Each character begins the game with 15 skills: 3 "A" code skills, 3 "B" code skills, 4 "C"
code skills, and 5 "D" code skills. "A" skills are those that the character is best at, and
are easiest to improve, followed by "B" skills, then "C" skills, and lastly, "D"
skills. Some of these skills are chosen by the player, but many will be assigned by the occupation. Skill Code
Inital Bonus from Occupation
A
+ 20
B
+ 15
C
+ 10
D
+ 5
Skills are rolled with percentile dice, and scoring under the skills rating, or percent. At the start of the game,
the character may not have very high ratings, but these can be increased over time.
When the character is created, all of his skills are equal to ¼ of the skill's applicable attributes added
together, and divided by the number of attributes used. For example, most Combat skills use only 2 attributes:
DEX and LUC. To determine the base percent of one of these skills, take ¼ of the character's DEX, and ¼
of the character's LUC, add them together, and divide by two. The resulting number is the skill's base percent.
Other skills will require the use of three or even four attributes.
When the base percent is calculated, a bonus is added. This bonus is dependent upon the letter code of the skill.
Table 9. Skill Bonus from Initial Study
An "A" code skill will receive an initial bonus of +20. "B" code skills will receive an
initial bonus of +15. "C" skills will gain +10, and "D" skills will receive +5. This is an
initial bonus only, and is not added to skills that the character gains during the course of the game. Also, each
character will have three bonus "slots" at creation. Each slot can be used to increase 1 attribute or
skill a certain amount. Only one slot may improve any one skill, attribute, or specialization once per level.
Table 10. Experience Skill Bonus
Skill Letter Code |
Bonus to Skill Percent |
"A" Skill |
+ 5 |
"B" Skill |
+ 4 |
"C" Skill |
+ 4 |
"D" Skill |
+ 3 |
Attributes |
+3 |
During the course of the game, characters will want to acquire new skills. Spending 1 slot can do this. The
initial skill rating of the skill is equal to the ¼ of the attributes applicable, averaged together. The
letter code of the skill is also determined by the base percent of the new skill.
Advanced Rules on New Skills. Base Percent
Letter Code for Skill
23 or above
A
18 - 22
B
10 - 17
C
9 or less
D
2 Attributes: (¼ first attribute + ¼ second attribute) ÷ 2
3 Attributes: (¼ first attribute + ¼ second attribute + ¼ third attribute) ÷ 3
4 Attributes: (¼ first attribute + ¼ second attribute + ¼ third attribute + ¼ fourth
attribute) ÷ 4
Table 11. Letter Code for New Skills
Once the base percent and letter code have been determined, the character may also use another slot to increase
the skill.
Whenever a character has gained enough experience points, he or she will raise in level. At each level, he or she will gain 7 slots. Each slot can be used to increase a skill or attribute by the indicated amount, based upon the letter code of the skill. Treat all attributes as "D" code skills. Only 1 slot can be used in each skill, once per level. For example, a warrior character has just gained a level. He decides to increase his skill with swords, which is an "A" code skill. He can use 1 slot to increase his skill by +5 percent. However, he cannot use another slot in this skill until he has reached the next level. He can increase up to 7 skills and/or attributes in this way. Any SKILL that a slot has not been spent on will automatically increase by +2.
Characters can choose to specialize in a certain aspect of a skill, such as specializing in using long swords
over swords in general. When specializing, the character has a bonus to his or her skill, but only when the specialization
is being used.
To gain specialization, the character must spend slots. The first slot spent will grant a bonus of +2. Every additional
slot will give an additional bonus of +1. No more than 1 slot can be spent in a single specialization at each level,
although a player can use multiple slots to specialize in multiple skills. The maximum that a specialization can
be raised to is +15.
This is a list of skills, and the applicable attributes. They are grouped into general areas of interest. In the attribute column, there will be two or more attributes listed.
All warriors and men-at-arms use these skills. These are the skills of fighting and warfare, which are used upon the field of battle (whether that field is a dungeon, a street, or a barroom doesn't really matter).
