Skills and Abilities
Skills are the things you can attempt to do such as fight with a sword or perform acrobatics. Some skills just provide the chance to perform the base task whilst others also provide the ability to perform specialist actions. Using a skill always requires an action and performing more than one skill in a round gives you a penalty to the success chance. Abilities are free actions as they don't require such concentration or are performed in slower time outside combat.
The use of abilities may still require a skill/ability check, they are not all automatically successful.
The normal difficulty is:
10 + ability level
Though some are harder and some are auto-pass (unless bodged). Some use the roll to generate a bonus to the skill and the rest are pass/fail.
Before being learnt are effectively unskilled and roll only 1d8.
Some abilities are limited to one use per encounter/day similar to feats. Many can be activated as bonus actions.
For example :
Cat leap is learned at level 4 athletics so the difficulty is 10+4 = 14
The skills available are divided into two categories
These are the main skills that an adventurer will want to learn
These are the interesting skills that round a character out, they only cost 1/2 the normal training cost (round up). These are marked as 1/2 in the skill column
|General Skill||Speciality||Attribute||Difficulty||Trained only|
|By god||Willpower||11+spell level|
|Arcane knowledge||Intelligence||11+spell level|
|1/2||Acrobatics / Parcour||Dexterity||-||Yes|
|1/2||Climbing||Dexterity||7 - 18|
|Locks, traps & pockets||Alertness / Dex||10+|
|1/2||Brawling||Strength or Dexterity||Brawling|
(Str / Dex)
|1/2||Streetwise & Persuasion||Willpower|
|1/2||Bluff / Insight||Willpower||Opposed|
|1/2||Beasts (inc. riding)||Dexterity||-|
|1/2||Healing & Herbalism||Intelligence||Yes|
(Spot / Search)
|Alertness / Int|
Specialist Skill Abilities
The abilities granted according to you faith are detailed separately for each religion
This involves deciphering ancient runes, knowledge of famous mages and identifying magical items. Most magical items fall under the impossible category although a few major ones are more well known. Minor magical items such as potions are not identifiable this way though any inscriptions on the bottles may be identified. It is also the basis for all magical knowledge and is required for mages at their highest magical level.
- Wizard words
- Understand or at least pronounce the words used on wizard scrolls
- Create a power focus
- Creates the power focus for a wizard, this may be a staff, ring Level 3
- Immune to cantrips
- Total immunity to cantrips, they recognise them for what they are and are not affected by them Level 4
- Confinement (Minor action)
- Confine a spell so it goes off later allowing the caster time to leave the area. The amount of delay must be stated at the time of casting. The caster needs to add extra power to confine the spell. Each extra power point increases the possible delay:
1 = 1 hour
2 = 1 day
3 = 1 month
4 = 1 year
5 = 1 decade...
- This is often combined with theTrigger ability to set it of in specific circumstances. Level 5
- Making a spell permanent is classed as a ritual and takes significant preparation, casting time and permanent power loss. See Permancy
Writing spells in a spell book, writing scrolls, carving a staff and drawing sigils all require levels of Arcane Artistry. Arcane artistry is limited by your Arcane knowledge (as you need to learn new symbols).
Magic is split into the various specialities. Some specialisations give abilities at various skill levels.
- Enchant an item ritual
- Able to create amulets at Alteration level -2.
- Recharge simple items.
- Ritual see recharging
- create miscellaneous magical items
- Ritual See Enchanting
- create magical weapons
- +1 See Enchanting
- Spot charm
- Spot zombie; detect a charmed / controlled person (SPOT difficulty = 15)
- create sigils
Sigils are runes tattooed on the body.
Sigils work once per day when concentrated on by the user for a round.See sigils
Conjuration / Abjuration
- Find familiar
- Call a small furry animal to serve you. The animal will grant you bonus stamina and enhance your senses according to their capabilities. They are not telepathically linked but you can communicate crudely with them
- familiar eyes
- Call see and hear through your familiar's senses. This requires entering a stupor during which you are oblivious to your surroundings.
