Weapon Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
Skill in making 2 Handed Sword attacks
  2 Handed Sword
+30 -27 +72 +4 +59 +7 +16 0
Skill in making Battle Axe attacks
  Battle Axe
+117 -27 +42 +4 +29 +7 +16 0
Skill in making Breath Weapon Attack attacks
  Breath Weapon Attack
+14 -17 +12 +22 +13 +12 +11 +16
Skill in making Broadsword attacks
  Broadsword
+30 -27 +42 +4 +29 +7 +16 0
Skill in making Crossbow attacks
  Crossbow
+21 -23 +34 +21 +21 +15 +19 +13
Skill in making Dagger attacks
  Dagger
+30 -27 +42 +93 +29 +7 +16 +35
Skill in making Dagger (Thrown) attacks
  Dagger (Thrown)
+21 -23 +34 +51 +21 +45 +19 +13
Skill in making Great Sword attacks
  Great Sword
+30 -27 +147 +4 +29 +7 +16 0
Skill in making Hand Axe attacks
  Hand Axe
+75 -27 +42 +4 +29 +7 +16 0
Skill in making Javelin attacks
  Javelin
+21 -23 +34 +21 +21 +15 +19 +13
Skill in making Katana attacks
  Katana
+30 -27 +42 +4 +126 +7 +16 0
Skill in making Long Bow attacks
  Long Bow
+21 -23 +34 +21 +100 +55 +104 +58
Skill in making Long Sword attacks
  Long Sword
+90 -27 +112 +4 +29 +37 +86 +50
Skill in making Martial Arts - Strikes attacks
  Martial Arts - Strikes
+80 -27 +42 +44 +114 +37 +51 +35
Skill in making Martial Arts - Sweeps attacks
  Martial Arts - Sweeps
+61 -23 +34 +61 +106 +45 +54 +13
Skill in making Naginata attacks
  Naginata
+30 -27 +42 +4 +29 +86 +16 0
Skill in making Quarterstaff attacks
  Quarterstaff
+30 +18 +42 +4 +29 +7 +16 0
Skill in making Rapier attacks
  Rapier
+30 -27 +42 +4 +29 +7 +51 0
Skill in making Short Bow attacks
  Short Bow
+86 -23 +34 +81 +21 +15 +19 +13
Skill in making Short Sword attacks
  Short Sword
+30 -27 +42 +39 +29 +7 +16 0
Skill in making Shuriken attacks
  Shuriken
+21 -23 +34 +21 +51 +15 +19 +13
Skill in making Sling attacks
  Sling
+21 -23 +34 +21 +21 +15 +19 +13
Skill in making Tomahawk attacks
  Tomahawk
+30 -27 +42 +4 +29 +7 +16 0
Skill in making Two Weapon Fighting - 2 Daggers attacks
  Two Weapon Fighting - 2 Daggers
+30 -27 +42 +85 +29 +7 +16 0
Skill in making Two Weapon Fighting - Katana/Wakizashi attacks
  Two Weapon Fighting - Katana/Wakizashi
+30 -27 +42 +4 +126 +7 +16 0
Skill in making Wakizashi attacks
  Wakizashi
+30 -27 +42 +4 +126 +7 +16 0
Skill in making Warhammer attacks
  Warhammer
+30 +3 +42 +4 +29 +7 +16 0
Skill in making Whip attacks
  Whip
+60 -27 +42 +4 +29 +7 +46 0
Combat Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill is used to knock down or hold a person at bay without intent of injury. Note that it is merely to keep a person from crossing some line or location, not to immobilize them. Use the Martial Arts Sweeps Attack table and result may not exceed the Maximum Results for Rank 1 Attacks - Unbalancing Criticals are used. (36)
  Blocking
+60 -27 +42 +4 +59 +7 +16 +0
This is the skill of using one's fists to strike at an opponent's upper body and torso, while protecting oneself from similar blows. This skill uses the Martial Arts Strike Attack Table and may not exceed the Maximum Results for Rank 1 Attacks. (12)
  Boxing
+30 -27 +42 +4 +29 +7 +16 +0
This skill provides a bonus to combat in which there is no organized melee (tavern brawls, riots, etc). Targets are chosen on the basis of proximity and blows are exchanged in an essentially random and chaotic fashion. This skill allows one to better handle oneself in such situations. (40)
  Brawling
+30 -27 +82 +4 +29 +7 +16 +0
This skill provides a bonus to remove a foe's weapon with one's own. If successful, the opponent must make a successful RR based on the target's skill ranks with the weapon being used versus the attacker's number of skill ranks in Disarm Foe (Armed). If the RR is successful, the disarming attempt fails. If it fails, the opponent is disarmed. (65)
  Disarm Foe (Armed)
+51 -23 +64 +21 +51 +45 +19 +13
This skill provides a bonus to remove a foe's weapon with one's bare hands. If successful, the opponent must make a successful RR based on the target's skill ranks in the weapon used vs. the attacker's number of skill ranks in Disarm Foe (Unarmed). This is an entirely different skill from Disarm Foe (Armed). If the RR is successful, the character performing the maneuver takes a 'B' critical of the type appropriate to the weapon. If the RR fails, the character performing the maneuver may disarm the opponent, either discarding or acquiring the opponent's weapon. (66)
  Disarm Foe (Unarmed)
+21 -23 +64 +21 +51 +45 +19 +13
This skill provides a bonus for completely evading an attack by tumbling, turning, ducking etc. The total skill bonus is added to the DB. This skill is rolled for during the round that the skill is actively used. The individual may not parry, use a shield, or attack while using this skill. (222)
  Evade Blow
+45 -23 +50 +71 +14 +72 +20 +70
This skill provides a bonus for making complex lancing (mounted) maneuvers, such as tilting, skewering rings in a tourney, etc. It is not usable in a combat situation which should use the Mounted Combat skill instead. (111)
  Jousting
+51 -20 +57 +7 +21 -2 +5 -5
This skill limits one's OB against an opponent while attcking when mounted. The OB of an attack made while mounted cannot exceed the attacker's Mounted Combat skill bonus. A character's Mounted Combat skill cannot have more skill ranks developed than his Riding skill ranks. (136)
  Mounted Combat
+53 -17 +51 +21 +9 +9 +13 +14
Utilising this skill replaces a shield's normal Defensive Bonus with this Skill Bonus. The Skill Bonus is halved against Missiles provided the shield type being used allows blocks against Missile Attacks. (237)
  Shield Parry
+85 -27 +72 +4 +29 +7 +16 +40
This skill allows an individual to immobilize or render unconscious a target by applying a sharp blow to a precise point on the victim's upper body or head. The foe must be of the same size or smaller than the attacker. If the attempt is successful, the opponent must make a successful RR based on the target's level versus the attacker's number of skill ranks in Subdue. If the RR is successful, the subduing attempt fails. If it fails, the opponent rolls a further RR against System Shock. Failure means they are knocked out for D6 minutes, Success means they are stunned for D6 rounds. (202)
  Subdue
+16 -20 +43 +22 +13 +41 +6 +38
This is the skill of diving at a person in order to bring them to the ground with the intent of momentarily immobilizing them. Injury is more common than with wrestling (although part of this skill is avoiding injury to oneself during the tackle), and is used in moving situations such as chases, sports activities, etc. Use the Martial Arts Strikes Attack with the maximum result limited to Maximum Results for Rank 1 Attacks and Grappling criticals are used. If a struggle continues after a successful attack, the Wrestling skill should be used instead. (211)
  Tackling
+24 -27 +58 +19 +22 +9 +17 +13
Skill is using Melee weapons the Character is untrained in. (1)
  Untrained Melee Weapons
+30 -27 +42 +4 +29 +7 +16 +0
Skill is using Missile weapons the Character is untrained in. (10)
  Untrained Missile Weapons
+21 -23 +34 +21 +21 +15 +19 +13
This is the skill of using one's arms and legs to grapple an opponent and immobilize him. Note that it is not normally intended to be injurious to either partner, although injury may inadvertently result (this skill may, however, be used to immobilize an opponent who does not wish to be held, but it is assumed that injury in not the intent). This skill uses the Martial Arts Strike Attack Table and may not exceed the Maximum Results for Rank 1 Attacks and Grappling criticals are used. (230)
  Wrestling
+21 -20 +57 +7 +21 -2 +5 -5
Armour Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
Skill in manoeuvring in Chainmail Armour (4)
  Manoeuvre - Chain
+120 -23 +89 +40 +61 +45 +49 +3
Skill in manoeuvring in Plate Armour (5)
  Manoeuvre - Plate
+51 -23 +54 +40 +110 +45 +49 +3
Skill in manoeuvring in Rigid Leather Armour (3)
  Manoeuvre - Rigid Leather
+51 -23 +4 +75 +51 +80 +79 +3
Skill in manoeuvring in Soft Leather Armour (2)
  Manoeuvre - Soft Leather
+51 -23 +4 +75 +76 +45 +49 +63
Animal Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for the care and feeding of domesticated animals including bedding, hobbling, etc. (22)
  Animal Handling
+14 -6 -21 +20 -24 -11 +52 +38
This skill provides a bonus for administering medical aid to injured animals. Allows one to stabilize or repair light wounds and illnesses. A successful static maneuver can stop (or reduce) up to 5 hits/round of bleeding. (21)
  Animal Healing
-26 -6 -21 -15 -24 -11 +7 -7
This skill provides a bonus for simple communicating wtih, and (if possible) the mastering of domestic animals. The animals that are controlled by this skill do not have to be trained or tame. The animal will only do what is within its capabilities. If the skill roll fails, the animal will revert back to its basic tendency. (23)
  Animal Mastery
-25 -7 -16 -14 -16 -6 +4 +25
This skill provides a bonus for training a particular type of animal, such as birds of prey, dogs, bears, big cats, etc. Skill normally results in the taming of the animal. This skill may be developed separately for each different type of animal for additional bonuses. (24)
  Animal Training
-25 -6 -20 -10 -19 -13 +7 +24
This skill provides a bonus for training felines and is an additional bonus to the general 'Animal Training' skill. (270)
  Animal Training - Felines
-25 -6 -20 -10 -19 -13 +7 -6
This skill provides a bonus for gathering, befriending, or manipulating herd animals. Skill normally deals with one coherent group (herd) of animals at a time. (101)
  Herding
-26 -6 -21 -15 -24 -11 +7 -7
A single rank is necessary to keep from constantly falling off avian animals being ridden. Higher skill ranks enhance the chance of controlling the animal. This skill covers riding Giant Eagles, Rocs and other avian beasts. (231)
  Riding - Avian
-26 -6 -21 -15 -24 -11 +7 -7
A single rank is necessary to keep from constantly falling off draconic animals being ridden. Higher skill ranks enhance the chance of controlling the animal. This skill covers riding Dragons both landbound and flying. (238)
  Riding - Dragon
-26 -6 -21 -15 -24 -11 +7 +28
A single rank is necessary to keep from constantly falling off equine animals being ridden. Higher skill ranks enhance the chance of controlling the animal. This skill covers riding Horses, Donkeys, Mules and other equine beasts. (8)
  Riding - Equine
+4 +29 +39 +20 +6 +24 +42 +33
A single rank is necessary to keep from constantly falling off pachyderm animals being ridden. Higher skill ranks enhance the chance of controlling the animal. This skill covers riding Elephants, Mammoths and other pachyderm beasts. (9)
  Riding - Pachyderm
-26 -6 -21 -15 -24 -11 +7 -7
