own 21C using Mark. If successful, you gain +1 on all future Challenges made against the target using skills with a Social reference Attribute, to maximum bonus of +4. You may only have one Mark at a time.
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The trade skill of splitting, cutting, carving and working stone or brick to build stone structures. This includes the ability to use the required tools, levers, cranes and pulleys, hammers, chisels, feathers and wedges.
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The knowledge of numbers and the axioms of arithmetic. This skill is not necessary to perform simple arithmetic calculations, but is required to perform advanced arithmetic, geometry, differential equations or statistical calculations.
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Mechanics is the protoscientific knowledge of forces and motion. It includes the basic understanding of the principles of motion and the transmission of forces and energy between moving bodies, as well as the understanding of the workings of simple machines and of clockwork devices. This skill is required to properly apply simple machines such as pulleys, screws, pumps or gear systems for the transfer of forces or storage of potential energy. In an emergency, a makeshift stretcher (used for carrying bodies) can be constructed using this skill in an hour. The construction of large scale labour saving devices including mills, water-wheels, cranes or screw-pumps, as well as the design of seige engines such as catapults or ballista require this skill to plan the workings of such mashines in additon to the craft, trade and engineering skills required to build them.
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The knowledge of the function of the body and the skill of maintaining health, treating injury, and curing or alleviating the symptoms of pain or disease. After successfully using the diagnose skill, a 21C can be made using the Medicine skill to prescribe and perform treatment if one exists. When a patient being treated rests, they may roll their recovery rolls as though they have spent a point of Resolve (add +1d4 to their rolls). In an emergency, this skill can be used to construct a strecher to use for carrying bodies in one hour.
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The skill of focusing thoughts or awareness to achieve a state of mental clarity, emotional stability or tranquility. If you meditate for one hour as part of your rest to recover derivatives, you may roll a 21C using this skill. You may not spend Resolve when rolling this Challenge, but if the Challenge is successful you may roll all your recovery rolls as though you have spent a point of Resolve (add +1d4 to your rolls).
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Determines your Dodge defence when fighting in Leather or Chain Armour. Each type of Medium Armour is a specific skill. Medium Armour offers a balance between effective Dodging, and Protection from Damage. Its moderate Bulk interferes with the use of certain skills.
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This skill allows you to stack multiple melee weapon attacks made in the same turn into a single attack that does the combined damage of all the attacks together.
Start by rolling a 21C of Melee Stack, and if successful, you may stack one attack plus the amount you succeed your roll by (up to your maximum number of attacks) into a single attack which is then rolled at a bonus equal to the number of stacked attacks. You may then roll your single stacked attack and any remaining attacks in any order you choose, against any targets you choose.
For example, while Berserk, using two Long Swords with the Dual Wield perk, you are able to make four attacks. If you roll a 23 using your Melee Stack skill, you can stack up to 3 attacks into a single attack, that you then roll at +3 to hit. If you hit, this attack would do 6d4+6 damage (with Protection applied once) instead of doing 2d4+2 damage three times (with Protection against each attack). You may make the stacked attack and the remaining attack in whichever order you chose, against any target you choose.
You may only roll Melee Stack once per turn, and may only stack attacks against a single opponent.
(generated)
The skill of trading goods and commodities in bulk, or at a distribution level. Includes the skill of estimating the pending market climate and its potential impact on trade. As with the Haggling Skill, above, trading in bulk commodities is a Challenge between Buyer and Seller, with the winner getting a price adjustment in their favour by 1% for each point they win by.
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The study of the processes and phenomena of the atmosphere, and the skill of accurately forecasting the weather. A 21C using Meteorology will allow a character to accurately predict the weather for 12 hours, plus 12 hours for every point the roll is succeeded by.
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This is principally the skill of delivering babies and of providing pre and post natal care for mothers. It is always specific to your own species by default, and as a general rule one species will not teach their midwivery skills to members of a different species. Some species (ie: spriggan) do not have a concept of pregnancy, others (ie: lizari) do not care for their young, and so cannot take this skill at all under normal circumstance. Other species (ie: sectile) have castes specifically dedicated to caring for mothers, eggs and offspring, and this skill is 'hardwired' into those castes and unknown others.
(generated)
This is the skill of operating a mill, principally to grind grains such as corn or wheat in order to make flour. More generally, however, a mill is a sophisticated tool that can be used for many purposes, and a skilled miller can use a mill to perform any tasks it is configured for. Other functions of a mill can include grinding and polishing metal or stone, sawing timber or cutting stone, and in some cases even using cranes, ropes or chains to haul or hoist heavy loads.
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The knowledge and skill of working a mine to find and extract valuable metals, ores, gems or minerals. Familiarity with mining structures and operations can assist in navigating a mine. Includes the ability to evaluate ore samples gathered over a large area to properly site a mine.
(generated)
Once per turn, when not in combat, following any successful vsC against an opponent, you can spend a point of Composure to roll a 21C using Mock to insult, embarrass or otherwise make your opponent look foolish in front of their friends or allies. If successful, your opponent suffers 1d4 damage to their Composure and they are placed in the humiliated state for one minute. If their Composure goes negative, they must roll to avoid entering the humiliated state normally. If the opponent does not have any friends or allies to be humiliated in front of, they will instead become enraged. Enemies without a Composure derivative cannot be mocked.
(generated)
Distinct from the Musical Instrument skill, below, this is the understanding of musical history and culture, musical theory and the basics of acoustics as well as the ability to create musical compositions and to write in musical notation. It includes a broad knowledge of musical styles, forms and instrument types, as well as a wide knowledge of musicians, composers and their songs.
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The art of playing a specific musical instrument for personal enjoyment, or as performance. Includes the ability to read sheet music, as well as a general knowledge of different songs and styles. Each musical instrument is its own specialization.