Deflection is a response to another spell or effect. It deflects a single spell's physical manifestation away from the caster in the direction pointed. Against breath weapons and similar cone spells the caster creates a protected cone shaped area with him at the apex. The caster rolls to determine the damage deflected so a high level spell will overwhelm a weak deflection. The caster rolls deflection effectiveness then determines the spell level necessary to completely deflect the damage.
The number of PP drained = damage less 1 spell level.
A caster may decide to let some damage through. There is no save against any damage that comes through the deflection as they were concentrating on the deflection.
e.g. 20 fire points from a poor L4 spell
The caster rolls averagely so if he uses 2 PP (cast at L2), it will deflect 15 damage (L3), he will need to use 3PP which would deflect L4 or 25 damage to be safe. If he only uses 2PP he is then hit for 5 damage.
- Deflecting shield
As Deflection but covers a wider area it may protect directly adjacent characters. Each extra character width (radius) covered reduces the damage level absorbed by 1.
There will normally be spillage so characters behind the shield (within 10') will still be hit but get +2 to their save.
- e.g. Gleb covers both himsef and Errol casting at L3 so protects against L3 damage (would havge been L4 if he just covered himself or L2 if he covered Leaphorn as well).
- Feel magic
- (Difficulty = 19, requires concentration)
Determine if there is strong magic in the area, not a potion or if someone is just casting a spell.
- Use a crystal ball
- Add a trigger to a spell (Bonus action)
- 1PP = Humanoid/animal/ giant insect
- +1PP = Specific race (dwarf/giant)
- +1PP = Gender
- +1PP = Specific attribute (long hair, wearing a red cloak)
You can add your skill level to the distance jumped.
Anybody can jump, they just don't get to add any skill. They do not take a1d8 penalty
This is the high jump, running or standing long jump. The distances that may be covered may seem small but characters in general will not be in running shorts and spiked heals, rather they will have armour of some sort, weapons, treasure and all manner of other items slung around their body.
The skill covers the ability to accurately judge the run up and take off point as well as the actual distance covered. Even Olympic athletes may be out by 6" on take off either way, untrained ones much more so. If leaping a bottomless chasm not a sand pit it is assumed that characters adjust the take off point back a few inches to compensate for any error.
Long jump distance = (Height + Acrobatics) x2 - Armour move modifier
Standing jump and high jumps get half the distance
- Jumping down & rolling (Bonus action)
- (10' drop)
- Castle (Bonus action)
- Deft manoeuvring enables you to swap places with an ally beside or behind you. (You have to do all the hard bits unless they also have the feat; they just step into your empty space).
- Chandelier swinging (Bonus action)
- Swing on a crossbeam and land on your feet.[fail = bad landing or miss chandellier] Level 3 (maximum when wearing mail)
- Hanging side shimming
- Hang on to a thin edge and shimmy along.
- Wall spring (Bonus action)
- Leap, grab and pull up (Height - Armour defence mod) above your head [check = bonus in feet]
- Obstacles Leaping (Bonus action)
- 2/3 height without losing speed[pass/fail] Level 4 (maximum when wearing padded)
- Cat leap (Bonus action)
- Leap a gap and grasp top of building/wall [pass/fail]
- Pipe running (Bonus action)
- This is running along a 50' pipe, not moving slowly across a 5' gap) Level 5
- Wall flip (Bonus action)
- Run up wall and back flip, landing up to 5' back from wall
- Leap through holes (Bonus action)
- May leap through small holes horizontally at the end of movement action (e.g. leap)[pass/fail= damage] Level 6
- Wall running (Bonus action)
- Need to be dashing. Run over a gap of 3x height [bonus in feet] Level 7
- Cliff grab
- Catch the cliff while falling [pass/fail]
Basic Acrobatics is nothing more than general athletics but this soon extends into the unusual and can be thought of as trying to achieve the impossible as a routine task. Try leaping off a table, grasping the chandelier, swinging across the balcony and dropping directly onto the head of the chief ogre. Parcour can do this easily ( if you consider an impossible roll easy)! Actions such as performing somersaults are still difficult.
Acrobatics is badly affected by the armour you are wearing. Add the armour modifier to the skill check. Also the armour you are wearing limits the level of acrobatics that can be applied to any check.