A single rank is necessary to keep from constantly falling off porcine animals being ridden. Higher skill ranks enhance the chance of controlling the animal. This skill covers riding Boars, Pigs, Swine and other porcine beasts. (267)
  Riding - Porcine
+19 -6 -21 -15 -24 -11 +7 -7
Artistic Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for simulating actions or reactions of others, as often used in drama performances, devising new identities, etc. This skill may be used to impersonate others, or hide one's own reactions from others. It may be used anytime a character wishes to behave or appear in a manner other than normal and natural to him under any given circumstances. (15)
  Acting
-25 -4 +7 -28 -16 +22 -21 +17
This skill provides a bonus for performing dances. It may also apply to any circumstances in which complex and/or precise footwork is necessary (e.g., negotiating a pattern on the floor, performing certain magical rituals, etc.). (54)
  Dancing
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for improvising any artistic skill that the character already has at least 4 ranks in. It may also be used to recognize artistic styles, forms, etc. The bonus for having to perform unpracticed material on the spot is calculated by adding the improvsation bonus to the artistic skill bonus and dividing the result by two. (109)
  Improvisation
-25 -6 -23 -26 -20 -15 -16 +19
This skill provides a bonus for conveying concepts or information without verbal communication or a codified sign language. This skill is useful when trying to span a language barrier, entertain others, etc. Also used when trying to imitate a particular action (i.e., a movement not requiring a maneuver). (131)
  Mimery
-25 -4 -23 -28 -16 -23 -21 -23
This skill provides a bonus for imitating sounds. This skill is useful when trying to imitate individuals, animals or even inanimate sounds (e.g., wind, stairs creak­ ing, etc.). (132)
  Mimicry
-25 +14 -23 -26 -20 -15 -16 -16
This skill provides a bonus to writing, recognizing or performing a piece of music. This skill may be used to determine the ability of the individual to play in concert with others, or to direct others in doing so. A successful maneuver roll by a conductor will give those he is conducting a bonus of +20 to their own use of this skill. (137)
  Music
-27 -1 -24 -27 -17 +18 -15 -15
This skill provides a bonus for creating graphic images. This may be on a flat medium such as sketching or painting with pigments, or painting on an object of some kind. Any activity that involves the creation of an image or deliberate design may benefit from this skill. (143)
  Painting
-25 -6 -21 -13 -19 -9 -5 -5
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (148)
  Play Instrument (Cittern)
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (149)
  Play Instrument (Drum)
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (150)
  Play Instrument (Dulcimer)
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (151)
  Play Instrument (Fiddle)
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (152)
  Play Instrument (Flute)
-25 -7 -16 -14 +34 -6 -7 +30
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (153)
  Play Instrument (Harp)
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (154)
  Play Instrument (Lute)
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for using and playing this instrument and may also be used to recognize musical patterns or rhythms, notes, etc being played on the instrument. (155)
  Play Instrument (Pipe)
-25 -7 -16 -14 -16 -6 -7 -5
This skill provides a bonus for the writing of poetry, or any highly stylized form of writing. Note that the individual must have at least 4 ranks in the written language to use that language for poetry. (156)
  Poetry
-23 +65 -26 -27 +8 +38 -16 -18
This skill provides a bonus for the manipulation of a malleable material or the carving of a resilient material into a desired three dimensional shape. This skill does not confer the ability to work materials normally unworkable (e.g., the individual must have the means to mold and form copper if the sculpture is to be formed of that metal). Note that this skill may also be used to identify styles of sculpture and to imitate other sculptures. (177)
  Sculpting
-25 -6 -21 -13 -19 -9 -5 -5
This skill provides a bonus for vocally reproducing musical tunes and/or words. Note that although one may perform a song in an unfamiliar language, this skill does not provide any understanding of the language; this skill merely allows the memorization and reproduction of a song. (186)
  Singing
-25 -6 -23 -26 -20 +40 -16 -16
This skill provides a bonus for conveying information in the form of stories or fables in an engaging and social manner. This is primarily for the purpose of entertainment or subtle instruction - attempts to inform or influence large groups of people should use Public Speaking instead. The skill also applies to attempts to memorize a new story. (213)
  Tale Telling
-25 +34 -23 -26 -20 -15 -16 -16
This skill provides a bonus for speaking without appearing to do so. A successful maneuver will make the individual's voice seem to originate somewhere other than himself, to a distance of up to 1'/rank. (225)
  Ventriloquism
+5 -4 -23 -28 -16 -23 -21 -23
Athletic Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for in-air maneuvers (e.g., flying or levitation) or swinging on objects. This skill includes the use of parallel bars, uneven bars, and other gymnastic activities in which the majority of the activity is spent in airborne maneuvers. A successful maneuver roll can reduce the severity of a falling critical by one (i.e. a 'B' becomes an 'A', a 'D' becomes a 'C', etc). (14)
  Acrobatics
+4 -23 +0 +25 +5 +34 +9 +55
This skill encompasses any athletic game that primarily involves brawn (e.g., wrestling, etc). Skill in each game must be developed separately, and includes rules, techniques, etc. (30)
  Athletic Games (Brawn)
+21 -27 +19 +10 +22 -5 -1 +4
This skill encompasses any athletic game that primarily involves endurance (e.g., track events, etc). Skill in each game must be developed separately, and includes rules, techniques, etc. (31)
  Athletic Games (Endurance)
+23 -27 +15 +26 +24 +31 -7 +9
This skill encompasses any athletic game that primarily involves gymnastic skills (e.g., gymnastic events, basketball, etc). Skill in each game must be developed separately, and include rules, techniques, etc. (32)
  Athletic Games (Gymnastic)
+15 -27 +5 +25 +14 +27 +0 +17
This skill provides .a bonus for climbing maneuvers over relatively short distances through the use of hand-holds, etc. This could range from the ability to climb sheer surfaces to climbing a ladder. Poorer hand-holds or greater speed will increase the difficulty of the maneuver. Note that extended climbs may require the use of the Scaling skill. (6)
  Climbing
+58 +3 +38 +83 +43 +36 +61 +58
This skill provides a bonus for manipulating one's body in order to move through small openings or absorb sudden crushing impact (other than falls). This skill also helps one escape from bonds, etc. (49)
  Contortions
+5 -20 -7 +11 +4 -17 -5 +8
This skill provides a bonus for maintaining one's speed over long distances at slow to moderate paces, including pacing one's resources (exhaustion point expenditure) and running in a safe and non-injurious manner. (68)
  Distance Running
+23 -27 +15 +26 +24 +31 +23 +9
This skill provides a bonus for controlled falling maneuvers. This can range from controlling the direction of an extended fall to diving into water safely from a great height (up to 20'/skill rank if a successful maneuver roll is made or 30'/skill rank if the diver enters the water feet first). (70)
  Diving
+4 -23 +0 +25 +5 -1 +9 +25
This skill provides a bonus for flying or gliding through the use of natural or artificial wings (e.g., feathered wings, parachute, hang-glider, balloonist, etc.). Doesn't include powered aircraft of any type. (92)
  Flying/Gliding
+3 -17 -8 +11 +4 -6 +0 +16
This skill provides a bonus for tossing objects up and manipulating them in such a manner as to keep them up in the air. (112)
  Juggling
+3 -17 -8 +11 +4 -6 +0 +16
This skill provides a bonus for jumping, either from a running or a standing start. The base jump (running horizontal) for the average man of 5'10" is equal to 50" + (2 x St bonus in inches). For every 2 inches above or below this average height, add or subtract one from the base jump. The difficulties listed below assume that the character is running at a dash at the time of takeoff. For every speed category (fast sprint/sprint/run/etc.) below the dash rate, raise the difficulty of the running jump by one (e.g., Hard becomes Very Hard, etc.). The base jump (standing horizontal) for the average man of 5'10" is equal to the base jump (running horizontal) divided by two. The base jump (running vertical) for the average man of 5'10" is equal to (12 + Strength Bonus) in inches. For every 3 inches above or below this average height, add or subtract one inch from the base jump. The optimal speed for a vertical jump with a running start is a run. The base jump (standing vertical) for the average man of 5'10" is equal to the base jump (running vertical) divided by three. (113)
  Jumping
+51 -27 +19 +10 +22 -5 -1 +34
Use of this skill assumes a sprint the round before. For each pace category above or below, the difficulty is increased by one. If the character does not have a proper pole (flexible, yet strong), the difficulty is also increased by one. (158)
  Polevaulting
+4 -23 +0 +25 +5 -1 +9 +25
This skill provides a bonus for rapidly descending from a height, using ropes and other equipment. If the Rappelling maneuver is unsuccessful, the individual has a chance of falling. Rappelling rate is equal to the individual's normal movement rate, with modifiers due to speed. (163)
  Rappelling
+13 -27 +8 +43 +13 +21 +6 +48
This skill provides a bonus for the propulsion of watercraft through the use of paddles, oars, or poles. It combines the skills required to control and guide the craft with the coordination to work with others in rhythm (when necessary), in addition to the marshaling and pacing of internal resources to last throughout the journey. (171)
  Rowing
+21 -27 +19 +10 +22 -5 -1 +4
This skill provides a bonus for climbing maneuvers of extended duration, including the climbing of mountains, long stairways, etc. It combines the skills required to climb safely and the marshaling and pacing of internal resources to last throughout the entire climb. (173)
  Scaling
+61 -27 +19 +10 +22 -5 -1 +4
This skill provides a bonus for Skating maneuvers. This may also be used to help one stay upright on slippery or icy surfaces without skating equipment as well. (188)
  Skating
+4 -23 +0 +25 +5 -1 +9 +25
This skill provides a bonus for skiing maneuvers. This may also be used to help one stay on one's feet when sliding down an incline without skiing equipment as well. (189)