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Naturalist is the protoscientific knowledge of the processes of life and the environment, and the study of nature and the wilderness. It includes the basic understanding of different ecosystems and biomes, as well as knowledge of different plant and animal species and their behaviours, including the ability to identify them and their dens or nests.
(generated)
As with the Off-Hand Weapon skill (below) this is the skill of using your off-hand to fight when unarmed. This skill grants you a second unarmed attack in melee combat, and affords different, additional Effect Attacks.
A high skill in Off-Hand Unarmed allows you to do more damage with your Off-Hand Unarmed attacks.
(generated)
This is the skill of using a one-handed weapon in your off-hand. It is a different skill from a Weapon Skill with the same weapon, and each Off-Hand Weapon must be learned separately. This skill allows you to fight with two weapons at the same time. When doing so, you may Attack and Block with each weapon, effectively doubling your number of Attacks and Blocks.
A high skill with a specific Off-Hand Weapon allows you to do more damage with that weapon.
(generated)
The skill of navigation and of finding one’s way using simple maps and basic navigational aids, such as a compass or a sextant. Includes the ability to way find across open terrain using landmarks, as well as open water or desert navigation using the stars and planets.
(generated)
When responsible for packing the equipment and supplies for a group of four or more, you may roll a 21C using the Packing skill in order to distribute the load efficiently. Success allows you to reduce the total Bulk Factor by one, plus one for each point you succeed your roll by, distributed as you wish across the group. For example, if you pack for a group of four and you succeed your roll by 3, you could reduce the Bulk Factor of each member of the group by one, or of one member of the group by 4. The bonus lasts for an entire leg of a journey or until the size of the load being managed changes significantly. Also, a 21C using this skill will allow you to immediately equip any item that is not a weapon from the gear you are carrying, even if it is deep in a backpack or satchel.
(generated)
This is the opposite of the Taunt skill, used to divert the attention of a hostile enemy away from yourself and on to someone else. This can be achieved by a number of means, including direct accusation, or by simply making oneself appear less threatening. When an intelligent enemy declares their intent to attack you and they have another valid target they could attack instead you may spend a point of Composure to roll a 21C using Patsy. If you succeed the attacker will choose to attack the designated target provided that doing so is not obviously futile or suicidal. This skill cannot be used to make an attacker attack one of their allies unless the attacker is in the enraged state.
(generated)
A professional entertainer can give a performance that inspires all who witness it. A Performance must last at least 30 minutes, though could be longer. At the end, Roll a 21C using this skill, and if successful, everyone in the audience rolls a 21C using their Social attribute at a bonus equal to the amount the Performer succeeded their own challenge by. Those who succeed recover a point of Resolve. Only one point of Resolve can be restored this way in a given day.
(generated)
The skill of convincing people by using sound argumentation and convincing rhetoric. To attempt to persuade someone, spend a point of Composure and roll a Versus Challenge between your Persuasion skill and the subject's Stability. If you succeed, the subject will enter the charmed state for 6 turns (30 seconds). Unlike other skills and abilities used to manipulate people, Persuade does not do any Composure damage to the subject - though a successful Challenge using Persuade can enable follow-up attacks using such skills as Confuse, Mock or Provoke
(generated)
The study of the nature of knowledge, reason and thought, and the skill of examining ideas about reality, existence, self, ethics and morality, and other abstract concepts.
(generated)
A character with this skill may provide ongoing medical treatment to a number of patients equal to their Skill. A successful 21C each day allows all patients under their care to effectively double the length of any rest taken for the purpose of recovering derivatives. This does not reduce the need for sleep.
(generated)
The skill of opportunistically pilfering small objects such as coins, jewelry, pouches or wallets from unsuspecting individuals without being noticed. On a successful roll, the item stolen is determined randomly. If a specific item is being targeted, the Director should impose a penalty to the roll. Failing this roll means your attempt is detected by the target. Any roll made using this skill is reduced by your Bulk Factor.
(generated)
By pushing your hands gently down into the earth, among the grass, roots or moss, and concentrating for five minutes, you can roll a 21C to begin to perceive the conversations constantly happening between plants, trees, grasses and fungus. You can perceive 'conversations' from as far away as 100 meters, +100 additional meters for every point you succeed your roll by. While plants do not normally 'converse' about things that are interesting to fleshfolk, they would certainly be aware of significant disruptions to their ecosystem, such as a large group on the move, or significant damage being done to plants, crops, or other vegetation, or the nature of any disease, plague or other invasive organism. In a remote, or largely undisturbed environment, an additional Alertness challenge would allow the listener to pick out conversations about individuals or specific quarry moving through the wilderness, or other more subtle disturbances.
(generated)
The knowledge of how water tends to flow, and skill of maintaining and fitting pipes, valves, pumps and drains for purpose of the distributing or managing useful or waste water.
(generated)
The knowledge of various poisons, toxins, and venoms as well as their effects and proper dosages. This includes the knowledge of how to harvest or distill toxins from plants or from venoms, as well as a knowledge of how to use toxins to create their antidotes. Given a dose of a toxin or venom, the proper equipment, and a full day's effort, a 21C using this skill will make one dose of an antidote that will immediately halt the action of the venom if given to someone intoxicated with it. Alternately, a single dose of the toxin can be used to make a larger batch of an innoculating serum that will grant +5 to all resistance rolls against the venom for 72 hours after it is ingested. This batch of serum will provide one dose for each point the skill roll is succeeded by.
(generated)
Knowledge of the procedures and operations of a given system of government, and the ability to work effectively within that system to achieve political goals such as getting elected, developing legislation, or achieving consensus.
(generated)
The ability to craft objects using clay or glass. Clay is spun on a wheel to make pottery, containers and flatware before firing in a kiln. Glass is either blown to make vessels, or drawn in sheets before grinding and polishing. This trade includes the ability to operate kilns and blast furnaces to heat materials to extreme temperatures.