Level 2 (maximum when wearing plate/brigandine)
A favourite skill of thieves for gaining entrance to upper windows, this encompasses both wall and cliff climbing. It does not however give any of the other mountaineering abilities.
Climbing speed = 10' + success level in ft/round
Subsequent checks after
- 1 minute
- 5 minutes
- 20 minutes
- 1 hour
- 5 hours
- 1 day (10 hours climbing)
If a check is failed by 4 or fewer you cannot proceed higher and must climb down (more checks), if you fail by more than 4 then you fall.
Dodge is moving quickly out of the way of something nasty, be it someone trying to hit you of a dragon breathing at you.
Dodge is a saving throw based skill.
If you are unnoticed or ignored you can cause extra damage during an attack. On the first round you approach unseen (using stealth) positioning yourself in combat against an otherwise engaged opponent such that they pay you little attention. (Intelligent creatures/bosses won't ignore you, against these you need to attack from a hidden position).
The other attackers do not gain a to hit bonus for your presence.Either:
- They are engaged in battle and you appear as a limited threat Inconsequential†
- You have not been spotted
- You leap attack from a hidden position within 5'
- You creep up behind them unseen Stealth vs Spot
- You gain the undefended rear bonus (+2) on the To hit roll.
- Damage from your weapon (dice) is doubled
† This is only possible with knives and daggers, anything larger means you will not be ignored.
Cannot be used on the same opponent twice (they will no longer ignore you).
Deadly attack only works against humanoids of up to your size +skill level. (Unless leaping from above, you have to know their physiology and be able to reach the right locations). If you have knowledge - fauna - specialist you can use it against those types at 1 multiplier lower.
In addition, each attack (against humanoids) where you don't use the multiplier you get DA-2 level as a damage bonus. (Thus at DA level 5 you get +3 damage).
- Level 4 - Triple damage
- Damage from your weapon is tripled instead
- Level 5 - Silent kill
- If you kill something with a deadly attack it may have been a silent assassination.[pass/fail]
- Level 7 - Quadruple damage
- Damage from your weapon is quadrupled instead.
This is the ability to discover hidden traps by careful sight or mild probing only. A bodge or miss by 10 sets off the trap.
The ability required above all by thieves, the opening of locks leading to treasure or places forbidden to them. Locks naturally come in a variety of forms, some easier to penetrate than others. An average door lock or cabinet intended to do no more than keep paassers by out has a difficulty of about 12 however it has been observed that the owners of chests which contain treasure generally don't trust such simple locks and employ more complex affairs with a difficulty of 18 or more.
|Tumbler / chest||
In most cases if there is a known trap the skill roll will disable the trap as part of opening the lock however the difficulty is increased by +2 or more. In a few cases a separate roll may be made to disable the trap before tackling the lock.
If the lock is hidden then a successful unlock attempt will open the chest but triggering the trap. A failure by 2 sets off the trap without opening the item.
The urchin or the beggar often have this ability as well as professional thieves. There are two thoughts to the best way to rob amongst a crowded bazaar. Either pick those who are distracted or appear to be daydreaming, alternatively go for those who are wide awake as they probably haven't been touched before and therefore have more money.
This is the ability to move unseen and unheard through an area. If the circumstances mean that it is possible to make noise or not worry about sight then a bonus of +1 is added to the roll. It is assumed that the normal difficulty is in reasonable cover against a guard who is not particularly on the lookout for anything. Approach is to within 20'.
Stealth normal speed is 1/2 normal speed @ difficulty 15.
|Dawn / crowd||-3|
|Each additional 1/2 speed||+3|
Can also be used to appear as inconsequential in a crowd; you are effectively unseen yet in plain sight.
Stealth also includes the ability to escape from bonds because at some point you will be caught.
- Level 2
- Attempt to wriggle out of rope bonds. A 17 skill check is required for most bonds. Rope use also allows the character to tie any normal knot; esoteric knots that slip, slide slowly, hold tight or loosen with a quick pull require an easy check.
This is the unsophisticated form of unarmed combat where antagonists use whichever techniques comes to hand, this includes left hook, elbow smash and groin strike, arm lock, neck twist and strangle holds. It is (generally) only used where both participants are unarmed as moving in too close against a weapon means they get an opportunity attack and the pointy bit will do true (WP) damage).