SKILL NAME |
ATTRIBUTES |
Axe Weapons |
DEX + LUC |
Blunt Weapons |
DEX + LUC |
Bow Weapons |
DEX + LUC |
Brawling |
AGL + DEX + LUC |
Defensive Tactics |
AGL + DEX + LUC |
Knife Weapons |
DEX + LUC |
Martial Arts |
AGL + DEX + LUC |
Notice Ambush |
AWA + LUC |
Pole Arms |
DEX + LUC |
Sword Weapons |
DEX + LUC |
Thrown Weapons |
DEX + LUC |
Unarmed Combat |
AGL + DEX + LUC |
2-Handed Misc. |
DEX + LUC |
2-Handed Swords |
DEX + LUC |
Those who use covert skills are in the espionage business. These skills include such things as stealth, hiding, and picking locks.
SKILL NAME |
ATTRIBUTES |
Disguise |
CHA + DEX + INT + LUC |
Forgery |
DEX + INT + LUC |
Hide |
AGL + INT + LUC |
Interrogate |
CHA + INT + LUC |
Notice Traps |
AWA + LUC |
Palming |
DEX + LUC |
Pick Locks |
DEX + LUC |
Pick Pockets |
DEX + LUC |
Stealth |
AGL + INT + LUC |
Streetwise |
CHA + INT + LUC + WIL |
Craftsmen use these skills. The majority of these skills are taught to apprentices. They can be used to earn a normal, LEGAL, income.
SKILL NAME |
ATTRIBUTES |
Carpentry |
DEX + INT + LUC + STR |
Early Engineering |
INT + LUC |
Leather Working |
DEX + INT + LUC |
Metal Working |
DEX + INT + LUC + STR |
Sailing |
AGL + LUC + STR |
Stone Working |
DEX + INT + LUC + STR |
These skills employ the character's intelligence and intuition. They are not normally used during the course of an adventure, as more often than not they require a single place to work, such as a library.
SKILL NAME |
ATTRIBUTES |
Alchemy |
INT + LUC |
Astrology |
INT + LUC |
Astronomy |
INT + LUC |
First Aid |
AWA + DEX + INT + LUC |
Geology |
INT + LUC |
Herbalism |
INT + LUC |
Language |
INT + LUC |
Lore |
INT + LUC |
Mathematics |
INT + LUC |
Navigate |
AWA + INT + LUC |
Realize Worth |
AWA + INT + LUC |
Sense Disease |
AWA + INT + LUC |
Sense Injury |
AWA + INT + LUC |
These skills are the forté of all those who use magic and cast spells. To be able to learn any of the "Cast Spells" skills, the character must have an INT and WIL that, added together, equal at least 131.
SKILL NAME |
ATTRIBUTES |
Banishment |
LUC + WIL |
Cast Energy Spells |
LUC + WIL |
Cast Mental Spells |
LUC + WIL |
Cast Physical Spells |
LUC + WIL |
Cast Power Spells |
LUC + WIL |
Concentration |
LUC + WIL |
Enchantment |
INT + LUC + WIL |
Geomancy |
AWA + INT + LUC + WIL |
Learn Spells |
INT + LUC |
Naturalism |
AWA + INT + LUC + WIL |
Necromancy |
AWA + INT + LUC + WIL |
Rune Crafting |
DEX + INT + LUC + WIL |
Scrying |
AWA + LUC + WIL |
Sense Aura |
AWA + LUC + WIL |
Physical skills involve the use of the entire body. While not required, it is best if the character has better than average physical attributes, especially HEA, for these skills can quickly tire a person.
SKILL NAME |
ATTRIBUTES |
Climbing |
AGL + LUC + STR |
Gymnastics |
AGL + LUC |
Ride Animal |
AGL + HEA + LUC |
Swimming |
HEA + LUC + STR |
These skills are used in everyday life. The majority of common folk will have at least one of these skills, usually two or three. These skills can be used to earn a regular income.
SKILL NAME |
ATTRIBUTES |
Art |
DEX + INT + LUC |
Cooking |
INT + LUC |
Dancing |
AGL + HEA + LUC |
Etiquette |
CHA + INT + LUC |
Gambling |
INT + LUC |
Negotiate |
CHA + INT + LUC |
Play Instrument |
DEX + LUC |
Sewing |
DEX + INT + LUC |
Singing |
HEA + INT + LUC |
Teaching |
CHA + INT + LUC + WIL |
Wilderness skills are used away from towns and cities. Their use makes life easier for people traveling and exploring.