  Skiing
+15 -27 +5 +25 +14 -3 +0 +17
This skill provides a bonus for maximizing one's speed over short distances, including marshaling and pacing one's resources (exhaustion point expenditure) and running in a safe and non-injurious manner. (193)
  Sprinting
+15 -27 +35 +25 +44 +32 +30 +17
The difficulty of walking on stilts depends on the height of the stilts (as a ratio of the character's height). If the ground is uneven or rocky, the maneuver may be modified by up to two difficulty levels. (198)
  Stilt-Walking
+4 -23 +0 +25 +5 -1 +9 +25
This skill provides a bonus to swimming maneuvers. Skill rank 1 will prevent the character from drowning in water over his head, provide there are no encumbrance or other penalties. Further skill ranks will enable the character to make head way against a current, to stay afloat for longer periods of time without touching ground, to swim long distances, to move faster in the water, and to make maneuvers in the water. (7)
  Swimming
+47 +15 +39 +47 +44 +21 +23 +35
This skill provides a bonus for maneuvering along narrow surfaces. (214)
  Tightrope-Walking
+5 -20 -7 +46 +4 +13 -5 +48
This skill provides a bonus for horizontal dives, rolling, vaulting maneuvers, or swinging on stationary objects. It can also be used to decrease the damage one takes from a fall. A character could fall safely up to 2'/skill rank if a successful maneuver roll is made. (221)
  Tumbling
+39 -23 +0 +80 +5 -1 +9 +25
This skill provides a bonus to attempts to lift heavy weights or objects. While it is possible to lift these weights without the use of this skill, the techniques conferred by this skill allow greater weights to be lifted, and the likelihood of injury to be lessened. Note that this skill requires a great deal of practice and exercise to develop properly, and will increase the musculature of the individual. The use of this skill requires a round of preparation during which a 90% activity must be performed and the individual's DB is reduced to zero. (228)
  Weight-Lifting
+64 -31 +27 -7 +30 -14 -4 -8
Awareness Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for detecting inanimate traps or ambushes in an outdoor environment. Note that this skill is not "automatic" - the individual must state that he is searching for signs of a trap or ambush for this skill to come into play. (58)
  Detect Traps (Outdoors)
+19 +35 -25 +34 -9 -6 +28 +24
This skill provides a bonus for detecting inanimate traps or ambushes in an urban environment. Note that this skill is not "automatic" - the individual must state that he is searching for signs of a trap or ambush for this skill to come into play. (59)
  Detect Traps (Urban)
+19 +5 -25 +34 -9 -6 -7 +39
This skill provides a bonus for determining which way is north or any specific direction, without the aid of navigational instruments in an outdoors environment. Skill is still usable during the darkest night without stars, moon, or other night lights. (63)
  Direction Sense (Outdoors)
-12 -3 -27 -26 -6 -14 +40 -21
This skill provides a bonus for determining direction and street layouts in an Urban environment. Understanding the normal flow of city design and the likely pathways to particular areas of a city or just finding the way out. (64)
  Direction Sense (Urban)
-12 -3 -27 -26 -6 -14 +20 -21
This skill provides a bonus for perceiving lies told by an individual under proximate observation (within 10' and within visual/hearing range) by the user of this skill. (117)
  Lie Perception
-12 +5 +9 -27 +32 -8 -5 +22
This skill provides a bonus for locating hidden objects or people. (119)
  Locate Hidden
+19 +5 -25 -26 +26 -6 -7 +24
This skill allows a Character to develop skills in noticing or locating secret or hidden openings beyond their normal Perception. If this skill is lower than the character's Perception bonus use Perception. (223)
  Locate Secret Door
+20 +24 +13 +28 -8 +55 +27 +53
This skill provides a bonus for noticing details about the environment for assimilation and analysis. This is normally only usable in an active fashion, and requires concentration. Note that this skill is different from Perception, which represents a general and unconscious level of receptivity and awareness of events and details within one's immediate environment. This skill reflects the active observation, noting and appraisal of such details. For example, if a character were about to make camp in an unsafe location, the GM might make a Perception maneuver for that character to determine whether or not he notices the danger. If the character indicated that he wished to examine the location for suitability, the character would instead make an Obser­ vation maneuver. (139)
  Observation
-9 +2 -24 -26 -8 -17 -12 -24
This skill provides a bonus to the individual's ability to notice and assimilate information from the environment in a specific type of situation. This is a combination of active and passive skills specifically trained for maximum effectiveness within a given situation. For example the skill might be used by a scout in a squad of soldiers to be alert to possible enemy approaches, traps etc. It might be used to aid in sleeping lightly to prevent being taken unawares. It can be used in an urban setting to aid in staying alert for muggers, oncoming carriages, etc. (187)
  Read Situation
-12 +27 -27 -26 +29 -14 -10 -21
This skill provides a bonus for allowing one to be aware of his surroundings without the aid of sight. Blindness accrues a -100 modification to all maneuvers and Spatial Location Awareness provides a bonus to offset that penalty. This skill is usually used by the blind. (239)
  Spatial Location
-13 -4 -23 -26 -3 -11 -11 -21
This skill provides a bonus for keeping watch over a person, place or object. Also includes the ability to determine the best approach and technique in solving a crime. (203)
  Surveillance
-9 +32 -24 -26 +22 -17 -12 +21
This skill provides a bonus for determining the time of day or how much time has passed over a specific period. This is a combination of the ability to estimate internally the passage of time, as well as using external references such as the sun, stars, etc. When no external references are available (e.g., underground, in a jail cell, etc.), it is significantly more difficult to estimate the passage of time. Also, after sleep or unconsciousness one typically requires the use of external reference to "reset" one's internal clock; the lack of same will hinder the use of this skill. This skill may be used to attempt to wake oneself from sleep at a predetermined time. (215)
  Time Sense
-13 +27 -28 -27 -11 -16 -8 -22
This skill provides a bonus for gleaning information from a set of tracks or spoor. Detailed information about the tracks can be obtained, such as type of creatures, age of tracks, weight of creature, speed creature moving at, back tracking, etc. This skill is used for both spotting and following the tracks. (165)
  Tracking (Outdoors)
-11 +5 -24 +23 -8 +30 +90 -18
This skill provides a bonus for gleaning information from a set of tracks or spoor. Detailed information about the tracks can be obtained, such as type of creatures, age of tracks, weight of creature, speed creature moving at, back tracking, etc. This skill is used for both spotting and following the tracks. (166)
  Tracking (Urban)
+19 +5 -24 +23 +27 +30 +35 -18
Communication Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
All languages follow identifiable linguistic components. Skill in linguistics allows a character to try and make some sense of spoken or written languages not otherwise known though it would never be to an extent above Level 1 in the Language itself. (114)
  Linguistics
-22 +35 -24 -26 -25 -20 -17 -20
This skill provides a bonus for reading lips and sign language. Lip Reading is only possible with languages that the lip reader knows and then only to the known spoken skill rank. Special creatures (e.g., the Chicken People) might cause a penalty to be added to the character's bonus due to distinct lack of lips. Line of sight must be maintained with the subject's mouth. Skill is halved for reading the lips of creatures not of the same general type. Types could include human, reptile, avian, non-human mammalian, etc. (118)
  Lip Reading
+11 -3 -23 +20 -20 -29 -24 +19
This skill provides a bonus when using established hand signal communications for the deaf. (232)
  Sign Language
+11 -5 -23 +6 -24 -21 -19 -20
This skill provides a bonus when using any form of signal communications. This skill is a specialized form of linguistics and linguistics guidelines apply. (184)
  Signaling
+11 +40 -23 -24 -24 -21 +11 -20
Crafting Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus to cooking or preparing food. This skill bonus may also be used when detecting bad food, or preparing/neutralizing dangerous food ingredients. (51)
  Cooking
-22 -11 -19 -11 +12 -9 +22 -5
This skill provides a bonus to draw an item, object, diagram, etc. This is not freehand drawing but specialised drawing requiring specialized drafting equipment (squares, triangles, compasses, etc.) and is used to make accurate and precise drawings (normally to scale). (72)
  Drafting
-20 -15 -18 -11 -18 -20 -13 -13
The making of, and use of, fireworks, both for recreational and military purposes. (274)
  Fireworks
-22 -11 -19 -11 +32 -9 -8 -5
This skill provides a bonus for making an arrow out of available wood, metal, paper, and/or feathers. With this skill, sophisticated types of special purpose arrows may be crafted (such as hunting, armor-piercing, message, howling, poison bearing, etc.). (90)
  Fletching
-22 -11 -19 -11 +17 +21 +37 +25
This skill provides a bonus for working with gemstones, including their cutting, polishing and creating jewellry from them. (235)
  Gemcraft
+13 -11 -19 -11 -18 -9 -8 +35
This skill provides a bonus for growing flowers, fruits, fungi and vegetables, grains etc. It includes the feeding, care, and harvesting of such crops. Developing skill in a specific type of crop will give greater bonuses when farming that particular crop. (106)
  Horticulture
-23 -11 -20 -12 -22 -12 -6 -7
This skill provides a bonus for working with hides and creating leather goods (e.g., leather armor, bolas, etc.). (116)
  Leathercraft
+15 -15 -18 -11 -18 -20 -13 -13
This skill provides a bonus for working with normal metals to create or repair desired objects (e.g., horse shoes, metal ornaments). It can also be used as a bonus for oven or kiln building, and doubling effects of fires. (127)
  Metalcraft
+23 -11 -19 -11 -18 -9 -8 -5