Brawling is defined in the combat section Unarmed Combat
Toss & run [pass/fail, Encounter]
- Level 4
- During a charge you may crouch and toss an enemy of near equal size over your shoulder and run past instead of attacking. There has to be space to run into. They however get an opportunity attack. This only works with creatures of up to one size category different, below that you cannot get your shoulder into it and above that their mass is too great.
Skill check = 14 + 1/2 oponent's combat skill.
- Level 5
- Once per creature
- Level 6
- Works against creatures 2 sizes bigger than you
Weapons are divided into types (1 handed, 2 handed , Ranged) and groups (e.g. slashing, hurled).
Each weapon requires individual training however characters can use:
- Weapons in the same group at -1 to hit.
- Weapons in different groups within a type using their main skill but at full disadvantage (includes -2 defence).
- Weapons in a different group are as if the character is untrained.
Combat training however enable a character to pick up the skills of other weapons relatively quickly depending upon how related they are to a weapon they already know.
|Related weapon||Training points|
|Different group, same type||2|
A character may learn as many weapons as they have combat levels.
- Look no helm
- You are protected as if you had a helm on (of your armour type), this enables you to look cool and be recognised. The helmet is still normally worn but can be removed / raised at dramatic moments without causing a problem.
Ranged (includes thrown)
- Quick Aim
- You may delay your shot until the end of the round to gain a small aiming bonus (+1). This does not work against creatures engaged in melee as their random movements dictate the second you act on.
- Expert Aim
- When aiming your perfect concentration grants you increase the normal bonus by +1
- Target practice
- Aim for a round and hit a stationary target (e.g. rope) at short range
It affects the maximum number of stamina points a character may have and saving throws against damaging effects such as fireballs or poison coursing through the veins.
Additionally it enables a character to break through the pain barrier and be less affected by stamina sapping exertions such as running.
The speed of movement will affect the ability. The stamina lost is halved if success. A check is required each minute. When a single check is failed all following checks are automatically failed until rested for 1 hour.
Each subsequent roll has +1 added to the difficulty
Endurance doesn't count for x3 or x4 speed as that is considered a sprint.
This has not been tested so is probably broken and therfore npc only.
Martial Arts is a very special skill. Anybody can brawl, some can even brawl effectively, however martial arts takes it a step further to the realms of the devotion to the body and soul. The arts are often referred to as the way of the golden dragon. Those who practise them have a tendency to travel in long loose golden habits embroidered with a large ostentatious dragon on the back.
To train you must seek out the monasteries scattered throughout the land.
No facets of unarmed combat may be performed in any kind of armour other than light leather.
Martial arts has similarities with brawling as it includes (pummelling and throws however it also includes locks but excludes overbearing). Martial arts combat is described in the Unarmed Combat section. Martial artists critical hit on lower rolls. Every other level beyond first reduces the number needed to critical hit by 1 (e.g a 2nd level critical hits on a roll of 15, 4th on a 14...).
Dedicated control of your body means endless training, pain and suffering. Just remember "No pain - No gain".
Control of your body's Chi (Willpower) enable you to accomplish feats that appear almost magical. Damage bonuses are not dependent upon your strength but upon channelling the Chi through your fists/feet/... You use Willpower as a damage bonuses instead of strength.
- Rolling (Bonus action)
- A drop of up to 10' incurs no damage.