SKILL NAME |
ATTRIBUTES |
Camouflage |
AGL + INT + LUC |
Fishing |
AWA + LUC + WIL |
Foraging |
AWA + INT + LUC |
Orienteering |
AWA + INT + LUC |
Predict Weather |
INT + LUC |
Set Snares |
DEX + INT + LUC |
Tracking |
AWA + INT + LUC |
SKILL NAME |
ATTRIBUTES |
TYPE |
Alchemy |
Int + Luc |
KNO |
Art |
Dex + Int + Luc |
SOC |
Astrology |
Int + Luc |
KNO |
Astronomy |
Int + Luc |
KNO |
Axe Weapons |
Dex + Luc |
CBT |
Banishment |
Luc + Wil |
MAG |
Blunt Weapons |
Dex + Luc |
CBT |
Bow Weapons |
Dex + Luc |
CBT |
Brawling |
Agl + Dex + Luc |
CBT |
Carpentry |
Dex + Int + Luc + Str |
GLD |
Camouflage |
Agl + Int + Luc |
WLD |
Cast Spells |
Luc + Wil |
MAG |
Climbing |
Agl + Luc + Str |
PHY |
Concentration |
Luc + Wil |
MAG |
Cooking |
Int + Luc |
SOC |
Dancing |
Agl + Hea + Luc |
SOC |
Defensive Tactics |
Agl + Dex + Luc |
CBT |
Disguise |
Cha + Dex + Int + Luc |
COV |
Early Engineering |
Int + Luc |
GLD |
Enchantment |
Int + Luc + Wil |
MAG |
Etiquette |
Cha + Int + Luc |
SOC |
First Aid |
Awa + Dex + Int + Luc |
KNO |
Fishing |
Awa + Luc + Wil |
WLD |
Foraging |
Awa + Int + Luc |
WLD |
Forgery |
Dex + Int + Luc |
COV |
Gambling |
Int + Luc |
SOC |
Geology |
Int + Luc |
KNO |
Geomancy |
Awa + Int + Luc + Wil |
MAG |
Gymnastics |
Agl + Luc |
PHY |
Herbalism |
Int + Luc |
KNO |
Hide |
Agl + Int + Luc |
COV |
Interrogate |
Cha + Int + Luc |
COV |
Knife Weapons |
Dex + Luc |
CBT |
Language |
Int + Luc |
KNO |
Learn Spells |
Int + Luc |
MAG |
Leather Working |
Dex + Int + Luc |
GLD |
Lore |
Int + Luc |
KNO |
Martial Arts |
Agl + Dex + Luc |
CBT |
Mathematics |
Int + Luc |
KNO |
Metal Working |
Dex + Int + Luc + Str |
GLD |
Naturalism |
Awa + Int + Luc + Wil |
MAG |
Navigate |
Awa + Int + Luc |
KNO |
Necromancy |
Awa + Int + Luc + Wil |
MAG |
Negotiate |
Cha + Int + Luc |
SOC |
Notice Ambush |
Awa + Luc |
CBT |
Notice Traps |
Awa + Luc |
COV |
Orienteering |
Awa + Int + Luc |
WLD |
Palming |
Dex + Luc |
COV |
Pick Locks |
Dex + Luc |
COV |
Pick Pockets |
Dex + Luc |
COV |
Play Instrument |
Dex + Luc |
SOC |
Pole Arms |
Dex + Luc |
CBT |
Predict Weather |
Int + Luc |
WLD |
Realize Worth |
Awa + Int + Luc |
KNO |
Ride Animal |
Agl + Hea + Luc |
PHY |
Rune Crafting |
Dex + Int + Luc + Wil |
MAG |
Sailing |
Agl + Luc + Str |
PHY |
Scrying |
Awa + Luc + Wil |
MAG |
Sense Aura |
Awa + Luc + Wil |
MAG |
Sense Disease |
Awa + Int + Luc |
KNO |
Sense Injury |
Awa + Int + Luc |
KNO |
Set Snares |
Dex + Int + Luc |
WLD |
Sewing |
Dex + Int + Luc |
SOC |
Singing |
Hea + Int + Luc |
SOC |
Stealth |
Agl + Int + Luc |
COV |
Stone Working |
Dex + Int + Luc + Str |
GLD |
Streetwise |
Cha + Int + Luc + Wil |
COV |
Swimming |
Hea + Luc + Str |
PHY |
Sword Weapons |
Dex + Luc |
CBT |
Teaching |
Cha + Int + Luc + Wil |
SOC |
Thrown Weapons |
Dex + Luc |
CBT |
Tracking |
Awa + Int + Luc |
WLD |
Unarmed Combat |
Agl + Dex + Luc |
CBT |
2 Handed Misc. |
Dex + Luc |
CBT |
2 Handed Swords |
Dex + Luc |
CBT |
The following is a brief description of each skill, in alphabetical order, and any prerequisite skills or attribute requirements. A list of possible specializations will follow each skill in italics.
