SKILLS

SKILL TABLE
SKILL PREREQ CATEGORY COST ABILITY
Acrobatics Athletics Physical 03 Dex
Alchemy None Science 05 Int
Animal Husbandry None Trade 04 Wis
Anthropology None Science 05 Int
Archaeology None Science 05 Int
Architecture None Trade 04 Wis
Artistic Ability None Art 03 Wis
Astrology None Science 05 Int
Astronomy Alchemy Science 05 Int
Athletics: General None Physical 03 Con
Biology Alchemy Science 05 Int
Blacksmithing None Trade 04 Str
Body Building None Physical 03 Str
Botany Alchemy Science 05 Int
Boxing None Physical 03 Dex
Business Math: Basic Educational 03 Int
Card Shark Palm Rogue 05 Dex
Carpentry None General 01 Wis
Chemistry Alchemy Science 05 Int
Climb None General 01 Dex
Concealment None Rogue 05 Wis
Cryptography None Espionage 03 Int
Dance None Art 03 Dex
Detect Ambush None Espionage 05 Wis
Detect Concealment & Traps None Espionage 05 Wis
Disguise None Espionage 05 Chr
Doctor Medical Tech Medical 05 Int
First Aid None General 01 Int
Fishing None General 01 Wis
Forgery Artistic Ability Espionage 05 Dex
General Mechanics None General 01 Int
Hand to Hand: Assassin Hand to Hand: Martial Physical 03 Dex
Hand to Hand: Basic None Physical 03 Str
Hand to Hand: Expert Hand to Hand: Basic Physical 03 Str
Hand to Hand: Martial Arts Hand to Hand: Expert Physical 03 Dex
Herbalism None Wilderness 02 Wis
History None Educational 03 Int
Horsemanship: General None General 01 Dex
Horsemanship: Warrior Horsemanship: General Combat 03 Dex
Juggling None Physical 03 Dex
Language None Communication 03 Int
Language, Ancient (Specific) None Communication 03 Wis
Literacy (Read & Write) Language Educational 03 Int
Lore: Monsters & Legends Lore: General Educational 03 Int
Lore: Arcane Lore: General Educational 03 Int
Lore: Art Lore: General Educational 03 Wis
Lore: General Lore: General Educational 03 Int
Lore: Medical Biology Medical 05 Int
Lore: Musical Lore: General Educational 03 Int
Lore: Religion Lore: General Educational 03 Int
Lore: Specific topic Lore: General Educational 03 Int
Math: Advance Math: Basic Science 05 Int
Math: Basic None Science 05 Int
Medical Tech Lore: Medical Medical 05 Int
Mime None Communication 03 Dex
Musical Instrument None Art 03 Dex
Navigation: Land Astronomy Wilderness 02 Int
Navigation: Water Astronomy Wilderness 02 Int
Negotiations None Communication 03 Chr
Palm None Rogue 05 Dex
Physics Alchemy Science 05 Int
Pick Locks None Rogue 05 Dex
Pick Pockets Palm Rogue 05 Dex
Prowl None Rogue 05 Dex
Public Speaking None Communication 03 Chr
Read / Writing Language Communication 01 Int
Running: Basic Athletics Physical 01 Con
Running: Long Distance Athletics Physical 03 Con
Running: Sprint/Dash Athletics Physical 03 Str
Seamstress Sewing: Basic Trade 04 Dex
Search None General 01 Wis
Sewing: Basic None General 01 Dex
Sign Language None Communication 03 Dex
Sing None Art 03 Chr
Stonemasonry None Trade 04 Str
Streetwise None Rogue 05 Wis
Surgery Lore: Medical Medical 05 Dex
Swimming None Physical 03 Str
Tactics Math: Basic Combat 03 Wis
Track None Wilderness 02 Wis
Use / Recognize Poison None Rogue 05 Int
Ventriloquism None Rogue 05 Int
W.P: General Category None Combat 03 Str
W.P: Specific None Combat 03 Dex
Weapon Repair: Metal Blacksmith Combat 03 Str
Weapon Repair: Wood Carpentry Combat 03 Str
Weaving None General 01 Dex
Wrestling Athletics Physical 03 Dex


SKILL DESCRIPTIONS

ACROBATICS Those with this skill have trained to perform extraordinary acts of balance, agility, and motor coordination. Players who take this skill get a +2 to their Dexterity.