This skill provides a bonus for knot recognition, knot tying, braiding, rope splicing, or throwing a line as well as making rope itself. This skill covers any maneuver attempted with a rope that does not involve the character moving. Such maneuvers are covered by Climbing or Acrobatics etc. The skill is useful for securing prisoners or tying a boat to a dock etc too. (170)
  Ropecraft
+13 -11 -19 +24 -18 +31 +22 -5
This skill gives proficiency in secretarial skills, including calligraphy, taking dictation and librarian skills. (174)
  Scribing
-20 +15 -18 -11 -18 -20 -13 -13
This skill provides a bonus for removing, preparing, treating and caring for animal skins. Note that while this would allow a simple drape to be fashioned, this does not provide the sewing skills necessary to create normal garments. (190)
  Skinning
-22 -11 -19 -11 -18 -9 -8 -5
This skill provides a bonus for working with stone and creating sculptures, writings, or any other form of inscription or relief. (200)
  Stonecraft
+3 -11 -19 -11 -18 -9 -8 -5
The proper ritual and techniques required to successfully perform the meditational Tea Ceremony. (272)
  Tea Ceremony
-22 -11 -19 -11 +12 -9 -8 -5
This skill provides a bonus for fashioning any object out of the required amount of wood, bone or similar material. (229)
  Woodcraft
-22 -11 -19 -11 -18 -9 +47 -5
Influence Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for eliciting a sympathetic response from the person being solicited. (34)
  Begging
-21 -1 -9 -25 -17 -6 -20 +22
This skill provides a bonus for offering a bribe to an individual in the proper and unobtrusive and convincing manner. At the GM's discretion, this may also allow the identification of bribable individuals. the GM may also allow the use of this skill to help in identifying persons likely to have been bribed by the evidence of some unusual behavior. (41)
  Bribery
-27 -1 -14 -27 -17 -3 -15 +20
This skill provides a bonus for operating successfully in a complex, bureaucratic foreign environment, such as a foreign royal court or any other large foreign government structure. Tact, negotiation, and deceit are all facets of diplomacy. It is used for the conducting of relations between nations. It is important to note that this skill provides a bonus for using the proper protocol in an unfamiliar situation and impressing a person in authority. This applies to situations ranging from an audience with the High King to an involuntary meeting with the Prince of Thieves. For operating within a familiar government system, refer to Administration. (61)
  Diplomacy
-27 +34 -14 -27 +28 -3 -15 -15
This skill provides a bonus for speaking quickly, convincingly, and confusingly in order to get a victim to do something they would not ordinarily do. This skill usually may be used on only one person at a time. (78)
  Duping
-27 -1 -14 +3 +13 -3 -15 +20
This skill provides a bonus for extracting information from an intelligent source. This may or may not include causing discomfort to the target. However, if a target is discomforted and the Interrogation maneuver fails, the target may suffer a major injury or death. In such a case the target should roll a RR vs. a level 10 attack. If the target fails the RR. the GM must determine the extent of the damage-using the target's CO/SD/CO stat bonus as a indicator of how susceptible he is to injury. This skill not only applies to torture but also includes the ability to piece together scattered fragments of information received. (110)
  Interrogation
+5 -4 +27 -28 -16 -14 -21 -23
This skill provides a bonus for physically bullying someone with direct threats of violence in order to influence their behaviour. (269)
  Intimidation
+27 -21 +90 -15 +7 +0 +19 -15
Bonus to inspire and command others to follow you, and to make other believe that you are competent to lead and that you know what you are doing. (115)
  Leadership
+3 +33 +45 -28 -13 -1 -17 -15
This skill provides a bonus for influencing others through indirect means, rather than direct speech. Includes such ideas as starting rumors, as well as designing large advertising campaigns. (160)
  Propaganda
-24 +39 -11 -27 -19 -6 -17 -18
This skill provides a bonus for impressing, entertaining, or manipulating groups of people directly. Note that this is different from the Tale Telling skill, which is used on small groups, using stories and fables for entertainment and instruction. Public Speaking is for larger groups, is often more extemporaneous, and is used to manipulate the emotions or views of a crowd. (162)
  Public Speaking
-27 -1 -14 -27 -17 -3 -15 +35
This skill provides a bonus when attempting to emotionally, sensually, or sexually manipulate someone. Note that this is not limited to sexual seduction! Manipulation of a person's sensual sensibilities, urging a person to indulge in some fantasy or desire, and convincing a person of some tenet on emotional rather than rational grounds can all be classified as seduction. (178)
  Seduction
-27 -1 -14 -27 -17 +37 -15 -15
This skill provides a bonus for transactions involving a bargained exchange of money or goods, particularly with respect to rolls on the purchase and resale price charts. (216)
  Trading
-25 +26 +17 +2 -16 +26 -21 +27
Lore Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for recognizing and knowing the powers of potent magical items. (28)
  Artifact Lore
-19 +19 -23 -24 +6 -21 -19 -20
Bonus on manipulating and using circles in conjunction with Circles of Power and Circles of Protection spells. Also allows non-magical research in defining and identifying new "Circles" to add to his repertoire of circle spells. (46)
  Circle Lore
-19 +19 -23 -24 -24 -21 -19 -20
This skill provides information about the beliefs, rituals, or other information about the major known cultures. (53)
  Culture Lore
-19 +19 -23 -24 -24 -21 -19 -20
This skill provides a character and player with information about Demons, their abilities and their activities. Successful use of this skill may allow a player to read certain portions of Creatures & Monsters (or at least receive a summary from the GM). This skill is useful in identifying Demons and their motivations, attack patterns, etc. A scholar may even be able to recognize Demonic activity from indirect evidence (e.g., an increase in mental illness). (56)
  Demon Lore
-19 +64 -23 -24 -24 -21 -19 -20
This skill provides a bonus for recognizing and identifying the major powers and abilities of Dragons, and information pertaining to Dragons (e.g., lands, items). (73)
  Dragon Lore
-19 +59 -23 -24 -24 -21 -19 -20
This skill provides a bonus for recognizing and identifying the major powers and abilities of Faeries, and information pertaining to fairies (e.g., lands, items, etc.). (85)
  Faerie Lore
-19 +19 -23 -24 -24 -21 -19 -20
This skill provides a bonus for recognizing and identifying the major animal forms within known regions and climates and is a general education in fauna/ zoological trends. Note: This skill may be used for learning about specific species as well, providing great detail on the characteristics and habits of a particular type of animal. (86)
  Fauna Lore
-22 +24 -24 -26 -25 -20 +23 -20
This skill provides a bonus for recognizing and identifying the major plant forms within known regions and climates and is a general education in flora/botanical trends. Note: This skill may be used for learning about specific species as well, providing great detail on the characteristics and habits of a particular type of plant. (91)
  Flora Lore
-22 +24 -24 -26 -25 -20 +23 -20
This skill provides a bonus for designing or recognizing the particular heraldic crests (coats-of-arms) specific to the major known cultures. Specific cultures can be developed separately to give an increased knowledge on their specific heraldic traditions. (99)
  Heraldry
-19 +19 -23 -24 +11 -21 -19 -20
This skill provides a bonus for recognizing/identifying herbs. (100)
  Herb Lore
-19 +49 -23 -24 -24 -21 -19 -20
This skill provides knowledge about the past for major known cultures and regions. If this skill is developed in the history of a particular region or subject, the information will be far more specific. In essence, the smaller the focus of the skill, the greater the level of detail and accuracy. Developing skill in the history of the Kingdom of Cormyr, for instance, might provide information about the rulers and the great events in the kingdom's past; skill in the history of the Guild of Architects in the city of Waterdeep would likely include all of the names of the guild's officers, the bylaws memorized by heart, etc. This skill encompasses military history as well. (105)
  History
-19 +49 -23 -24 -24 -21 -19 -20
This skill is used to identify a lock in order to determine the type of locking mechanism and type of key. A successful maneuver may assist a thief in a Picking Locks maneuver. This skill is also used to determine the strength or other attributes of a lock. Note that the subsequent maneuver bonus should be doubled after a successful use of Lock Lore. (120)
  Lock Lore
-19 +19 -23 +16 -24 -21 -19 +20
This skill provides a bonus for recognizing/identifying types of magic used in a location or on an item or person. It covers general magical history and an understanding of the basics of the three forms of magic. A character can specialise in a particular area of magic or magic school or reknowned magic user etc for additional specific knowledge bonuses. (121)
  Magic Lore
-19 +61 -23 -25 -20 -29 -24 -26
This skill provides a bonus for recognizing and identifying metals, alloys, metallic crystal structures, etc. Also will give information on famous, magical, historic, legendary, or cursed types of metals. Skill can be developed separately for each culture or region as applicable to the GM's world scheme. (126)
  Metal Lore
-19 +19 -23 -24 -24 -21 -19 -20
This skill provides a general bonus for recognizing and identifying major aspects of philosophic doctrines. Each philosophy doctrine may be concentrated in and learned separately for in-depth knowledge and understanding bonuses. (144)
  Philosophy
-20 +59 -24 -25 +14 -18 -18 -18
This skill provides a bonus for recognizing and navigating other planes of existence; it also pro­ vides knowledge about other planes. Skills in specific planes can be be developed giving specific knowledge bonuses. (147)
  Planar Lore
-20 +24 -24 -25 -21 -18 -18 -18
This skill provides a bonus for recognizing and identifying poisons, as well as knowledge of proper application and usage techniques. The skill can also be used to try and treat a poisoning at a basic level. (157)
  Poison Lore
-19 +19 -23 -24 -24 +14 -19 -20
This skill provides general knowledge about the geography and layouts of the major known regions. Skills for particular regions can be developed separately for specific knowledge bonuses. A character automatically has a +30% specific knowledge bonus for their home region. (167)
  Regional Lore
-18 +59 -21 -25 -23 -21 -20 -22