(generated)
This is the skill of using any of a wide range of methods to treat food or other goods that can rot or spoil in order to make them last longer. Common preserving methods include drying, smoking, curing, brining, salting, pickling, sugaring and fermenting. Other more exotic methods specific to different goods and different environments are also possible. Depending on what is being preserved and how, a skill roll can prolong the storage life of goods for days or weeks, or even months or years.
(generated)
Similar to the Investing skill, above, Prospecting allows you to invest in land prospecting opportunities in support of mining, forestry or other ventures. Generally speaking, Prospecting is longer term, higher risk and higher reward than Investing. To initiate a Prospecting investment, you must invest a minimum of $10k every month, each month you roll a 21C using Prospecting. Each time you succeed, your investment accrues to the total value of the operation. Each time you fail, the investment made that month is lost. If you fail the 21C twice in a row, all the accrued value is lost. If you succeed five times in a row, you have successfully financed an operation with a base value equal accrued to the investment made. Once operational, you are paid a monthly dividend of 10% of the accrued value. For example, you invest $25k per month, and succeed your challenge three times in a row before failing, and then three times in a row again before failing, and then succeeding five times in a row to establish an operational venture. You invested $25k thirteen times, but failed twice, so the total value of the operation is $275k. The operation pays you back $27,500 per month. Unlike Investing, you may not withdraw your your original investment - thought you could sell the operation.
(generated)
Once per turn, whether in or out of combat, following any successful Challenge rolled against your opponent, you can spend a point of Composure to roll a 21C using Provoke to add insult to injury. If successful, the opponent suffers 1d4 damage to their Composure and they are placed in the enraged state for two turns, with their rage focused on a target of your choosing - even one of the subjects own allies. If the subject's Composure goes negative, your opponent must roll to avoid entering the Enraged State normally.
(generated)
The understanding of different thought processes, modes of thinking, emotonal states, and personality types, and how they might affect behaviour in various contexts. By spending one hour, reduced by a minute for each point the psychologist succeeds their roll by, a psychologist can relieve a subject of the afraid, depressed, dominated, enraged or humiliated states provided their Composure is above zero and they have not been put into those states magically. For those who receive psychological treatment during a period of rest, the psychologist can roll a 21C using their skill, and if successful, the patient can roll to recover Composure, Concentration and Resolve (but not Health or Stamina) as though they have spent a Resolve (+1d4 to their roll).
(generated)
A natural leader, you can spend a point of Resolve to Rally your followers to your banner with a successful 21C. For one turn, plus a turn for every point you succeed your roll by, all of your followers can perform an action each turn as though spending a point Resolve for no cost. Those who choose not to follow your general battle plan will not gain these benefits and as the source of the inspiration, you do not gain the benefits either. If you fall, the benefits immediately end.
Additionally, this skill can be used in a fashion similar to the Leadership skill, meaning that during combat any time your side would suffer morale loss due to a reduction in troop strength you can roll a 21C to prevent Composure damage at a penalty determined by the degree of reduction of troop strength. Unlike the Leadership skill, you do not need to be an official or recognized leader to do this, and Rally can be performed as a combined action.
(generated)
A successful 21C using Range allows you to guide a party through the wilderness at increased speed for a full day. How many people you can guide, and at what speed, is deterimined by taking the result of your roll, subtracting the number of people you are escorting, and adding that percentage to your Travel Speed. For example, a ranger with an 18 Range skill who rolled a 12, would have a result of 30. If they were travelling alone, they could move at their Travel Speed +30%. If they were escorting a group of 10 others, they would all travel at the ranger's Travel Speed +20%. While being guided, any member of the party who spends a point of Resolve to roll a Challenge using a skill on the Outdoors or Transport-Land skill field automatically recovers that point of Resolve at the end of the day of travel.
(generated)
This skill allows you to stack multiple ranged or thrown weapon attacks made in the same turn into a single attack that does the combined damage of all the attacks together.
Start by rolling a 21C of Ranged Stack, and if successful, you may stack one attack plus the amount you succeed your roll by (up to your maximum number of attacks) into a single attack which is then rolled at a bonus equal to the number of stacked attacks. You may then roll your single stacked attack and any remaining attacks in any order you choose, against any targets you choose.
For example, with the Rapid Fire perk and the Quickness spell, you are able to fire six snap shots from your short bow. If you roll a 26 using your Ranged Stack skill, you can stack up to 6 attacks into a single attack, that you then roll at +6 to hit. If you hit, this attack would do 12d3+6 damage (with Protection applied once) instead of doing 2d3+1 damage four times (with Protection against each attack).
You may only roll Ranged Stack once per turn, and may only stack attacks against a single opponent.
(generated)
The skill of using a specific ranged weapon, such as a bow, crossbow, or sling. You must take the Ranged Weapon skill separately for each new weapon you wish to learn. All attacks with ranged weapons are Fast Attacks. Ranged weapons cannot be used for defence, and cannot be used while being attacked in melee combat. They also cannot be used if any enemy is within the minimum range of the weapon unless you have the Point Blank perk.
A high skill with a specific Ranged Weapon allows you to do more damage with that weapon.
(generated)
A successful 21C using Regulate allows you to spend an additional point of Concentration when casting yor next spell in order to delay the activation of the spell until a single specific condition is met. For example, a Heal spell could be Regulated to release when the subject reaches 1 Health. Regulating and casting the spell happen at the same time, and if the Regulate skill roll is failed, the spell casts normally with no delay. Otherwise, a Regulated spell will delay for 1 day, plus as many days as you succeeded your Challenge by. If the condition is not met in this time, the Regulated spell is wasted. You can use this skill to regulate your own spells, or those of any other willing caster.