Level 1 - Falling
- Carry on
- Do not become exhausted until you have lost WP greater than your Willpower (Permanent)
- Kick up
- As the feat
- Critical hit
- On a 15
Level 2 - Mind over Body
- +1 Willpower bonus for saving throws (Permanent)
- Opponent saves vs dodge to avoid. (1/Encounter)
- Save reduces damage by 1 level
Level 3 - Agility training
- Critical location (Bonus action)
- You can direct a strike to any particular body location without penalty (1/encounter)
- Power strike (Bonus action)
- Smash through wooden doors
- Critical hit
- On a 14
Level 4 - Control
- Lightning speed
- When attacking you gain 1 additional martial arts attack without penalty (1 / encounter)
- You gain +1 level to any purely dexterity based melee weapon
Level 5 - Speed
- Feign Death
- Body goes catatonic for up to 10 minutes (1 / week)
- Critical hit
- On a 13
Level 6 - Body training
- +2 save against Emotion effects (Permanent)
Level 7 - Mind Bar
- 3' & glide for 5 minutes whilst cross legged (1 / day)
- Critical hit
- On a 12
Level 8 - Finding the Chi
- To body altering drugs / poisons
Level 9 - Channel the Chi
- You gain +2 levels to any purely dexterity based melee weapon
- Critical hit
- On a 11
Level 10 - Visualising the action
- Can project an astral version of your body
Level 11 - Astral Projection
- Critical hit
- On a 10
Level 12 - Perfection
This grants the ability to plan a combat and gives you bonuses for your actions once combat starts. It requires planning, careful thought and a knowledge of combat. Tactics may not be higher than half your highest weapon skill. The base tactics skill means you can direct others in combat giving them advantages.
You cannot be in combat yourself to use skills, you are concentrating on the overall flow of the battle.
- Spot where an opponent is slow to defend. Grant an ally in melee combat +Tactics +INT to their initiative
- Command the field
- Grant all combatants +Tactics/2 initiative (round up)
- Direct an ally so they gain your Tactics/2 + INT as bonus to hit to their first attack
- Seeing the play
- Direct so that the next ally attack against a specific creature gets your Tactics as bonus damage.
- Attack plan
- Grant +1 for every odd tactics level +INT to your attack for the first 2 rounds of combat [pass/fail]
- Defence plan
- Grant +1 for every even tactics level +INT to your defence for the first 2 rounds of combat [pass/fail]
- Take the Force (encounter) (Free action)
- Take the attack from an adjacent foe from an adjacent ally giving him a small breathing space for +1 Breather Point. Your parry defence (you can't use dodge that would be silly) is reduced by 3 as you dive in the way.
- Outnumbered (encounter) (Minor action)
- When fighting multiple opponents gain Tactics/2 to your defence.
- Huge opponent (encounter) (Minor action)
- When melee fighting a giant opponent with at least 2 others you all gain +Tactics +INT damage
- Vulnerability (encounter) (Minor action)
- You spot a vulnerability on your or an adjacent ally's opponent, gain +Tactics damage to your/your ally's next attack. (Not usable on the first round of their attack).
- Targeted attack (encounter) (Minor action)
- If you direct another to a new opponent they gain +1 to hit
- master Flanker
- When you are flanking an enemy, if it attacks anyone other than you, you get a free opportunity attack at disadvantage after it strikes.
- Additional +1 damage when flanking Level 5
- Pincer movement (encounter) (Minor action)
- When flanking with other allies you can organise the movement so all allies gain an additional +1 to hit.
- Speed of the Wind (encounter) (Minor action)
- Enable an ally to move up to 20 feet for free before their action without provoking opportunity attacks
- Defend the Weak (day) (Free action)
- When an ally runs out of stamina, you may immediately move up to 20' to their position assuming there is a path.
- Grant the moment (round)
- When you critical an adjacent ally gets an addittional attack on the next segment at -3
Touch attacks are for mages and other types which do not need to inflict physical damage but merely touch an opponent to activate a spell or special ability, thus it does not suffer any negatives normally associated with natural weapon attacks . The skill operates in the same way as a weapon melee attack and is listed in the melee weapons table.
Intimidation can force another character or group to do your will. You must have some hold over the characters (such as holding the pins to a bunch of grenades). A minimal success means they will do reasonable requests. Good means they will do commands which don't endanger their lives, superior means they will perform nearly all commands instantly.
- Intimidating Stance (encounter)
- Your pre-engagement stance worries your foe so they strike last on the first round [pass/fail]
Leadership is about the bonuses from getting the group to work together. You can use your skills of command and persuasion to give others bonuses to their actions. This grants the ability to direct a combat and get the right people in into the right place at the right time.
When leading a body of people the leader will give a bonus to their morale and discipline = Leadership.
- Inspiring Word (encounter) (Minor action)
- Restore an ally's breather points equal to your leadership level
- Lead by Example (encounter)
- Whenever you charge and are in the front, your allies gain a bonus of your Leadership to their damage.