This skill provides characters with knowledge of the major known religions. Knowledge of religion is useful in understanding motivations and beliefs, which can be heavily influenced by religion. A successful Religion maneuver might provide a character with insight into a religious leader's reaction to an event, or how to motivate a congregation into action. This skill can also be used to defend the tenets of a faith within a certain context. (If God is good, why is there evil in the world?) Note that this skill is used to defend a belief, not create it. Skills in particular religions, churches, religious personalities etc can be developed to give specific knowledge bonuses. (168)
  Religious Lore
-19 +64 +52 -24 +6 -21 -19 -20
Provides a bonus to all attempts to recognise and identify the known form of Spirit creatures and any paraphernalia associated with them. (271)
  Spirit Lore
-22 +24 -24 -26 +5 -20 -17 -20
This skill provides a bonus for recognizing and identifying rock and stones. Also will give information on famous, magical, powerful, historic, legendary or cursed types of stones. Skill may be developed separately for each culture or region or stone types giving a specific knowledge bonus. (199)
  Stone Lore
+6 +19 -23 -24 -24 -21 -19 -20
This skill provides a bonus for manipulating and using symbols in conjunction with the appropriate symbol spells. It also allows a spell user to pursue non-magical research in defining and iden­ tifying new symbols to add to his repertoire of symbol spells. Note that the skill can also be useful in helping to interpret dreams. (210)
  Symbol Lore
-22 +64 -24 -26 -25 -20 -17 -20
This skill provides general knowledge of trade­related affairs. Trade routes, customs laws, exchange rates, traditions and rituals, etc. are all encompassed by this skill. Specific skills for Trading Lore of specific regions, communities, kingdoms etc can be developed giving a specific knowledge bonus. (217)
  Trading Lore
-19 +19 -23 -24 -24 -21 -19 -20
This skill provides a character with information about Undead, their abilities and their activities. This skill is useful in identifying Undead and their motivations, attack patterns, etc. A scholar may even be able to recognize Undead activity from indirect evidence (e.g., an increase in physical illness in the area etc). (224)
  Undead Lore
-19 +19 -23 -24 -24 -21 -19 -20
This skill provides a bonus for manipulating and using wards in conjunction with the appropriate ward spells It also allows a spell user to pursue non-magical research in defining and identifying new wards to add to his repertoire of ward spells. (226)
  Warding Lore
-19 +19 -23 -24 -24 -21 -19 -20
Magic Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This is the skill of transmitting and receiving power between two willing individuals over any distance, provided that contact can be made. The transmitter of the power must be able to see the receiver or know his exact location (direction and distance, or a specific place). The receiver must know exactly when the spell is coming. For example, if a Cleric was at a certain altar at a certain time (midnight of full moon) ready to receive a spell, then another spell user (or deity) could use Channeling to send him a spell (if he knew where the altar was and the correct time). In some cases it will occur when a Cleric is on a vital mission and his god decides to aid him. It is permissible, however, for characters to Channel to each other. Power Points Received = (PP Sent * Sender's Channeling Skill Rank Bonus) * Receiver's Channeling Skill Rank Bonus. Spells may also be sent as long as sufficient PP needed for the spell are channelled and the sender and receiver has access to the same realm of magic. BURNOUT - If D100 (open ended) + PP received - Receiver's Channeling Skill Ranks > 100 then burnout has occurred and the receiver must roll twice on the 15+ row of the Stat Gain/Loss table for both Memory and Reasoning and lose that many points from those temporary stats. If either stat reaches 0 then character loses all skills and begins at Level 0 unclassed. (45)
  Channeling
-24 +81 +57 -27 -20 -25 +11 -22
This skill provides a bonus for detecting the magical nature of objects, people or places. Note that this skill is not "automatic" - the individual must state that he is actively trying to detect any magic. (57)
  Detect Magic
-27 +53 +6 -27 -17 -12 -15 -15
This skill provides bonuses for casting directed attacking spells such as bolts and balls. (62)
  Directed Spells
-22 +71 -12 +5 -14 -5 +33 +5
This skill provides a bonus for foretelling the future or perceiving unknown quantities/qualities with the use of divinatory means and methods (e.g., crystal balls, tarot cards, sticks, tea leaves, gleefully rooting around in the steaming entrails of freshly dead animals...ahem... sorry...dice, palms, etc.). Skill can also be used to scan the past and present. (69)
  Divination
-26 +59 -29 -27 -20 -14 -14 -14
This skill provides a bonus for enhancing a spell effect or duplicating a spell effect outside of normal spell resolution parameters (e.g., no power point expenditure). Think of Celtic witches' in­ cantations or Shamanistic dances and you have a good idea how this skill should work. (Other skills can complement this skill such as Herb Lore, Dancing, Demon/ Devil Lore, Poetry and Singing to make chants, etc.). Be imaginative... but be careful as failure can lead to unforseen consequences! (122)
  Magical Ritual
-24 +21 -28 -27 -20 -25 -19 -22
The Read Runes skill enables a character to decipher and use magical runes (spells inscribed in suitable media). If the level of the spell on the rune is less than or equal to the level of the character attempting to use it to cast a spell, deciphering the rune is sufficient to use it (subject to the normal chances of spell failure). If the rune is a level above the character, or of a realm of magic other than the character's realm(s), a second roll, similar to the first, must be made successfully to cast the spell from the rune. Runes are generally not reusable, but the rune paper or media is. Each character should be given one chance to decipher a rune. If he fails, he may not try again until he improves his skill rank with Read Runes. (164)
  Read Runes
-24 +64 -28 -26 -23 -17 -15 -16
This skill allows the user to modify spells within or beyond basic parameters. This skill might be used to change the orientation upon arrival of the target of a Teleport spell, or it might be used to allow a spell user to attempt to alter a bolt spell into a ball spell. The character should use the Power Manipulation Static Maneuver Table SM-7.17 (p. 141) to resolve Spell Mastery maneuvers. The result may indicate success or failure, as well as provide a modifier to any related Spell Casting static maneuvers. (192)
  Spell Mastery
-27 +88 -24 -27 -17 -12 -15 -15
This skill represents knowledge in identifying the abilities of and using the abilities of magical staves and wands. Failed maneuvers using this skill may result in damaging feedback from the staff or wand being used. (197)
  Staves & Wands
-23 +79 -26 -27 -22 -17 -16 +12
The character's total skill bonus in Transcend Armor is applied against any Spell Casting Static Maneuver penalties accrued from wearing armor, wearing a helmet, or carrying equipment (similar in fashion to the way that Armor skills apply against maneuver penalties) to a maximum of a +O modi­ fier. If the penalty is reduced to zero, the character must still make the Spell Casting static ma­neuver. (218)
  Transcend Armour
-27 +23 -24 -27 -17 -12 -15 -15
Medical Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for determining the medical condition of an individual. Diagnostics of skill rank 12 or higher is required for an individual to have ranks in the Surgery skill. (60)
  Diagnostics
-22 +103 -4 -26 -25 -20 -17 -20
This skill provides a bonus for applications of emergency aid or treatment such as attempts to halt or slow bleeding or damaging deterioration. Provided with the proper tools or bandages, a character using first aid could stop up to 5 hits/round of damage without resorting to a tourniquet. Used normally in the field without the benefits of a proper medical facility or elaborate equipment. It can be used to heal and tend to wounds considered "Light" severity and below. (87)
  First Aid
+28 +89 +51 +9 +10 -20 +38 +30
This skill provides a bonus for delivery and care of babies. (128)
  Midwifery
-24 +19 -28 -26 -23 -17 -15 -16
This skill provides a bonus for performing minor surgery, including sewing closed wounds, removing diseased or mangled limbs, bone setting and any other minor surgery operation. It can be used to heal and tend to wounds considered "Medium" severity and below. (88)
  Second Aid
+8 +79 -24 -26 -25 -20 -17 -20
This skill provides a bonus for performing major surgery, which includes performing exploratory surgery, organ transplants, acupuncture, and organ and limb repairs. Use of this skill is done with simple equipment (e.g., scalpel, anesthesia, hemostats, respirators etc.) and may be used to heal or tend injuries of "Severe" severity and below. A character cannot develop any ranks in Surgery until they have at lease Skill Rank 12 in Diagnostics. (89)
  Surgery
-22 +59 -24 -26 -25 -20 -17 -20
Outdoor Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
Bonus chance of determining natural course and lay of a cave or cavern (passage or chamber). Bonus when attempting an unassisted maneuver in a cave. (44)
  Caving
-21 -8 -26 -25 -18 -26 +11 -22
This skill provides a bonus to Fishing maneuvers. Note that the character must either already have a rod or make a woodcraft maneuver roll to make one (provided they have line of some kind and a hook). If they are using a net then they need to either already have one or make a sewing/weaving maneuver test to make one (provided they have the necessary materials). This skill gives bonuses to the actual fishing, including creating flies, catching local bait and identifying suitable fishing locations. (233)
  Fishing
-24 -3 -28 -27 +10 -25 +14 -22
This skill provides a bonus for basic food acquisition such as gathering edible plants and insects and finding any local source of potable water to provide sustenance. (93)
  Foraging
+9 +0 -28 -23 -20 +21 +65 -16
This skill provides a bonus to Hunting maneuvers. Note that tracking and recognizing game is covered by other skills; this skill gives bonuses to the actual hunt, including setting up blind runs, leading and driving game, etc. (107)
  Hunting
-24 -3 -28 -27 +10 -25 +59 -22