(generated)
Following any successful attack or block in melee, you may roll a 21C using your relieve skill to impose the disarm effect on your opponent. This does not require you to be using a weapon with a disarm effect attack. Additionally, following any successful pickpocket you can roll a 21C using relieve to steal a weapon (or other similarly sized item) from a target without them realizing it, provided they do not currently have it equipped. Note that use of this skill is not affected by your Bulk Factor (but the initial use of pickpocket is).
(generated)
This skill allows you to alter the location and facing of yourself, adjacent enemies and allies during combat. Once per turn, for no action and no move cost, at any time during the turn, even between attacks or defenses, you can roll a 21C of Reposition to swap the positions of any two individuals in your hex, or any adjacent hex provided those individuals are able to move (ie: not entangled or down state or otherwise unable to move). You may also not reposition anyone into an area that will automatically damage them (such as swapping your position with theirs if you are levitating over a precipice). You also control the facing of those being repositioned as desired, which could allow (or prevent) use of a shield for incoming attacks. If peformed during an any attack, someone could be moved into the path of the attack, requiring them to defend as though they were the target. If doing this to avoid an attack yourself, you may still defend if you fail to Reposition. Use of this skill costs a point of Stamina and any roll made using this skill is reduced by your Bulk Factor. You may not perform a Reposition while in the down state. Someone with the Reposition skill can roll a vsC to prevent being unwillingly Reposistioned, and used this way, the skill does not cost a point of Stamina, nor does it count asthe single use permitted in a turn.
(generated)
The ability to systematically gather information and knowledge from various sources in support of ideas or learning. The Research skill requires a library or other large collection of knowledge from a variety of sources.
(generated)
The ability to mount and control a steed, including the ability to saddle it, motivate it to the edge of its ability, and to keep it calm when under stress. While simply riding a mount is basic enough that it can be done in a limited context without having skill, doing anything prolonged or complex will require it.
Without the Riding skill:
- A rider must expend a point of Stamina every 10 minutes and can:
- Mount the animal by spending an entire turn doing so and succeeding a 21C using Stability.
- Dismount the animal by spending an entire turn doing so.
- Direct the animal to move its base move in a specified direction over easy terrain.
- But without the Riding skill a rider cannot:
- Remain on a mount that enters the afraid state: they will immediately be thrown from the mount, and will take damage at the discretion of the Director.
- Direct a mount to ride into combat, even if the mount is trained for mounted combat.
With the Riding skill:
- A rider must expend a point of Stamina every hour and can automatically:
- Mount the animal using a Basic Action.
- Dismount the animal using a Basic Action.
- Direct an animal to move its base move in a specified direction over easy terrain.
- And can also roll a 21C to:
- Mount the animal instantly, without using a Basic Action.
- Dismount the animal instantly, without using a Basic Action.
- Direct the animal to sprint or gallop.
- Direct the animal to move over difficult terrain, to jump obstacles, enter deep water, etc.
- Remain on the animal if it is in the afraid state.
- Calm the animal if it is in the afraid state.
Additionally, if the mount has the Unfazeable perk, a trained rider can direct the animal to engage in mounted combat. Note that each individual type of mount is its own specialization, but that no special skill is required to ride a trained animal into mounted combat aside from this skill.
(generated)
The knowledge and ability to perform the specific and prescribed rites and ceremonies of a given order, religion or other ritualistic group, as well as the ability to guide the lay-participants in the ritual to perform their required actions. This skill is required for more than one additional Caster to contribute to the casting of a spell using the Channel spell. Each additional contributor must succeed a 21C using Ritual, or be unable to contribute their Concentration using the Channel spell.
(generated)
This is the skill of knowing what to say and when, and at knowing how to look like you belong in different social contexts. By spending a point of Resolve you can use your Savoire-Faire skill in place of the reference attribute when making an untrained attempt at any skill with a Social reference attribute that you have the prerequisites for, but no training in. This means rolling the Challenge at half your Savoire-Faire skill minus the difficulty level of the skill. If you fail this challenge, you suffer 1d4 damage to your Composure and are put into the humiliated state for 2 turns. Additionally, any time you are required to perform a 21C using Confidence, Cunning or Conviction in a social context, you can first choose to spend a point of Composure to roll a 21C using Savoire-Faire. If you succeed, you may add the amount you succeed your roll by to the Challenge.
(generated)
The skill of crewing or operating a large boat or a ship at sea, including the skills of rowing, helming, sailing, cleaning and managing the stores and cargo. Without this skill, any craft in open water is considered adrift, and will be subject to capsizing or sinking if confronted with bad weather.
(generated)
The skill of searching a person or a small area, such as a single room, in order to find concealed or hidden objects. This skill can also be used to hide, conceal or camouflage an object on one's person or in a room-sized interior or exterior area in order to prevent discovery during a frisk or active search, the results of which can be resolved via a Versus Challenge of Search skills. An object successfully hidden in this way will never be discovered by a simple Challenge using Alertness. This skill cannot be used to detect traps, as this requires the Traps skill. Any failed search conducted in the presence of a trap will trigger the trap, so if you have both skills, you should always attempt to detect traps before conducting a search.
(generated)
This is the skill of using a small, medium or large shield in your off-hand for both offense and defense. Each size of shield is a specific skill. Unlike weapons and off-hand weapons, shields can only Block attacks coming from similar directions, the larger the shield the wider the angle of coverage (2 hex arc for small shields, 4 for medium shields, and full 360 degree coverage for large). Only shields can Block attacks from Ranged or Thrown Weapons. Shields do not offer Protection the way armour does unless you have the Brace perk.
Small shields are unique in that they are fixed to the arm, allowing you to use a two-handed weapon, off-hand weapon or thrown weapon while wearing one, though not a ranged weapon. With a two-handed weapon you may attack and defend with both the weapon and the small shield. With an off-hand weapon in the same hand as the small shield, you may only attack or defend with one of them each turn.
A high skill with a specific sized Shield allows you to do more damage when you hit with it.