Alchemy- The precursor to modern day chemistry, alchemy is the "science" of attempting to transform one substance into another. This skill is needed to create potions, both magical and non-magical. Each Potion or Drug is considered its own specialization.
Art- The character's ability at creating various forms of artwork. This includes drawing, painting and sculpting. Each art form or discipline is a specialization.
Astrology- This skill allows the character to "predict" future events by using the sun, stars, planets, and other celestial bodies, and their movements, as references. This skill rarely works more often than every once in a while.
Astronomy- The more scientific version of astrology. This skill studies the celestial bodies, and can be used to predict certain phenomenon.
Axe Weapons- This combat skill allows the character to effectively use weapons that have a short, heavy cutting edge. Each individual weapon is a separate specialization. E.g. Battle Axe & Hatchet are two separate specializations.
Banishment- This skill is used to cause otherworldly creatures and undead to either halt, run away in fear, or be returned to their plane of origin. The creature being banished may subtract a penalty to the skill roll based on their experience and species. Requires a minimum WIL of 60. Each creature type is its own specialization. E.g. Vampires, Skeletons, and Demons are all separate specializations, but Horde Skeletons and Liches are both considered to be the same specialization.
Blunt Weapons- Characters with this skill can effectively use weapons that are designed to inflict injury by using a crushing force. Such weapons include clubs, hammers, maces, and flails. Each individual weapon is a separate specialization. E.g. Mace and Hammer are two separate specializations.
Bow Weapons- This combat skill includes all varieties of bows, slingshots, and crossbows. Each individual weapon is a separate specialization. E.g. Long Bows & Light Crossbows are two separate specializations.
Brawling- This skill is used in hand to hand fighting. It is the most basic and simple of the three weaponless fighting skills. Each major attack form or brawling style weapon is considered a separate specialization. Brass Knuckles, Head Butts, Gauntlets, Kicks, and Punches are all specializations. In addition every known unarmed special ability is a separate specialization. E.g. Choke & Tackle are both separate specializations.
Carpentry- This skill is required to design and create wooden furniture and other items made of wood. Structures & Buildings, Artistic Designs, and Furniture are all specializations of carpentry.
Camouflage- This skill allows the character to hide in an outdoor environment. The character must remain stationary for this skill to be effective. Each locale and environment is a separate specialization. E.g. Forests & Deserts are separate specializations.
Cast Spells- This is the skill that is needed to cast a spell in the appropriate Arkana or school of magic. Each Arkana requires a separate Cast Spells skill. The total number of Cast Spell Skills that can be learned is dependant upon the character's magical aptitude (Willpower and Intellect added together). The spell must be one that the caster has learned in study. A minimum Magical aptitude of 131and the Learn Spells skill is required to learn this skill. Each spell that is learned by the character may be specialized in. E.g. Mass Sticky Goo and Fire Pulse are both separate specializations.
Climbing- This skill allows the character to climb all forms of surfaces and vertical areas. Walls and Buildings, Trees & Plants, Rappelling, Sailing Riggings, and Mountaineering are all separate specializations.
Concentration- This skill is important for magic users who find themselves in combat situations. Because it often takes a minimum of one full round to cast a spell, there is a chance that the spell caster will be harmed. With a successful use of this skill, the caster will be able to ignore what is happening around him or her, and be able to also ignore any harm that is inflicted upon their person, allowing them to cast their spell. Requires at least one Cast Spells skill. Ignoring Injury dealt is a common specialization as well as Ignoring Loud Noises & Other Distractions.
Cooking- The character's ability to prepare and serve food. Each cuisine or specific dish is a separate specialization.
Dancing- The character's skill at dancing in an eye-catching way. Failed rolls will make the character appear to be clumsy or awkward. Every dance form is a separate specialization. E.g. the Fox Trot and Jitterbug are separate specializations.