This skill provides a bonus for using landmarks, the sun, stars and other simple navigational tricks in order to arrive at a desired location. Note that Orienteering provides only a general sense of the proper direction towards a location; hazards, obstacles, or distances are not learned. It is not capable of the sort of precise results that Navigation will provide, but it is sufficient to make one's way across the countryside. (141)
  Orienteering
-20 +0 -24 -25 -21 -18 +45 -18
This skill provides a bonus for determining dates, directions, and locations when the stars are visible. May provide a bonus to one's Navigation skill. (196)
  Star-Gazing
-21 -8 -26 -25 -18 -26 +11 -22
This skill provides a bonus for living and surviving in the desert. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of the environment (e.g., blistering heat, cold, pressure, unusual animals typical of the environment, etc.). It does not include gathering food, although it does include the knowledge necessary to find water. (205)
  Survival (Desert)
-25 +0 -28 -22 -15 -16 +19 -14
This skill provides a bonus for living and surviving in the jungle. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of the environment (e.g., blistering heat, cold, pressure, unusual animals typical of the environment, etc.). It does not include gathering food, although it does include the knowledge necessary to find water. (206)
  Survival (Jungle)
-25 +0 -28 -22 -15 -16 +19 -14
This skill provides a bonus for living and surviving in the mountains. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of the environment (e.g., blistering heat, cold, pressure, unusual animals typical of the environment, etc.). It does not include gathering food, although it does include the knowledge necessary to find water. (208)
  Survival (Mountains)
+5 +0 -28 -22 -15 -16 +19 -14
This skill provides a bonus for living and surviving at sea. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of the environment (e.g., blistering heat, cold, pressure, unusual animals typical of the environment, etc.). It does not include gathering food, although it does include the knowledge necessary to find water. (209)
  Survival (Ocean)
-25 +0 -28 -22 -15 -16 +19 -14
This skill provides a bonus for living and surviving in the tundra. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of the environment (e.g., blistering heat, cold, pressure, unusual animals typical of the environment, etc.). It does not include gathering food, although it does include the knowledge necessary to find water. (207)
  Survival (Tundra)
-25 +0 -28 -22 -15 -16 +19 -14
This skill provides a bonus for living and surviving underground. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of the environment (e.g., blistering heat, cold, pressure, unusual animals typical of the environment, etc.). It does not include gathering food, although it does include the knowledge necessary to find water. (204)
  Survival (Underground)
-25 +0 -28 -22 -15 -16 +19 -14
This skill provides a bonus for determining local weather for the next 24 hours. (227)
  Weather Watching
-23 -3 -27 -26 -15 -23 +12 -21
Professional Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for functioning successfully within a familiar government where record keeping, personnel interaction, and bureaucracy are present. Also useful in gaining public office and applying governmental power. (16)
  Administration
-24 -6 -23 -25 -15 -12 -18 -15
This skill provides a bonus for successfully marketing or spruiking a product or service. (18)
  Advertising
-20 +0 -24 -25 -21 -18 -18 +17
This skill provides a bonus for designing buildings, reading or creating blueprints and technical diagrams, and evaluating or appraising structures. This skill may also provide a bonus for locating hidden spaces within a structure. (27)
  Architecture
-20 +0 -24 -25 -21 -18 -18 -18
This skill provides characters with general knowledge of the laws of various nations, city states and kingdoms. Knowledge of law is useful in understanding motivations and beliefs, which can be heavily influenced by what is and isn't legal in a certain area. This skill can also be used to both prosecute and defend citizens in courts of law or courts of royalty etc. Skills in the laws of particular nations, courts, city states or kingdoms etc can be developed to give specific knowledge bonuses. (234)
  Attorney
-24 -6 -23 -25 -15 -12 -18 -15
This skill provides a bonus for settings up and managing a business, including negotiating leases & purchases as well as managing stock. (268)
  Business Management
+16 +34 -23 -25 -15 -12 +17 -15
The professional discipline dealing with the conception, production, dissemination and study of maps. (43)
  Cartography
-20 +0 -24 -25 -21 -18 -18 -18
This skill covers knowledge of the workings, administration, rituals and organisation of the major religious organisations. Skills can be developed for particular churches to gain a specific knowledge bonus. (236)
  Clergy
-24 +24 -23 -25 -15 -12 -18 -15
This skill provides a bonus for knowing major facts about engineering of the appropriate technical level known to the culture. Also provides a bonus for attempts to utilize that knowledge in new engineering projects. (79)
  Engineering
-20 +0 -24 -25 -21 -18 -18 -18
General knowledge on the proper gathering, preparation and use of various herbs. Specific skills in particular herbs, regions or preparation types etc can give specific knowledge bonuses. (159)
  Herbalism
-22 +19 -19 -11 -18 -9 +22 -5
This skill provides a bonus for determining proper directions and distances when using a map in conjunction with various directional aids, such as a compass, sextant, clock, etc. This includes a concept of orienting, and is applicable on land, water or the stars. Note that this skill is far more precise and complex than Orienteering. (138)
  Navigation
-20 +0 -24 -25 -21 +22 -18 -18
Scientific Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for using higher levels of mathematics (e.g. calculus, differential equations, basic relativity, etc). You must develop a higher skill rank in Basic Mathematics (e.g. if your rank in Basic Math is 12 you may only develop this skill to 11 skill ranks). (17)
  Advanced Math
-18 +45 -21 -25 -23 -21 -20 -22
This skill provides a bonus for identifying and mixing various non-magical substances with relatively predictable results. Acids, itching powders, toxins, etc. are just a few of the possible results. (19)
  Alchemy
-18 +5 -21 -25 -23 -21 -20 -22
This skill provides knowledge of linguistic trends, customs, habits and cultural trends of known races and cultures. Skill can be enhanced by combining with the Research skill provided research materials are available. (25)
  Anthropology
-18 +40 -21 -25 -23 -21 -20 -22
This skill provides a bonus for stellar analysis and survey. Skill is useful for aiding in divinations, and obtaining detailed knowledge of stars, planets, moons, etc. (29)
  Astronomy
-21 -1 -19 -25 -17 -15 -20 -18
This skill provides a bonus for everyday math. This includes simple counting through proficiency at basic mathematical manipulations. Generally, the major mathematical functions (multiplication, division, addition, subtraction, etc.) may be acquired through the use of this skill. At much higher levels, skill in geometry and even algebra is possible. Calculus, trigonometry, tensor math, etc. all require the acquisition of Advanced Math. (33)
  Basic Math
-18 +50 -21 -25 -23 -21 -20 -22
The most common goal of biochemistry is breeding. The biochemist is interested in producing animals/plants that exhibit specific (desirable) traits. The result is generally considered to be a distinct sub-species (e.g., Labrador Retriever, German Shepherd, etc). In some cases, the biochemist may desire to create a hybrid creature, the result of mating animals/plants of two different species. The resulting offspring is usually sterile (unless the biochemist rolls an Absolute Success or unmodified 100). (35)
  Biochemistry
-20 +0 -24 -25 -21 -18 -18 -18
This skill provides a general bonus for recognizing and identifying major insanities (including manias, phobias, depressions, dementia, etc.) and attempting to heal or correct them. It can be developed in-depth for a specific race or insanity for specific knowledge bonuses. (161)
  Psychology
-21 +29 -19 -25 -17 -15 -20 -18
This skill provides a bonus for using multiple sources of reference to assimilate the knowledge and information necessary to solve a problem, support a creative effort, or otherwise answer questions important to the individual about a specific area of Lore. It includes the skills necessary to organize a search through reference material, and collate the results. If appropriate materials are available, a successful maneuver using appropriate materials will give up to a +40 (twice normal subsequent maneuver bonus) modification to a related Lore maneuver. (169)
  Research
-19 +47 +7 -25 -20 -29 -24 -26
Self Control Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for purification rituals to help remove outside energies and influences that linger on an object, item, person, etc. The use of this skill enables the user to rid himself of the touch of curses and hexes. The Skill must be used within 5 minutes per skill rank in order to benefit the user at all. Otherwise the only way to be cleansed is from a spell or a person with a higher skill rank in Cleansing Trance. (47)
  Cleansing Trance
-13 +8 -12 -23 -3 -16 -21 -22
This skill provides a bonus for controlling one's lycanthropy. Note that this skill may only be developed by an individual already infected with an active form of lycanthropy. This skill may be used to prevent the onset of a lycanthropic change, to control one's bestial nature during such a change, or to initiate a change at will. (50)
  Control Lycanthropy
-13 +8 -12 -23 -3 -16 -21 -22
This skill provides a bonus to entering a trance state that has the meditator appear for all intents and purposes as dead. When entering the trance the character must elect the duration of the trance which is a maximum of 10 turns per skill ranks. (55)
  Death Trance
-13 +8 -12 -23 -3 -16 -21 -22
This skill provides a bonus to attempt to go into a state of single-minded, unpredictable rage which results in an additional +30 to melee OB, the ability to take twice normal concussion damage and the ability to deliver double melee concussion hit damage. While in frenzy, a characters has no DB other than the armor bonus, get no shield bonus, and cannot parry. The static maneuver (i.e., preparation) for frenzy takes one round. Once in a frenzied state, the berserker may make a static maneuver each round in order to resume his normal state. Once frenzied, the berserker will continue to fight until there is no one left standing except himself, at which time he receives a +30 modification to static maneuvers to end the frenzy. While frenzied, the berserker may attempt (with an Perception roll at a -30 modification) to distinguish friend from foe. (95)