(generated)
This is the skill of sending simple communications over a distance using one of a wide range of signalling systems. Specializations of this skill include hand gestures, imitated animal noises, smoke signals, flag signals, drum signals, or sequences of flashing lights. In many cases, the specialization of this skill is defined by the Skill Field in which is is learned; if you learned Signals in the Transport - Sea Skill Field, you learned flag signals, as this is how ships communicate. Note that these skills are not languages, and have a limited vocabulary and a simplified grammar. Generally, unless a specific signal is prearranged (ie: three whistles means the enemy general is riding with the cavalry approaching from the south), then a given signal can contain only a single subject, object and verb (ie: enemy cavalry approaching from south).
When using this skill both sender and receiver must have the skill with the same specialization. Communication between sender and receiver is always performed as a combined effort, with the sender adding a bonus to their skill roll based on the skill of the receiver. Multiple receivers can receive the same message either individually or as a group, and will combine their efforts accordingly. For example, if sending a communication by smoke signal to a waiting division across a valley, the sender may roll an 18, and three receivers, each with a 12 skill (each granting +1 to a combined effort, for a result of 21) could discuss and determine the meaning of the message. Conversely, if a scout rolls a 19 to send a hand signal to multiple allies hiding in the bushes preparing an ambush they would not be able to work with one another silently in the instant to decypher the signal - thus each all with a skill of 13 or lower (+1 to combined effort) would not reach a value of 21, and would fail to receive the signal, while each ally with a skill of 14 or higher would succeed.
(generated)
The art of singing songs as a soloist or part of an ensemble or choir, whether for performance or personal enjoyment. Includes knowledge of different songs and styles.
(generated)
The skill of fighting with a specific small weapon, such as knife, dagger or hand axe. You must take the Small Weapon skill separately for each new weapon you wish to learn. The Small Weapon skill determines your Fast and Strong Attacks, as well as your Block Defence. Additionally, some weapons enable the user to attempt Effect Attacks.
A high skill with a specific Small Weapon allows you to do more damage with that weapon.
(generated)
Professional political operators can attempt to Smear an opponent, damaging their reputation or status. Preparing a Smear campaign takes a number of days of investigations and preparations equal to the target’s Social Status plus one. Each day, the politician must roll a 21C using their Smear Skill or the target or their agents will become aware of the impending Smear and can take action to stop it. Depending on the nature of the campaign, in lieu of making these rolls, the players may wish to play out the specific actions they take; such as stealing compromising evidence, preparing it for public exposure, etc. Note that powerful individuals threatened with a possible Smear will go to extreme lengths to protect themselves. Should they fail to prevent the Smear, once the elements are in place, or the skill rolls made, launching a Smear does 1d6+1 Composure damage for each successful roll (or action taken) during the preparation phase (so 7d6+7 if all the preparation rolls were successful against a target of SS7!). If their Composure goes negative they must resist entering the Humiliated state. If the Composure damage is fatal, the Director can determine a dramatically appropriate way for this to unfold. If the target survives, the Smear reduces their Social Status by 1d3; causing them significant financial and reputational harm. A successful Smear attack will always be severely disruptive. It may result in the target being expelled from their faction, or subjected to criminal prosecution, or other serious consequences depending on the nature of the Smear.
(generated)
The skill of moving goods illicitly through customs checkpoints or borders using physical concealment and the knowledge of bureaucratic procedure and regulation to circumvent inspections.
(generated)
The skill of moving quietly and unseen, by taking advantage of cover, concealment, darkness, and ambient noises in order to remain undetected. While Sneaking, a character may not move more than their base move in a single turn. Any roll made using this skill is reduced by your Bulk Factor.
(generated)
When using a Thrown or Ranged Weapon and prepared to make a Ready attack, you may instead spend a point of Concentration and the rest of your turn preparing to snipe. The subsequent turn, or whenever you loose your shot, first roll a 21C using Snipe. If successful, your attack is at +6 to hit, and if you hit, you bypass 1 protection and do +1 damage for each point you succeed your Snipe roll by.
(generated)
When hosting a party or gathering, a successful 21C using the Socialite skill grants a bonus of +2 to all rolls using skills based on the Social attribute for the duration of the party. Additionally, the socialite may designate one special guest for each point they succeed their roll by, with each special guest also gaining +1 to all rolls using skills based on the Social attribute for the duration of the party.
(generated)
Includes knowledge of the rules of a specific sport, as well the physical skill of playing it. Most sports can be played casually by anyone without investing in the skill, but the Sport skill represents the advanced understanding and training needed for high level competitive play. Any roll made using this skill is reduced by your Bulk Factor.
(generated)
Following a full day of tracking with the Tracking Skill, or thirty consecutive minutes of undetected observation you may roll a 21C to Stalk. If successful, you may roll all Challenges against the target's group or species as though using 1 point of Resolve, (ie: versus all elk, or all soldiers of a specific Army). You may only Stalk one group at a time, but the bonus lasts until you Stalk something else.
(generated)
This is the combined skill of paper-making, working a printing press, and book-binding and book trading and selling. Stationers can have a very wide range of jobs, such as operating a paper press in a paper manufactory, working as a book binder, operating a printing press to print pages for books or newspaper broadsheets, or even simply working as a chapman; selling or trading books or arranging for manuscripts to be printed.
(generated)
This skill allows a ship's commander to harness the power of a storm at sea. By spending a point of Resolve, the commander can roll a 21C using Storm Running to grant everyone aboard a bonus of +3 to all Challenges related to maneuvering or fighting aboard the vessel (or any boarded vessel) while in the storm. Note that this skill offers no special immunity to penalties caused by the storm itself. Travel speed for the vessel while Storm Running is +50%.