Defensive Tactics- This is the character's ability to defend themselves. This is an important skill to have if the character is a warrior-type, because it makes the character harder to strike. Each injury dealing combat skill has a specialization of avoidance. In addition, each weapon specialized for offense is also usable when defending with that same weapon. E.g. Dodging arrows and Avoiding Sword Weapons are both separate specializations.
Disguise- This skill measures a character's ability to temporarily alter his or her appearance to a variety of characters or known individuals. Each separate "personality" or character is a separate specialization.
Early Engineering- This skill is required to create, build, and operate large equipment, such as catapults. Thieves use this skill to disarm traps that they find. Siege Equipment, Non-magical Traps, and Finding Secret Openings are all specializations of Early Engineering.
Enchantment- This skill is required to make enchanted objects. Such objects include weapons with bonuses to strike, armor with bonuses to its protective rating, and other miscellaneous items with special abilities. Any attempted use of this skill requires vast amounts of time.
Etiquette- This skill is the character's knowledge of the proper way things are done. It includes courtly manners, speech, attitudes, and protocol. Every culture has a separate specialization. Culture could refer to the city, county, or kingdom or could even refer to the culture of a sub-group such as a guild or order. The exact distinction of the culture is determined by the Game Master.
First Aid- This is a character's skill at healing themselves and others. It includes binding, stitching, and setting broken bones. Each race or species has a separate specialization. E.g. Humans, Motuls, and Wolves all have a different specialization.
Fishing- This skill allows the character to catch and basic cleaning of fish for meals. Specializations include Salt water fishing, Fresh water fishing, Net fishing, Crabbing, and other methods of catching fish.
Foraging- This skill allows the character to find edible plants, roots, and herbs in the wild. Each locale and environment is a separate specialization. E.g. Foraging in a Forest versus the plains.
Forgery- This is the character's skill at creating false documents. It is also used to recognize documents that have been falsified. Detection of Forgery, individual styles of documents, and every individual's handwriting are all separate specializations. E.g. Forging fake travel passes is different from mimicking Count Varley's script.
Gambling- This skill allows the character to effectively bet money on games of chance, and win. This is simply the knowledge of when to hold and when to fold. Unless the player actually states that they are cheating they are playing it legit. Each form of gambling such as Cards, Dice, Races and Gladiator bouts are all separate specializations.
Geology- This skill measures a character's knowledge of rocks and soil. It can be used to help determine where to erect a building, or where to sink mines for various purposes.
Geomancy- This ability allows the character to draw magical energy from the surrounding area along areas of great magical energies and bound eldritch power. This energy can be used instead of, or with, the character's own magical energy. With a successful skill roll, the character can cast spells without penalty for a number of rounds equal to 1/10 of the skill used. This skill can only be attempted once per hour. Requires a minimum Magical Aptitude of 141 and at least one Cast Spells skill. Tapping Ley Lines or each individual place of power is a separate specialization.
Gymnastics- This is the character's ability to perform feats of agility, such as flips, cartwheels, rolls, etc. Walking on a rope, Rolls, Summersaults, Cartwheels, Back flips, and other maneuvers are all separate specializations.
Herbalism- This skill was used before modern medicines were used. It allows the character to create and use medicines and poultices from herbs and other natural substances. It is also a general knowledge of the various herbs and plant life. Healing Herbs, Dangerous Plants, and Agricultural Plants are all separate specializations.
Hide- This skill is the character's ability to hide in an urban or indoor environment. The character must remain stationary. If the character wishes to move about without drawing attention to him, then he must have the Stealth skill. Building Interiors, Crowds, and Streets are all specializations.
Interrogate- This is the ability to extract information from a person who does not wish to give it. Good Guard / Bad Guard, Physical Torture, Mental Intimidation, and Charm are all separate specializations of Interrogate.
Knife Weapons- This skill allows the character to use small bladed weapons in combat. Each individual weapon is a separate specialization. E.g. Daggers & Stilettos are two separate specializations.
Language- This is the character's ability to speak a language. It must be taken for each language desired to be known. Literacy begins at a Language skill of 20%. Every character begins the game with a basic knowledge of their native tongue. Unless they purchase their native language using this skill they will not have a default skill high enough to be literate.
Learn Spells- This skill is required to learn any sort of spell. Learning a spell requires at least five days, straight, of constant study. Requires a minimum Magical Aptitude of 131.
Leather Working- This skill is required to make items out of leather, such as pouches, clothing, and leather armor. Clothing, Armor, and Artistic Designs are all specializations of Leather Working.