  Frenzy
+17 +8 -12 -23 -3 -16 -21 -22
This skill provides a bonus for increasing one's healing rate. The individual using this skill goes into a coma. Healing rate is increased/ decreased by the amount the static maneuver roll is over 100 as a percentage times the racial healing rate. So a roll of 120 will reduce the healing time by 20%. (98)
  Healing Trance
-13 +8 -12 -23 -3 -16 -21 -22
This skill provides a bonus for an individual entering, leaving, and exploiting a mental trance which the individual can use to help solve problems. A character must first pass a meditation manuever roll before trying to enter a specific Trance state. The character must specifiy the duration of their meditation or trance. Physical prodding allows the meditating character to make a static maneuver to leave the trance early, as does a painful strike (modify by +25). (125)
  Meditation
-13 +38 +38 -23 -3 -16 -21 -22
This skill provides a bonus for recalling information through the use of memory aids, techniques and tricks. (135)
  Memory Mnemonics
-11 +33 -11 -25 +24 -14 -23 -23
This skill enables an individual to throw off the effects of stunning blows. A successful static maneuver using this skill will remove one or more rounds of stun from the maneuverer. Failure may result in greater disorientation than before the use of this skill however. (142)
  Overcome Stun
-15 +10 +52 -23 +40 +33 -17 -15
Bonus to the act of committing ritual suicide correctly, without dishonouring oneself. Also provides the necessary knowledge required to assist in the act for another. (273)
  Seppuku
-12 +6 -9 -5 +25 -6 -4 -6
This skill provides a bonus for decreasing the amount of time one needs to fully recover. The sleep time is increased/decreased by the amount the static maneuver roll is over 100 as a percentage times the sleep requirement. For instance a roll of 120 would mean 20% less sleep required. (191)
  Sleep Trance
-13 +53 -12 -23 -3 -16 -21 -22
Subterfuge Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill is the ability to make a very precise attack. To use his Ambush skill a character must approach his foe undetected and be able to strike before the foe can react. At this point, the character must declare whether he is striking to kill or subdue. An attack is then made normally, and an Ambush static maneuver is made and modified by position, target's Perception, and other factors (e.g., position, lighting, etc (20)
  Ambush
+13 +20 +11 +81 -15 +46 +39 +64
Bonus in hiding or concealing an item or another person by using the natural attributes of the surrounding environment. (42)
  Camouflage
-25 -6 -21 +55 -19 +44 +36 +60
This skill provides a bonus for creation of false but believable writings or illustrations or records from scratch. It is used to falsify bank records and accounts, change testimony records to misrepresent the facts, etc. Also includes the ability to simulate official documents, official currency (coined or paper moneys), stocks and bonds. (52)
  Counterfeiting
-21 -1 -17 +51 -17 +9 +2 +23
The difficulty of a Disarming Traps maneuver is dependent entirely on the complexity of the trap. Some traps can simply be triggered safely. Other traps may require an elaborate system of counter-balances. Once a trap has been discovered, it is usually fairly obvious how difficult it will be to disarm the trap (although some cruel trap designers may make it appear as if the trap is simpler to disarm than it is). If there is any doubt, an additional Detect Traps maneuver can be made to determine the complexity of the trap. Note that Detect Traps may reveal the trigger, but not the trap itself. The victim may not know the level of danger he is facing. (11)
  Disarm Traps
+12 +24 -20 +100 -15 +43 +35 +100
This skill provides a bonus to change one's appearance (not his actual shape or weight) by application of cosmetics and other props. (67)
  Disguise
-24 -7 -16 +51 -12 +14 +33 +66
This skill provides a bonus to replicate specific objects, works of art etc and pass them off as the original. (94)
  Forgery
-21 -1 -17 +66 -17 +49 +2 +63
Hiding is the ability to conceal one's presence by remaining still within a place of concealment, using silence, shadow and camouflage. (102)
  Hide (Outdoors)
+23 +20 +11 +141 +15 +36 +64 +74
Hiding is the ability to conceal one's presence by remaining still within a place of concealment, using silence, shadow and camouflage. (103)
  Hide (Urban)
+28 +20 +11 +141 +15 +36 +44 +79
This skill provides a bonus to hide an item from other beings whether on your person or in a room etc. (104)
  Hide Items
-21 -1 -17 +51 -17 +9 +2 +58
This skill is used in conjunction with an Ambush maneuver. A successful Ambush maneuver followed by a successful static maneuver using this skill (0% activity) results in the target being either killed outright or knocked unconscious depending on the player's wishes. There is a 20% the victim will make a noise that will alert anyone within 45' (unless combined with a prior successful Silent Strike maneuver). Note that this skill also requires that the attacker approach the foe undetected and strike before he can react. Lethal Strike can only be used on creatures up to 1 size larger than the attacker. A character cannot have more ranks in Lethal Strike than 1/2 of their Ranks in Silent Strike. (275)
  Lethal Strike
-22 -10 -19 +51 -15 +31 -1 +19
This skill provides a bonus for locking and unlocking locks and similar devices with lockpicks. (145)
  Pick Locks
+19 +29 -17 +112 -17 +44 +2 +122
This skill provides a bonus for picking pockets. If successful, the contents are lifted and the skill bonus is applied against the victim's Perception. (146)
  Pick Pockets
-22 -11 -15 +65 -11 +38 -3 +18
This skill provides a bonus for setting traps. Traps can be lethal or non-lethal. The traps used by this skill are either very simple snares or pre-­built mechanisms that are set into place. (180)
  Set Trap (Outdoor)
+43 -10 -19 +66 -15 +51 +29 +49
This skill provides a bonus for setting traps. Traps can be lethal or non-lethal. The traps used by this skill are either very simple snares or pre-­built mechanisms that are set into place. (181)
  Set Trap (Urban)
+23 -10 -19 +71 -15 +46 -1 +59
This skill is used in conjunction with an Ambush maneuver. A successful Ambush maneuver followed by a successful static maneuver using this skill (0% activity) results in the target being unable to make a sound during the attack. Note that this skill also requires that the attacker approach the foe undetected and strike before he can react. If an instant kill or immobilization result is obtained on a critical chart, the target does not make a noise. (185)
  Silent Strike
-22 -10 -19 +86 -15 +46 -1 +59
Stalking is the ability to conceal one's presence using silent moves, shadows and camouflage while moving. (194)
  Stalking (Outdoors)
+18 +20 +12 +94 +21 +37 +75 +72
Stalking is the ability to conceal one's presence using silent moves, shadows and camouflage while moving. (195)
  Stalking (Urban)
+23 +20 +12 +94 +21 +37 +45 +77
This skill provides a bonus for any maneuvers involving slight-of-hand, confusing sight tricks, and other diversions. (220)
  Trickery
-22 -11 -15 +90 -11 +3 -3 +73
Trade Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for determining or estimating the value of an object or goods other than armor, metal, stones, gems, or weapons. (26)
  Appraisal
-20 +0 -24 -25 -21 -18 -18 -18
This skill provides a bonus for knowledge of water courses such as the location of sand bars, rapids, waterfalls, whirlpools, currents, reefs, icebergs, vegetation clogs (underwater snags and roots or overhead hanging branches and vines), etc. Skill applies to piloting large boats navigating waterways. (39)
  Boat Piloting (Large)
-22 -11 -19 -11 -18 -9 -8 -5
This skill provides a bonus for knowledge of water courses such as the location of sand bars, rapids, waterfalls, whirlpools, currents, reefs, icebergs, vegetation clogs (underwater snags and roots or overhead hanging branches and vines), etc. Skill applies to piloting medium boats navigating waterways. (38)
  Boat Piloting (Medium)
-22 -11 -19 -11 -18 -9 -8 -5
This skill provides a bonus for knowledge of water courses such as the location of sand bars, rapids, waterfalls, whirlpools, currents, reefs, icebergs, vegetation clogs (underwater snags and roots or overhead hanging branches and vines), etc. Skill applies to piloting small boats navigating waterways. (37)
  Boat Piloting (Small)
-22 -11 -19 -11 -18 -9 -8 -5
This skill can be used to locate underground water in any environment. This skill is more difficult when there is less water in the area. Note that in many cases, a failed maneuver does not mean that water is not present, merely that the water is further from the surface than some other location. (71)
  Dowsing
-20 +0 -24 -25 -21 -18 -18 -18
Skill in driving animal pulled carriages. One skill rank allows basic understanding of the controls and subsequent ranks reflect increased ability and some quickness in maneuvers. (77)
  Driving - Carriage
-25 -6 -21 -13 -19 -9 -5 -5
Skill in driving animal pulled chariots. One skill rank allows basic understanding of the controls and subsequent ranks reflect increased ability and some quickness in maneuvers. (75)
  Driving - Chariot
-25 -6 -21 -13 -19 -9 -5 -5
Skill in driving animal pulled sleighs. One skill rank allows basic understanding of the controls and subsequent ranks reflect increased ability and some quickness in maneuvers. (74)
  Driving - Sleigh
-25 -6 -21 -13 -19 -9 -5 -5
Skill in driving animal pulled wagons. One skill rank allows basic understanding of the controls and subsequent ranks reflect increased ability and some quickness in maneuvers. (76)
  Driving - Wagon
-25 -6 -21 -13 -19 -9 -5 -5
This skill is used to determine the inherent bonuses and abilities of a suit of armor. The maneuver becomes more difficult when its abilities/value are hidden or not apparent. This skill does not require that the evaluator wear the armor (and thereby be subjected to the risk of curses, imbedded spells, etc.). (80)
  Evaluate Armour
-20 +0 +6 -25 +9 -18 -18 -18
This skill is used to determine the inherent bonuses and abilities and value of a gem. The maneuver becomes more difficult when its abilities/value are hidden or not apparent. (81)
  Evaluate Gems
-20 +0 -24 -25 -21 -18 -18 +27
This skill is used to determine the value of metals (including precious metals). The difficulty of the maneuver depends on the state of the metal. Unrefined metals are easier to assess since the quality of craftsmanship is not important. Damaged goods are even more difficult to assess since the cost of repair must be included in the calculation. (82)
  Evaluate Metal
-20 +0 -24 -25 -21 -18 -18 -18