(generated)
The skill of planning and directing the movements and objectives of armies, and of allocating the resources and securing the supply lines needed to keep them functioning. When armies prepare to enter conflict, their leaders may roll a Challenge using their Strategy skills. The winning side gains an advantage of +1 on a particular type of roll chosen by the winner, for the duration the battle, such as +1 on all Block Defences, or +1 on all Stability Challenges.
(generated)
The general awareness of goings-on in the criminal underworld, and the savvy to keep oneself safe in the dangerous social environments at the fringes of society. A Streetwise roll can help a character find a contact, learn about upcoming jobs, or get their hands on illicit goods.
(generated)
The skill of using tools and instruments to perform physical interventions repair internal injuries caused by severe wounds, or for the treatment of certain maladies. The need for surgery, and its risks and benefits, should be determined by the Director as needed.
(generated)
The ability to persist unequipped in the wilderness by gathering the minimum essentials necessary for survival. Each day a character does not have access to all three of the essentials of food, water and shelter, they must roll a 21C using this skill for each of them. In the case of food, a character with the appropriate weapons, tools or equipment can use the Hunting, Fishing, Traps, or Foraging skills if they have them. In the case of water, in most environments (at the discretion of the Director), a successful roll to find water locates a water source, which provides water for an extended period and does not require the character to roll every day for water if they remain close to the source. Otherwise any of these essentials are absent for a given day, they will suffer Derivative loss due to a lack of essentials. Finally, in an emergency, this skill can be used to construct a makeshift stretcher for carrying bodies in one hour.
(generated)
By rolling a 21C using Suspend, a spell caster can pause the ongoing effects of any spell with a duration that is currently active, and which they themselves have cast. Failing the challenge ends the spell, but success allows the caster to resume the spell later, for no cost and no action. This must be done on the caster's turn, and cannot be done reactively as with an instant spell. Spells cannot be activated for fractions of turns, and if a spell is active at any point during a turn, it is considered to have been active for a full turn. You may only have one spell Suspended at a time. A Suspended spell is immediately ended if the caster's Concentration reaches zero or if they lose consciousness (including sleeping).
(generated)
This is the ability to swim, float, dive, and otherwise move through water without the assistance of floatation devices. In order to move in water over your head, you must have this skill. If you do not have the Swimming skill, and are in water over your head, you automatically lose 1 Stamina every turn until you succumb to exhaustion and drown, however, you can make untrained attempts to swim in order to move and hopefully save yourself. Movement while swimming, is at a rate of 1/3 your base move and costs 1 Stamina every (skill) minutes. Merfolk and lizari automatically have this skill at a level equal to their highest Physical Stat, and can move at their base move while swimming for no Stamina cost. They can also move at sprint move while swimming by expending Stamina, just as others can sprint on land. Any roll made using this skill is reduced by your 3x your Bulk Factor, or 2x your Bulk Factor if you are merfolk or lizari.
(generated)
This skill gives you the ability to run the short con and walk away from most deals with the goods and the cash. In any financial transaction up to Skill^2 silver pieces of value, you can roll a 21C using Swindle (or an vsC using Swindle if your opponent also has the skill). If you succeed, you get the goods for nothing, plus you get 11% of the transaction value, plus an additional 1% for each point you succeed your roll by. For example, you could attempt to use a 12 Swindle skill in any transaction worth up to $144. When buying a Long Sword for $125, you could roll a 21C using your Swindle skill. If you roll an 18 for a result of 30, you not only don't spend $125, but you walk away with a Long Sword and $25 (That's 11%+9% of the $125 sale price). Needless to say this is a crime. If you fail the roll, you will immediately be in trouble with the person you're dealing with, and even if you succeed, they will figure out what happened within a number of minutes equal to how much you succeeded by, or at the end of the day if you critically succeed.
(generated)
Once per turn, when a spell is cast within Skill hexes, you can attempt to harness the magical energies being unleashed and syphon some off for your own use. Syphon is used at the moment Concentration is being spent, so cannot be used on Power 0 spells, and cannot be used on spells being unsuspended or released from a Spell Burst or a Ward - though it can be used when a spell is being cast from a scroll. To syphon, one must be aware the spell is being cast (so it cannot be used when a spell is cast discreetly or covertly). This skill does not require an action, and maybe be used at any time during a turn. Roll a 21C using Syphon, and if successful, you gain +1 Concentration that you must use within one turn, or else it is lost. This skill may even be used at the same time as casting instant spells that target the spell being syphoned (such as when using Doubt to prevent an enemy from casting a Fireball at you, which may result in them not casting a spell at all... so where did the syphoned concentration come from? Now that's magic!)
(generated)
The skill of developing unit level plans, and directing small scale actions involving small groups of people to achieve immediate, local objectives. To use the Tactics skill, the players must define a specific manuever whose successful completion might theoretically result in an advantage. The manuever must involve a minimum of three characters - one of whom must have this skill. At the start of the turn in which the manuever is to be completed, the person with the Tactics skill rolls a 21C. If successful, everyone participating in the manuever gains +1 to every Challenge they roll during that turn.
(generated)
The skill of following someone through a populated, public area without them noticing they are being followed. A character who is concerned they are being followed can roll a Versus Challenge using Tailing skills against their potential followers to lose them.
(generated)
This is the skill of designing and assembling fitted clothes, including the ability to measure the body, make patterns, and to cut, sew and adjust cloth and fabric to suit the wearer. Tailor specializations include haberdashers, tailors, dressmakers, furriers, cobblers, and milliners among others.
(generated)
This is the opposite of the Patsy skill and is used to draw the aggression of enemies in combat. When an enemy who is engaged in combat declares their intent to attack someone other than you, you can roll a vsChallenge between your Taunt Skill and the attacker's Cunning. If you win the contest, you will become the attacker's preferred target. Provided you are within range, the target will choose to attack you over any other target, even if attacking you is futile or suicidal due to your protection or prowess. The Taunted enemy will continue to prefer you as their target until they take damage from someone else, at which point they are freed of the Taunt and can choose targets normally. This skill can not be used to Provoke someone who does not want to attack anyone into doing so.