Lore- This skill is a general knowledge of a certain subject. The more specific the skill, the more detail the character will have in the subject matter. This skill cannot duplicate any spell effects, such as identifying specific magical items. Such a Lore skill could however give general information on the styles and powers of wands, potions, and other miscellaneous items. The higher the skill, the more the character knows of the subject. There are no specializations for this skill as every Lore skill is a knowledge specialization. Sample Lore Skills.
Martial Arts- This skill requires 3 "A", 3 "B", or 3 "C" skills. This is a highly specialized form of Hand to Hand fighting that offers several special abilities that are not available normally. Each major attack form or brawling style weapon is considered a separate specialization. Brass Knuckles, Head Butts, Gauntlets, Kicks, and Punches are all specializations. In addition every known unarmed special ability is a separate specialization. E.g. Sweep Kick & Tackle are both separate specializations.
Mathematics- This skill allows the character to perform various mathematics functions, beyond 2+2=4. It is very useful when used with Astronomy and Early Engineering.
Metal Working- Working with metal. Allows the character to create armor, weapons, and other equipment made out of metal. Weaponsmithy, Armorsmithy, Ironsmithy, Goldsmithy, and Silversmithy are all separate specializations.
Naturalism- This ability allows the character to draw magical energy from the plant-life and natural splendor of an area. This skill can only be used in pristine locales, far from civilization, and is often protected by the nomads and barbarians who live there. This energy can be used instead of, or with, the character's own Spell Points. However, if all of a plant's energy is taken, the plant will die. With a successful skill roll, the character can cast spells without penalty for a number of rounds equal to 1/10 of the skill used. This skill can only be attempted once per hour. Requires a minimum Magical Aptitude of 141 and at least one Cast Spells skill. Each locale and environment is a separate specialization. E.g. Deep Forests, Pristine Pools, and Solitary Deserts are all specializations of Naturalism.
Navigate- This skill allows the character to be able to find his or her way by using simple instruments, such as a compass or astrolabe. Specializations include Land Navigation, Ocean Navigation, and Air Navigation for flying creatures, items, and spells.
Necromancy- This skill allows the user to draw magical energy from death, decay, dead and dying people. If a person is still alive, then he or she must have 25% or less of his or her IP before any energy can be drawn from him or her. With a successful skill roll, the character can cast spells without penalty for a number of rounds equal to 1/10 of the skill used. The maximum amount that can be drawn is 2 times the target's IP. Requires a minimum Magical Aptitude of 141 and at least one Cast Spells skill. Specializations include Graveyards, Battlefields, and Blood Sacrifices.
Negotiate- This is the character's ability to make compromises, especially in business. It can also be used to try to talk a person into some action. Specializations include the Hard Sell, the Guilt Trip, and Fast Talking.
Notice Ambush- This skill allows the character to be aware of any potential ambushes, or sites of possible ambushes.
Notice Traps- This skill allows the character to be aware of any traps that he or she may come across. This skill cannot be used to disarm traps. Specializations include Rune or Magically Inscribed Traps, Pit Traps, Needle Traps, Blade Traps, Dropping Traps, Rope Snares, and other various means of capturing or injuring someone.
Orienteering- This skill measures a character's ability to find his or her way in the wilderness, without the use of instruments. Each locale and environment is a separate specialization.
Palming- This is the ability to pick up and conceal small items upon one's person without being noticed.
Pick Locks- This is a character's ability to open any sort of mechanical lock with out using the key. Specializations include Built-in locks, Padlocks, and Dwarven Locks.
Pick Pockets- This is a character's ability to take small items out of another person's pocket or pouch without attracting attention.
Play Instrument- This skill allows a character to play a musical instrument. This skill must be acquired for each instrument that the character wishes to learn to play. Every style of music is a separate specialization.
Pole Arms- This skill allows a character to effectively use any sort of pole arm in combat. Such weapons include staffs, spears and halberds. Each individual weapon is a separate specialization. E.g. Halberds & Spears are two separate specializations.
Predict Weather- This skill is the character's ability to accurately predict the weather in the near future. Every locale and environment is a separate specialization.
Realize Worth- This skill is useful to merchants, and other people who deal in merchandise. With this skill, the character will be able to accurately estimate the monetary value of an item. Jewelry, Weapons, Armor, Statues & Sculptures, Livestock, Real Estate, Paintings, Fine Wines, and Clothing are all examples of available specializations.