ALCHEMY: Alchemy is the science of Magic. Those with this skill seek to understand the rules and principles that govern magic. Players who have Magic Ability can use this skill to produce potions, salves, and ointments with magical properties. Players seeking to produce magical potions must spend spell points equal to 5 points/ level of the spell and make a successful skill check to enchant the potion. A character’s skill check is modified by the player’s level and the spell level. A player attempting to enchant a potion with a spell equal to or less than their level must make a normal roll. Players attempting to enchant a potion with a spell of a level higher than their level receive a -20% penalty for every level higher than their current level.

ANIMAL HUSBANDRY: The Player with this skill has experience raising, handling, training, and caring for animals. Those with this skill can tend to the nutritional and medical needs of animals. Those with this skill gain a +5 % bonus when using this with any other animal related skill including Riding the animal.

ANTHROPOLOGY: This skill is the study of human or humanoid languages, cultures, societies, and organizations. An anthropologist is knowledgeable in the ways of primitive peoples and tribes. When dealing with tribal and primitive cultures those with this skill gain a +5% to negotiations.

ARCHAEOLOGY: This skill is the study of the past and the development of life especially sentient life. This is done through the recovery and analysis of the material culture and environmental data that has been left behind by previous populations. This skill is useful in the recovery and identification of artifacts and other items of ancient origin. Those taking this skill gain a one-time bonus of +1 to Wisdom and a +05% to their Search Skill.

ARCHITECTURE: This is the ability to design buildings and deduce from the design of a building its functions. Those with this skill gain a +5% to finding secret doors, tunnels, traps, and concealed areas within a manmade area.

ARTISTIC ABILITY: Those with this skill are naturally good at artistic endeavors. Those with this skill gain a +10% to their rolls when using other artistic skills.

ASTROLOGY: This is the study of how celestial events and the motion of heavenly bodies influence and can be used to predict future events. This skill also bestows an understanding of the motions of the stars and planets allowing for a +10% bonus when attempting navigational skills as long as the stars or sun is visible during the attempt. Those taking this skill gain a one-time bonus of +1 to Wisdom.

Those with this ability may also attempt to predict the outcome of future events. The chance of success is dependent on the amount of preparation the user has and the information and resources the astrologer has available. The chance of success is also dependent on how far in the future the astrologer is attempting to peer.

ASTRONOMY: This is the science and study of celestial objects and includes aspects of other sciences such as chemistry, geology, physics, etc. Those with this skill are able to use basic astronomical tools and predict with accuracy celestial events such as eclipses, the phases of the moon, periodic comets, etc. Those with this skill also gain a +10 bonus when attempting navigational skills as long as the stars or sun are visible during the attempt. Those with this skill gain a one-time bonus of +1 to Intelligence.

ATHLETICS (GENERAL): The person with this skill is naturally athletic in nature and works out on a regular basis. Those with this skill gain a onetime bonus of +1 to Strength and Dexterity.

BIOLOGY: Biology is the science and study of living organisms and their environments. Those with this skill have a basic understanding in general of living processes and understand some basic knowledge of health and wellness. Those with this skill gain a +5% bonus when using it in conjunction with first aid or other medical skills. Those with this skill gain a one-time bonus of +1 to Intelligence.

BLACKSMITHING: Those with this skill have a basic knowledge on how to work with molten iron and other metals to forge tools and weapons. Use of this skill requires the access to a forge and all the necessary tools and materials. Those with this skill have only a basic understanding of the craft and will find it difficult to craft quality weapons or armor such attempts will suffer penalties. Those with this skill can also attempt to repair metal objects.