This skill is used to determine the value of rocks and stonework. The difficulty of the maneuver depends on the state of the stone. Raw, uncut stone is easier to assess since the quality of craftsmanship is not important. Damaged goods are even more difficult to assess since the cost of repair must be included in the calculation. (83)
  Evaluate Stone
+5 +0 -24 -25 -21 -18 -18 -18
This skill is used to determine the inherent bonuses and abilities of a weapon. The maneuver becomes more difficult when its abilities/value are hidden or not apparent. This skill does not require that the evaluator hold the weapon (and thereby be subjected to the risk of curses, imbedded spells, etc.). (84)
  Evaluate Weapon
-20 +0 +6 -25 +9 -18 -18 -18
This skill provides a bonus when playing any game with a significant element of luck. Also includes cheating as a form of improving one's luck at any game. (96)
  Gambling
+14 -1 -19 -25 +13 -15 -20 -18
This skill provides a bonus for placing a willing individual into a trance where they are responsive to suggestions. An unwilling individual receives a +5O RR bonus. Such an individual can be told to forget that they have been placed under hypnosis. S/He can be primed to perform some type of task which is triggered by a word, a gesture, a person, etc. (108)
  Hypnosis
-24 -5 -28 -26 -23 -17 -15 -16
This skill provides a bonus for making plans for an uncommon or not yet invented item. The character must source materials and skills and other essentials for the production of the item (such as mathematics, laen, wood carving, etc.). (97)
  Invention
-20 +0 -24 -25 -21 -18 -18 -18
This skill provides a bonus to making, recognizing and using simple maps. This skill is not capable of producing fully detailed maps like those of a cartographer, but it is sufficient to the task of marking out one's journey well enough to find one's way home. (123)
  Mapping
-19 -3 -23 -25 -20 -29 +6 -26
This skill provides a general bonus for building and using a mechanical device that already exists such as water wheels, grindstones, windmills etc. A character can specialise this skill for a particular mechanical device to gain specific knowledge bonuses. (124)
  Mechanition
-19 -6 -16 -11 -20 -12 -10 -9
This skill provides a general bonus for assessing the possibilities of mining in an area, and supervising the creation and running of the mine. Each type of mining process can be learned as a separate skill for specific knowledge bonuses. (134)
  Mining
-20 +0 -24 -25 -21 -18 -18 -18
This skill provides a bonus to operate simple equipment, or specific set of complex equipment, such as drawbridges, automatic looms, etc. (140)
  Operate Equipment
-20 +0 -24 -25 -21 -18 -18 -18
This skill provides a bonus for maneuvering a watercraft with one or more sails. It includes the skills required to control and guide such a craft as well as perform routine maintenance. (172)
  Sailing
-19 -6 -16 -11 -20 -12 -10 -9
This skill gives a bonus to performing service duties, such as those of a valet, maid, butler, etc. (179)
  Serving
-20 -15 -18 -11 -18 -20 -13 -13
This provides a bonus to static maneuvers involving sewing or weaving. These skills include fashioning garments, blankets, nets etc. as well as repairing such items. (182)
  Sewing/Weaving
-22 -11 -19 -11 -18 -9 -8 -5
This skill provides a bonus for playing games that contain very little element of chance, such as Chess or Go. (212)
  Tactical Games
-19 +27 -23 -25 -20 +6 -24 -26
This skill provides bonus to trapping skills, including setting simple snares, identifying animal runs, and a knowledge of the values of various furs, skins, etc. (219)
  Trapping
-23 -11 -20 -12 -22 -12 +24 -7
Urban Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
This skill provides a bonus for locating individuals of influence or knowledge within an urban environment. It includes knowledge of where such individuals may be found as well as information involving how they might be reached (e.g., locating a crime boss or fence, politician, etc.). This skill is the equivalent of Scrounging except that it operates for individuals or locations. Note that actual interaction with such persons are covered by the skills in the Influence skill category. (48)
  Contacts
-23 +4 -21 +15 -14 -12 -19 +48
This skill provides a bonus to attempts to mix easily with a large urban population, whether for the purposes of remaining unnoticed, escaping pursuers, or simply moving easily through a crowd. (133)
  Mingling
-24 -7 +14 +29 -12 -4 -8 +16
This skill provides a bonus in being able to come up with the location of a particular needed item, part or ingredient. This skill is used in an urban type of setting. It does not cover locating food or water. (176)
  Scrounging
-23 +4 -21 +15 -14 -12 -19 +33
Awareness of events and protocol in the street society and underworld and the ability to interact with the individuals who run and live in the common or underworld society. Note that this skill does not necessarily enable a character to find such individuals. (201)
  Streetwise
-27 -1 +6 +14 +28 -12 -15 +75
War Skills Tarron Shaegoth Ryo Rosibi Mugen Mathael Linguer Darshee
The understanding of the priorities of work concerned with the preparation of a military campsite. This include knowledge of erecting tents and other temporary shelters, how best to stockade live stock, how to prepare rudimentary defensive measures, position supplies and other activities associated with a military bivouac. (243)
  Bivouac Preparation
-20 +0 -24 -25 -21 -18 -18 -18
The understanding of the priorities of work concerned with the preparation of a military hospital. This include knowledge of erecting tents and other temporary shelters, how best to stock and store medicines and herbs, organise medical staff and triage sites and other activities associated with a military hospital. (245)
  Field Hospital Preparation
-20 +35 -24 -25 -21 -18 -18 -18
The understanding of the priorities of work concerned with the preparation of a military kitchen. This include knowledge of erecting mess tents and other kitchen shelters, how best to stock and store foods, organise cooking staff and butchering sites and other activities associated with a military kitchens. (246)
  Field Kitchen Preparation
-20 +0 -24 -25 -21 -18 -18 -18
Bonus for effectively and cohesively reorganising a unit into and maintaining Attack formations. (248)
  Formations - Attack
-20 -15 +12 -11 -18 -20 -13 -13
Bonus for effectively and cohesively reorganising a unit into and maintaining Defensive formations. (250)
  Formations - Defensive
-20 -15 +12 -11 -18 -20 -13 -13
Bonus for effectively and cohesively reorganising a unit into and maintaining Movement formations. (249)
  Formations - Movement
-20 -15 -18 -11 -18 -20 -13 -13
Ability to organise and manage military supply lines, including loading transports, setting up defensive measures and moving discreetly across battlefields. It covers the ability to organise the smooth operation of a convoy including proper spacing between vehicles and signals necessary for communication between elements of the supply line. (247)
  Manage Supply Lines
-20 +0 -24 -25 -21 -18 -18 -18
The knowledge of Military record keeping and administration. Understanding of the filing and storage and retrival of documents inlcuding the ability to generate documents with the knowledge of the basic characteristics, their various or singular use and knowledge of who requires those documents, when and where (244)
  Military Administration
-19 -5 -23 -24 -24 -21 -19 -20
Bonus for protecting one's own military organisation secrets and information as well as acquiring recognising and utilising information on enemy military organisations. (240)
  Military Intelligence
-20 +0 -24 -25 -21 -18 +17 -18
Bonus for actions involving the organisation of a military force. Includes knowledge of how to billet and supply a unit, posting a watch, running of patrols etc. (129)
  Military Organisation
-23 +4 -21 -26 +21 -12 -19 -17
Ability to understand, use, encode and transmit instructions via military specific signals. (242)
  Military Signals
-20 +0 -23 -21 -20 -22 -17 -19
Bonus for perceiving and planning appropriate and effective strategy in a tactical military situation. (130)
  Military Strategy
+10 +0 -24 -25 -21 -18 -18 -18
Bonus for stopping retreating units and reorganising them into an effect defence in a battlefield situation. Bonus should be added to leadership skill and result halved to get final "Rally" bonus. (265)
  Rally Troops
-23 +4 -20 -22 -14 -17 -18 -18
This skill involves finding, recruiting and raising troops by various means: enticement, appeals to patriotism, force, inspiration etc. (241)
  Recruitment
-27 -1 -24 -27 +13 -12 -15 -15
Allows the user knowledge of conducting all aspects of a siege. Includes proper and best positioning of siege weapons, determining weaker portions of a wall (for siege weapon assault and/or sapping), basic engineering knowledge for building ramps, digging trenches and horse traps (for opposing cavalry), etc. (183)
  Siegecraft
+10 +0 -24 -25 -21 -18 -18 -18
Bonus for acting as part of a military unit, specifically an aerial unit. (261)
  Unit - Aerial
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically a cavalry unit. (256)
  Unit - Cavalry
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically when in a controlled retreat. (251)
  Unit - Controlled Retreat
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically an engineering unit. (258)
  Unit - Engineers
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically when taking part in a frontal assault. (253)
  Unit - Frontal Assault
-23 +4 -21 -26 +16 -12 -19 -17
Bonus for acting as part of a military unit, specifically a standard infantry unit. (259)
  Unit - Infantry
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically a magic attack or defence unit. (266)
  Unit - Magic
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically a missile unit. (263)
  Unit - Missile
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically a naval unit. (260)
  Unit - Naval
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically when mounting a quick defence. (252)
  Unit - Quick Defense
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically when reacting to an ambush. (254)
  Unit - React to Ambush
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically when scaling walls. (255)
  Unit - Scale Walls
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically a scouts unit. (257)
  Unit - Scouts
-23 +4 -21 -26 -14 -12 +16 -17
Bonus for acting as part of a military unit, specifically a siege weapon unit. (264)
  Unit - Siege
-23 +4 -21 -26 -14 -12 -19 -17
Bonus for acting as part of a military unit, specifically a special ops unit. (262)
  Unit - Special Ops
-23 +4 -21 -26 -14 -12 +16 -17