Ride Animal- This skill is the character's ability to ride an animal. This skill must be acquired for each type of animal that the character wishes to be able to ride. The most common riding animal is the horse.
Rune Crafting- This skill is used to create and power runes. For more information on this skill, see the section on Magic.
Sailing- This is the character's ability to pilot a sailing vessel. Specializations include Small craft, Large craft, River Sailing, Ocean Sailing, and Multiple Oared Vessels.
Scrying - This skill is not common amongst most adventurers. It requires either a crystal ball or some other pre-spelled item that uses a form of clairvoyance. This skill will allow the user to get the most out of a specific crystal but cannot goad the device into performing better than it was designed.
Sense Aura- All spells and enchanted items radiate a magical aura. Characters that possess this skill can detect this aura within a close distance. The more powerful the magic, the greater the possible distance. Requires a minimum Magical Aptitude of 101 or greater. In addition to specializing in Distance Sensing, each Arkana and school of magic is a separate specialization.
Sense Disease- This skill is used to determine if a person is sick in some physical way, such as having a cold or the plague. In addition this skill grants basic knowledge of non-magical diseases and symptoms of such diseases. Each disease is a separate specialization.
Sense Injury- This skill is used to determine the extent of a person's injuries, and what would be the best course of action to heal him or her. Each race or species is a separate specialization.
Set Snares- This skill allows the character to set, or find, snares in the wilderness. Snares are a form of trap used to capture animals. They usually immobilize them, but can possibly inflict injury or even cause death. Setting snares, Finding snare, and Disarming Snares are all separate specializations.
Sewing- This skill is used when a person wants to make an article of clothing.
Singing- This skill is the character's skill at singing, chanting, and other pleasing vocalizations. Every form of song or chant is a separate specialization.
Stealth- This is the ability to move about without attracting attention to oneself. Best when used in conjunction with Hiding or Camouflage, this skill has saved many a character's life. Specializations include each individual type of armor, each locale or environment, Crowds, Moving in shadows, and Moving Silently. E.g. Stealth while wearing Cuir-bouilli Lamellar, City Streets, and Forests are all separate specializations.
Stone Working- This skill is required to work with stone and other earthen materials. This skill includes building with, and carving stones of various shapes and sizes.
Streetwise- This skill allows a character to know where to go in a town or city to find or sell information or equipment that is not available on the open market. Every city or town has a separate specialization.
Swimming- This skill allows a character to swim, float, dive, and attempt other aquatic maneuvers. Specializations include Swimming while encumbered, Diving, Underwater swimming, Speed swimming, and Survival Swimming.
Sword Weapons- This skill is required to effectively use all single-handed weapons that use a long edge to inflict injury. Each individual weapon is a separate specialization. E.g. Bastard Swords & Long Swords are two separate specializations.
Teaching- This skill is required to be able to impart one's knowledge onto another person. Each subject matter known to the teacher is a separate specialization.
Thrown Weapons- These weapons are used by throwing them over a distance, inflicting injury before the target can come close to the thrower. This skill includes throwing spears, daggers, slings, and javelins. Each individual weapon is a separate specialization. E.g. Throwing Knives & slings are two separate specializations.
Tracking- This skill allows a person to follow the trail made by another person or animal in the wilderness. It also includes hiding one's own trail, making it harder to be followed. In addition to every locale and environment (including Urban) having a separate specialization, every type of animal or creature has its own as well.
Unarmed Combat- This skill requires the use of 2 skill slots in any single letter code. It is the trained skilled at fighting without a weapon, although it is not as powerful as Martial Arts. Each major attack form or brawling style weapon is considered a separate specialization. Brass Knuckles, Head Butts, Gauntlets, Kicks, and Punches are all specializations. In addition every known unarmed special ability is a separate specialization. E.g. Body Throw & Tackle are both separate specializations.
2 Handed Miscellaneous Weapons- These weapons include two-handed versions of smaller crushing or axe weapons. Each individual weapon is a separate specialization. E.g. Great Axe & Scorpion Flail are two separate and distinct specializations.
2 Handed Sword Weapons- This skill is needed to use large swords that require two hands to use. Each individual weapon is a separate specialization. E.g. Claymore & No-Dachi are two separate specializations.
© 1999 J.K. Wykowski & T. Coonrod