BODY BUILDING/WEIGHT LIFTING: Those with this skill have worked hard to build up their body and muscles through exercise and training. Those with this skill gain a +2 to strength.

BOTANY: This skill is the study of plants, their life cycle, and environment. Botany will help with the identification of plants and their uses. Botany will also help with locating where specific plants might grow.

BOXING: Those with this skill are trained in fisticuffs. The character knows how to punch, dodge, defend, take down, and identify vital areas on an unarmored target. Those with this skill gain a +2 to hit and a +3 to damage rolls when using this style of combat.

BUSINESS: Those with this skill are able to evaluate business records, analyze business practices, and track economic trends. Those with this skill have a basic understanding of economics and the basic principles to run a business including accurate record keep and organization. Those with this skill may purchase Negotiations for 1 point rather than the normal 3 points.

CARD SHARK: The player with this skill is practiced in the fine art of counting cards and cheating. Those with this skill will if they make their skill check be able to produce the result that they want. The Skill does not automatically ensure the player wins but they will get the card they want or be able to accurately predict what the other player is holding. Several skill checks during a game of cards might be necessary based on what the player is attempting to do. Those with this skill can also detect if another person is cheating if they make a higher skill roll than the other person. Those without this skill also have a chance of detecting if a person is cheating by making a wisdom check. If they roll below their wisdom on percentage dice than the player must make a successful skill check or be detected.

CARPENTRY: Those with this skill can use wood and wood working tools. A successful skill check or series of checks if the task is complicated allows the user to build any item might reasonably be made from wood.

CHEMISTRY: This skill gives characters an understanding of chemical processes. A successful skill check provided that the player has the right equipment can tell them the composition of a substance or allow the character to produce chemical compounds. Those with this skill gain a +5% bonus to their Alchemy Roll. Those with this skill gain a one-time bonus of +1 to Intelligence.

CLIMB: In general almost anyone can climb and require no particular skill. Those with this skill though are trained in climbing difficult and dangerous obstacles. Those with this skill can climb things like vertical walls with few if any hand holds. Players with this skill are also trained in the use of climbing gear and protocol.

CONCEALMENT: This is the ability to hide oneself, others, or objects. A successful check means that the person or object is well hidden. A skill check must be made for each individual or object being hidden. A failed attempt means that the object is not hidden a second attempt may be made but if that attempt fails it means there isn’t sufficient cover to conceal the person or object.

This skill does not confer invisibility on a person or object. An attempt can be made by anyone actively looking for concealed people or objects. A successful roll on percentile dice below a person’s intelligence or a successful search roll will allow the person to spot the concealed person or object.

CRYPTOGRAPHY: This is the ability to make and break codes. A skill check is always necessary to encode or decode a message. In attempting to decode a message the GM can impose penalties and modifiers based on the complexity of the code, differences in underlying language, differences in the level of the coder vs the person encoding it, magical and technical factors.

DANCE: The person with this skill has rhythm and knows the basic forms and movements for classical and common dance steps. Players need only roll to learn new dance steps or to determine if a particular dance step is known to the player.

DETECT AMBUSH: Those with this skill have a sixth sense about being ambushed. This sense comes mainly from the player’s years of experience and skill at combat and concealment. When a player is actively seeking to detect and ambush they can make a full skill roll. In situations where the player is not looking but the GM determines that their might be chance of an ambush being detected the GM can either roll for the player or have the player roll and apply appropriate modifiers.

DETECT CONCEALMENT /TRAPS/DOORS: Those with this skill are trained in finding traps, secret doors, alarms, or concealed pitfalls and similar things. To find a concealed object or trap the player must be actively seeking said thing and be able to examine it up close. Players must make a successful roll to find the trap or concealed object and a second successful roll is necessary to remove or deactivate the trap.