You may have one goal active per leader. Multiple leaders may activate one minor and one major between them.
- minor Goal
- You may declare a goal for the session. Each ally may add +1 as a bonus to a skill check once.
- or Major Goal
- You may declare a Major goal for the adventure (multiple sessions). Each ally may add your Leadership as a bonus to a skill check once.
- Your pre-battle speech raises everyones hopes. Your first will save this encounter is at +1.
- Rallying cry(encounter) (Minor action)
- Reduce initiative of allies by your Leadership for the next round.
- Inspirational Strike
- When you critical a melee strike your adjacent allies in combat gain your Leadership as bonus damage this round.
- When you perform a heroic action adjacent allies get +1 to their next initiative
- Tribe mentality
- +1 to adjacent allies emotion saves
- When you perform a heroic action adjacent allies get +1 to their next skill attempt. (This round or the next only).
- Protection call:-(encounter) (Bonus action)
- Call to defend an ally Defended ally gains +1 defence for every adjacent ally in harms way. Everyone protecting the ally for the round gains +1 init, +1 to hit and +1 damage.
- Aid (Minor action)
- When an adjacent character uses a HP they get +1 on the roll.
- Help out (Minor action)
- May use a HP for an adjacent character if you can determine how you can help them.
Mind resistance encompasses a variety of skills that enable the mind to control the body's various systems and resist the interference of attempted take over by other minds.
This encompases all aspects of persuasion, for one character this may be interacting with street gangs but for another it may be high etiquette, rarely would a character be happy interacting at both ends of the spectrum. This interractions available will be dependent upon the character.
In all cases the character will be able to use the skill for tasks such as bartering and talking to the average folk.
This is the ability of a character to interact with officials and the court to gain information or not make a faux pas. It is the art of knowing what to say, how to dress (expensively) and how to react to situations and people.
This is the ability of a character to wander the backstreets and find the people they need to gain information of items. It is the art of knowing what to say and how to react to gangs, thieves and assassins. It is similar to the etiquette skill but at the other end of the social spectrum.
Barter is the ability to bargain a trader down to a price that is almost reasonable, though by this point he will be telling you that his mother will go cold and hungry that night. It is also used when trading treasure. Each success level means you get an additional 5% discount or better price for goods.
Persuasion & Diplomacy (INT)
Persuasion & Diplomacy is using reasoned arguments to persuade NPCs to your point of view. If it is something trivial such as bargaining for a discount then each success level will gain a 5% discount and only a single roll is made. If it is more convoluted such as persuading a baron to let you pass cross his lands then it will become a skill challenge taking several rolls
It is an opposed roll as a skill challenge with each success moves the character one step.
After a number of failures within a given period attitudes are assumed to be ingrained and people won't listen to any argument as obviously they are right and you are wrong.
If opponents are on the payroll of another the other's leadership is used if it is higher than their own.
Persuading a character of another race is more difficult.
These are two sides of the same coin, it onvolves reading others mannerisms and crafting your words and actions so that you can either get them to believe something that isn't true or discover when they are not telling you everything.
When tricking an opponent into doing or not doing something the trickster must describe how the trick is to be performed. It may be as simple as 'look out behind you' to more complex ones designed to send unsuspecting guards in the wrong direction. The success level dictates the result of a trick.
When used as Bluff you also need to overcome inherent distrust so the other party has advantage. If a bluff fails badly (-3) in a social situation they have seen through your ruse and their attitudes will harden against you.
When used as Insight you gain more information for each success level.
Both are opposed rolls.
Search is the skill of looking under things. It helps to find the small pouch hidden amongst the bale of clothes.
Spot is the skill of noticing the unusual. It helps to find the small cracks that give away secret doors see ambushers in the undergrowth
It is a saving throw skill for discovering illusions.
- Blind Fighting [pass/fail]
- Ignore melee combat disadvantage due to limited visibility, reduces blindness to combat disadvantage. Check each round.
All miscellaneous skills only cost half the normal training points (round up)
Learning to ride a horse at a walk doesn't take any training, although you do get a sore bum. Attempting to leap from a galloping camel onto a passing land yacht under full sail is a trifle more difficult. The animal being learnt must be stated. Other animals may be ridden at half skill.