(generated)
This skill allows characters to grant other characters experience points that they can use to buy skill rolls in skill fields the teacher has at a higher level of mastery than the student. A teacher can have a maximum number of students equal to their skill at one time. Teaching takes an enormous amount of time. For every 50 full days of instruction (at 8 hours per day), the teacher rolls a 21C using their Teaching skill, and if successful, each student gains 1xp toward a future roll on the Skill Field the teacher is instructing them in. Thus, it would take 250 days of instruction for a student to earn the 5xp required to purchase a skill roll in the Skill Field being taught by the teacher.
In practical terms, the benefits of this sort of learning are not likely to be realized during the course of most campaigns, unless there is significant down time, or perphaps if there is significant time spent travelling as non-working, paid passengers, such as by ship or carriage.
(generated)
The skill of driving and steering a team of trained animals to pull a sled, plow or carriage, or to turn a milling machine. Also includes skill of properly loading the animals and vehicles.
(generated)
This is the construction skill of making and repairing roofs. It does not only apply to thatch roofs made from straw or reeds, but also includes the skill making and repairing roofs made from tile, shingle, ceramic, or metal sheeting. In an emergency, this skill can also be used to construct a makeshift stretcher, which takes an hour. Stretchers can be used to make carrying bodies easier.
(generated)
This is the study of religions, religious texts, pantheons of deities, as well as the stories and teachings of the gods, and of the hisotry of their interactions and relationships with one another and with mortals.
(generated)
The skill of throwing a generic object of a specific size with intention, precision, accuracy and force. This skill enables you to throw reasonable generic objects you might find scattered about as weapons as defined on the Combat Table, or to throw them to land within a targeted hex. Small Objects would be those held between two or three fingers; the size of a stone. Medium Objects would be those that require the entire hand to grab; between the size of a ball and a melon. Large Objects include objects that require both hands to lift and throw including objects such as chairs, large rocks, or heavy packs or pieces of equipment. You may not throw an object with meaningful force or accuracy if any enemy is within your minimum range unless you have the Point Blank perk.
A high skill with a specific sized Thrown Object allows you to do more damage when throwing objects of that size.
(generated)
The skill of using a specific thrown weapon, such as a throwing knife, hand axe, spear or any kind of flask of liquid intended to break when it hits the target. This is a different skill from the Weapon skill, Off-Hand Weapon skill or Two-Hand Weapon skill in the same weapon, and must be taken separately if the weapon is intended to also be thrown. With a thrown weapon equipped, defenses can be performed using the Weapon skill, Off-Hand Weapon skill or Two-Hand Weapon skill if you have it, otherwise, you cannot block, and may only dodge. You may not throw a thrown weapon if any enemy is within the minimum range of the weapon unless you have the Point Blank perk.
If it is important to determine where a thrown weapon lands following a miss, the weapon will land a number of hexes from the target equal to the amount the attack failed by, in a randomly chosen direction, though may not exceed the attackers maximum range.
A high skill with a specific Thrown Weapon allows you to do more damage with that weapon - though this does not apply to thrown flasks.
(generated)
You may attempt to erect a Totem to a specific regional animal or natural force that is characteristic of the area. A successful 21C will grant you +1 to a specified Attribute that is associated with the animal or force embodied in the Totem. To keep this bonus, you must remain within 5km of the Totem, plus 5km for every point you succeed your roll by. Constructing a Totem takes a full day of work, failure causes you to take 1d8+3 damage, and you may only benefit from one Totem at a time.
(generated)
The knowledge of the different kinds of tracks, traces and trails left behind by people or animals over various terrain, and the ability to follow such tracks over a distance. The difficulty of the Tracking roll is heavily influenced by the specific ground and the weather, as determined by the Director. Covering ones tracks to prevent being Tracked is a Challenge of Tracking Skills.
(generated)
The ability to devise, make and set traps, as well as the ability to conceal or detect traps, including hidden doors, hatches, etc, and to deduce their workings and safely disarm them. If you have the Magic Sense perk you can also detected magic Alarms, Wards or magically concealed physical traps using this skill. When creating or concealing a trap, the result of the Traps roll must be recorded, and any attempt to detect or disarm the trap is made as a vsChallenge against this roll. A failure when detecting a trap requires an immediate follow-up 21C using this skill to avoid triggering it.
When triggered, a trap effectively makes a Fast attack using the roll used to create the trap. If the trap has been detected, the person setting it off can defend. If the trap has not been detected, this is considered a surprise attack (a 21C made at +10). If the target of the trap has the Danger Sense perk, they can defend.
If the trap hits it will do 1d8 damage, plus one for each point the trapper succeeded their roll by, with each plus four being converted to an additional 1d8. Thus, if the trapper rolls 23, their trap does 1d8+2, or if they roll 30, their trap does 3d8+1. Alternately, in place of 1d8, the trap can be configured to apply one of the stun, disarm, trip, ignite, slam, or entangle effects provided the trapper has the necessary ingredients. For example, a trapper with some rope, a net or a weighted chain who rolled 26 could make a trap that does 2d8+1 damage, or a trap that does 1d8+1 and applies the entangle effect.
Those with the Technical Strike perk (but not Technical Shot) do not need to trade damage for effects, and in the example above could make a trap that does 2d8+1 damage and applies the entangle effect. Attacks with traps can result in criticals just as any other attacks.
Setting a trap requires a Traps Kit, or at least improvised materials. If the trapper has a Traps Kit which contains all the necessary snares, hooks, pitons, wires, springs, and tools, then a trap takes 30 minutes to set, reduced by 5 minutes for each point the trapper succeeds by to a minimum of 5 minutes. Without a Traps Kit, materials can be gathered if the trapper succeeds a 21C using the Survival skill or the Locate spell. Traps made with improvised materials use d6's in place of d8's, and take twice as long to set.