Fighting from horseback requires the Mounted Combat skill.
Performing skills whilst mounted
Performing slkills from horesback is more difficult than when walking as you are not in direct control of the movement. Beasts have their own movement speed charts.
Horses (and for the sake of simplicity other beasts) have 4 speeds (speeds will differ).
Horses can trot all day, people can't however, that's why they ride horses with an ambling gait. An ambling gait can be used up to cantering speed.
Riding a horse faster than you normally can means that all you can do is cling on for dear life; you don't control where it goes.
Abilities & skills
- Anybody can sit on a stationery horse. Any skills checks are at -1 as they occasionally move unexpectedly.
- Anybody can sit on a walking horse. Any skills checks are at disadvantage.
- Can ride a trotting horse, no skill checks
- Skill checks at -1
- Can ride a cantering horse, no skill checks
- Skills are at disadvantage.
- Stay still (Minor action)
- Your mount stays very still when commanded and the mounted negative skill modifier is reduced to zero. Not usable under battle conditions.
- Can ride a galloping horse. Undivided attention required, no skill checks
- Skills are at disadvantage.
- Hands free [pass/fail]
- Control you beast for one round without using hands, your skills are at an additional disadvantage (Does not include two handed weapons).
- Running Start (Minor action)
- Leap straight onto your beast without slowing to mount carefully.
- Fight or Flee [pass/fail]
- Allows the character to understand the basic feeding and social habits of common creatures and estimate whether a particular specimen is likely to fight or flee.
- Mounted combat (One handed)
- As an action you can melee & use hurled weapons from horseback using a suitable weapon. You gain no advantages or disadvantages. This requires a trained war horse, others will take fright needing a Beastriding (14) check each round or it rears and bolts.
Can start training in the lance (counts as a spear)
- Beast Action
- As an minor action you can cause the beast to use one of its natural attacks or feats.
- Skills are at disadvantage.
- Flying Leap (Minor action)
- Make an overbearing attack from horseback. d6 crush per speed multiplier of the beast (you suffer half). Both are PRONE.
- Fighting charge
- Damage multiplied when cantering / charging (x2 / x3)
- Animal Handling [pass/fail]
- Characters can train one animal or pack of animals to perform simple commands and tricks (rear, bite kick) or more general tasks (guard, kill, track). Each task or trick requires a check and 4 weeks training less 1 week per success level. If failed the creature cannot learn that trick
- Be the Beast
- You may use your manoeuvre to grant the beast combat advantage.
- Look no Hands
- Can use acrobatics skill to perform dazzling feats or use two handed weapons.
- Calm beast [pass/fail]
- A check will calm a spooked creature. The 'Animal Empathy' trait gives advantage.
- Increased damage
- +1 damage for mounted melee combat (not modified by speed)
Cavalry are :
- d6 + 4 for hit location
- -1 to hit
- d8 location (unless using pole weapons)
Foot soldiers are :
Wounds may be healed faster than normal by the judicious application of herbs, plants and poultices.
- First Aid [pass/fail]
- Emergency first aid in the field can reduce the effects of critical wounds removing up to 1/2 the damage. Whenever 2 or more wounds are taken in a single blow successful emergency aid will reduce the wounds received by the number of success levels, A minimum of 1 will always be lost. Only one attempt per person may ever be made on each set of wounds.
- For each untreated minute between the blow and treatment the minimum wounds suffered increases by 1.
- A successful check (20) may also prevent a character dying through loss of blood when at 2 or fewer wound points. The healing attempt takes 5 minutes to complete.
- Sucking poison out [pass/fail]
- In addition healing adds to the saving throw for a character against an injected poison. The healer must suck out the poison from the wound and apply herbal treatment. The success level of the herbalist is the bonus to the characters next resist poison saving throw, The difficulty is increased by 1 for each untreated round.
- I know this doesn't work in reality but it does in films.
- Accelerate healing
- When recovering gradually a successful check will increase the number of wounds (wound or life points) recovered per month by the success level, The extra points are recovered at equal intervals. This requires 2 days per week preparing herbs & herbal infusions. It is assumed that administrating bandages / applying herbs can be done during the early morning & evenings.