(generated)
The skill of using specific two-handed weapons, such as the staff, great sword, or spear. Each Two-Handed Weapon requires its own skill. The Two-Handed Weapon skill determines your Fast and Strong Attacks, as well as your Block Defence.
Two-handed weapons have no additional reach, and can only be used to attack opponents in adjacent hexes with the exception of their use in conjunction with the Anchor perk. When using a two-handed weapon, the Anchor perk applies to opponents who are moving out of hexes that are two hexes away, instead of those who are moving out of adjacent hexes.
A high skill with a specific Two-Handed Weapon allows you to do more damage with that weapon.
(generated)
The skill of fighting without weapons. It determines your ability to land Fast or Strong Attacks using only your body as a weapon. It also determines your Block Defence against unarmed opponents. Blocks against armed opponents are at (-4), and failed Blocks mean the opponent automatically does maximum damage - though Armour still offers its Protection. This skill allows the character to attack twice during their combat action, instead of only once, and does not require a separate Off-Hand skill to do so. A high Unarmed skill allows you to do more damage when striking without a weapon.
(generated)
This skill allows you to stack multiple unarmed attacks made in the same turn into a single attack that does the combined damage of all the attacks together.
Start by rolling a 21C of Unarmed Stack, and if successful, you may stack one attack plus the amount you succeed your roll by (up to your maximum number of attacks) into a single attack which is then rolled at a bonus equal to the number of stacked attacks. You may then roll your single stacked attack and any remaining attacks in any order you choose, against any targets you choose.
For example, with the Flurry perk and the Quickness spell, you are able to make three Unarmed attacks and three Off-hand Unarmed attacks. If you roll a 24 using your Unarmed Stack skill, you can stack up to 4 attacks into a single attack, that you then roll at +4 to hit. You might decide to first do a single Unarmed fast attack against your target to Stun them, then a single Off-Hand Unarmed strong attack to Grapple them, and only then attack with your stacked attack. If the stacked attack hits with two Unarmed strong and two Off-Hand Unarmed strong attacks it would do 6d3-2 damage (with Protection applied once) instead of doing 1d3 twice and 2d3-1 twice (with Protection against each attack).
You may only roll Unarmed Stack once per turn, and may only stack attacks against a single opponent.
(generated)
Determines your Dodge defence when fighting without any armour. While Dodging is much easier when unarmoured, the lack of any Protection means you take full Damage any time you are hit.
(generated)
A successful Vanish roll allows you to confound your enemies by effectively disappearing and reappearing at any point you could have physically travelled to using your sprint move, provided you are not able to be seen by anyone at either the start or end points. Enemies will continue to believe your position to be the last position they saw you move to. Regardless of how far you move, vanishing requires both your basic and combat actions for the turn, and so costs a point of Stamina. Any roll made using this skill is reduced by your Bulk Factor. You may not Vanish while in the down state.
(generated)
The skill of attending to the physical health of animals, including diagnosis, and the treatment of injury, wounds and disease. Veterinary is a necessary skill for operating a farm or stable, or on any long journey involving animals. This skill includes the ability to perform First Aid on domesticated or trained animals.
(generated)
Any time you do any Health damage with a Small Weapon (or with your Unarmed attacks if you have the Blade Hands perk), you can roll a 21C using Vicious Strike to twist the blade and inflict a serious, complicated wound that puts the target in a modified version of the bleeding state in which they must roll a 21C of Stability at a penalty of -3 at the start of their turn or take an additional 1d4+1 damage to Health and Stamina (instead of just 1). Just as with regular bleeding, this state lasts until they succeed the Challenge three times or until First Aid (also rolled at -3) is successfully applied, or until another action restores one or more points of Health.
(generated)
This skill allows you to literally run along a sheer vertical surface, either moving horizontally in order to avoid ground obstacles or the floor itself, or to run vertically up walls, obviating the need to climb them. To perform a Wall Run you must move your full sprint move, and the length of wall to be traversed must begin and end entirely within that distance. For example if your sprint move is 15, the maximum Wall Run distance you can cover is 13 hexes, meaning you start your move with one hex on the ground, then run 13 hexes along the wall, and then land on the ground on the last hex of your sprint move. To use this skill, you start your move and then make a 21C using Wall Run as soon as you begin the Wall Run - if you fail the roll, you immediately fall and suffer the consequences. If you succeed, you must complete your move and land. If anything prevents you from doing so, you automatically fall and suffer the consequences. Any roll made using this skill is reduced by your Bulk Factor. You may not perform a Wall Run while in the down state.
(generated)
You can unleash a terrifying battle cry that makes your opponents tremble with fear. By spending a point of Stamina, you can roll a 21C using War Cry. If successful, you do 1d4 damage to the Composure of all enemies in a 60 degree cone in front of you, to a range of 3 hexes. Each enemy effected must immediately roll a 21C using Stability or enter the afraid state for 2 turns. If Composure goes negative, the subject must roll to avoid entering the afraid state normally.
(generated)
The skill of fighting with a specific one-handed weapon, such as sword, battle-axe or mace. You must take the Weapon skill separately for each new weapon you wish to learn. The Weapon skill determines your Fast and Strong Attacks, as well as your Block Defence. Additionally, some weapons enable the user to attempt Effect Attacks.
A high skill with a specific Weapon allows you to do more damage with that weapon.
(generated)
This is the skill of making fabric from thread, wool or yarn. The same skill covers the ability to weave fine or coarse fabrics by hand or - more commonly - using a loom. It also includes the ability to knit and sew and to process sections of fabric as a fuller, making rugs, sheets, bedding, blankets, sails and nets.
(generated)
The art of writing, including the skills of journaling, essay writing, rhetorical and speech writing, as well as the writing of plays, stories, scripts and poetry.