- Level 4 - Extract Poison
- You may attempt to extract poison from a creature. A fail indicates you can't find the organ, there is none left or you spill it. you gain one dose per success level. [pass/fail]
- Level 4 - Poison Creation [pass/fail]
- Ingested and injected poisons may be concocted.
- 1 day collecting & preparing will create a phiall sufficient for 2 swords or 10 arrows. Poison open to the air / coated on weapon tips will only last 1 day before becoming ineffective. In all cases injected poisons last at most a month becoming ineffective on a full moon the last day of the month (some strange and unknown astrological effect).
- It takes 5 minutes to apply a phiall's worth.
- Endurance save (10+herbalism).
Arrows contain less of the poison so targets get a +4 on the save.
Effect = Random poison effect
Sleep (ingested only) = Skill success level indicates save adjustment
Paralysis (difficulty +3) = Skill success level indicates save adjustment
The tracking attempt is modified by the terrain type and other factors. All modifiers are accumulative.
Additional checks are required whenever the chance to track decreases, (terrain, creatures leaving, darkness) Another track of the same creature crosses the first, every 4 hours.
Indoors on constructed flooring tracking is normally impossible.
Once a check has failed an hour must be spent searching for the track. If this fails the track has completely disappeared. On a successful check the number of success levels indicates any additional information gleaned.
|Terrain / weather / other||
|Thick brush / vines / reeds||-3|
|Dusty / soft / occasional signs||-2|
|Every 2 creatures||-1|
|Every 12 hours||+1|
|Every hour of rain, sleet or snow||+5|
|Poor lighting, (moon or starlight)||+6|
|Attempts to hide trail / shallow water||+5|
|Success level||Information gained||Tracking Speed|
|1||Approx Creature type||1/4 normal|
|2||Approximate number||1/2 normal|
|3||Time since trail was made||3/4 normal|
|4||Additional riders, humanoid type||3/4 normal|
Each character will start with 1 area of knowledge at level 1 though for mages and priests this is prescribed as supernatural.
You can you name the last 10 Baron's of Callestic, what the port of Porthtown is famous for, which demon has yellow and blue horns, how to get a stone from a horses hoof with only a boiled egg and which priest is the best at exorcising ghosts.
Knowledge works slightly differently to other skills. The skill is divided into major areas each being a different skill. Major areas are limited to a maximum knowledge of 2 but specialisms may take this to 4. You may then take a sub-specialism in a narrow field (e.g. a specific god) for advantage on the roll.
Each knowledge skill level (major or specialism) only costs 1 training point regardless of what level it is.
The difficulty obviously depends upon the question. Trying to find out who Malletholy is would be much more difficult than knowing the name of the eldest prince.
Some races such as dwarfs (mining) may have a speciality without the general skill. These are exceptions.
See sages for a list of the areas of knowledge.
Each language counts as a seperate skill
All characters are assumed to know their own language. Possible additional languages include.
- Human - Northron
- Human - Southron
- Old Common
- Goblin / Ogre / Troll
- Lizard Man
- Thieves Signs (restricted to thieves)
Performance includes singing, acting, poetry reading, disguise, impersonation and other such activities.
Bards may be likened to the traditional Welsh bard, wandering the land performing songs and tales of yesteryear. Their mastery of songs gives them the ability to entrance people and weave spells with their music. They gain the following special abilities. Bards must have the singing ability to at least the highest level of any of their magical levels. Attempt to influence reactions of creatures. Singing increases moral of associated creatures by 10% with +1 to their saving throws. Good singing negates song based attacks, gain +1 per 2 points of singing against other noise attacks.
Disguise enables you to impersonate other people. The impersonation may be as simple as a labourer to gain entrance to a construction site or of a specific aristocrat to gain information. The more specific the impersonation and the greater the difference between your body and the one being impersonated dictates the difficulty. It not possible to impersonate a specific person well enough to fool close associates unless magic is employed.
|+1 per 5 years|
|+5 / +10|
* When impersonating a different race the disguise will fool characters not from that race more easily than those of the race.
Note : All modifiers are cumulative.
With this skill you can fool those who can't see you that you are not whom you seem to be.