DISGUISE: The Character with this skill is trained in the art of disguise. Those with this skill must make a successful skill roll when attempting to disguising themselves or another person. Depending on the complexity and nature of the disguise and the resources available the GM may apply appropriate modifiers.

DOCTOR: Those with this skill are trained in the medical field. Those with this skill have a practical knowledge of the way the body works and how it can be cured of disease and brought back to health.

Diagnosis: When treating a patient a doctor’s first step is to examine the patient and make a diagnosis. Assuming the Doctor has all the appropriate equipment available to him he need only make a skill check to diagnosis the patient if the cause of the injury or illness is not readily apparent. A failed check means that the doctor either missed something, didn’t have the appropriate tools, or the nature of the injury disease is complex. A doctor can attempt a second diagnostic roll but another failure means that the doctor is unable to determine the nature of the illness/injury. Another Doctor can be called in to consult allowing the new doctor a +10% bonus to his diagnostic roll. This procedure can be repeated in cases of multiple failures with the 10% bonuses being cumulative until such time as a diagnosis is made.

Treatment: Once a diagnosis has been made a Doctor can than begin treating the individual. The Doctor must make a skill roll to determine the best course of treatment available. A successful skill roll does not mean that the patient will be instantly healed. Depending on the nature of the injury or illness and the effectiveness of the treatment the patient may begin to heal. Sometimes even if a Doctor makes a successful skill check the patient will die because no cure is available. In such cases the doctor’s treatment is merely palliative. Unless magical means or advance science is used a Doctor can’t restore lost limbs/ organs or raise people from death. Patients whose injuries are only the result of damage loss will have their injuries heal at the rate of 2 hit points plus the level of the doctor per day. The effectiveness of Treatment for diseases and other maladies that are not based solely on hit point damage are left to the discretion of the game master.

A failed treatment roll will mean that the patient will either not improve or get worse depending on what the GM decides.

FIRST AID: Those with this skill are trained to give emergency aid to injured and wounded individuals in the field. Those with this skill do not have the necessary knowledge or expertise to treat illness or make diagnoses. Those with this skill are able to tend their wounds and the wounds of others as well as poisonous bites and provide artificial respiration to victims of drowning. Treatment must be applied as soon as possible and definitely no later than 1st half hour of the injury for treatment to be effective. Only one skill check can be made for each wound/ Injury. A successful check means that further damage is stopped from things like bleeding and the patient gains back 1D4 hit points of damage.

FISHING: This is the ability to catch fish using a fishing pole or similar fishing equipment. A successful roll means that the player will catch 1d4 fish per hour. This skill also allows the user to repair and make their own fishing gear.

FORGERY: Forgery is the skill of being able to produce a copy that is represented as the original in terms of documents and signatures. Those with the Skill Artistic Ability gain a +10% to their ability rolls.

GENERAL REPAIR/MECHANICS: The Skill of General Repair / Mechanics gives the user the ability to fix simple items and mechanical devices. Those with this skill would be competent to repair a horseless steam powered carriage or fix a broken chair. This skill does not give the player any insight into electronics, electricity, or extremely complex mechanical devices.

HAND TO HAND COMBAT: There are times when a person may find themselves having to fight their way out of a situation without the use of a weapon in such cases all they will have is their hands and feet. Those without special training in Hand to Hand Combat can still fight with their hands and feet but they are not as effective or as graceful in such situations. In General the following Basic attack forms without training do the following amount of damage: Kick: 1D6 Damage Punch: 1D4 Damage Slap/Strike: 1D3 Damage

Those without training do not get bonuses to hit or damage due to attribute bonuses. A person may though receive training in hand to hand combat to improve their effectiveness and learn special techniques. Training in Hand to Hand is a progressive skill meaning that you will need to start at the bottom and work your way up. There are four basic levels of Hand To Hand Combat these are Basic, Expert, Martial Arts, and Assassin. Progression in the skill is Basic, Expert, Martial Arts, and Assassin. Those attempting to learn these skill must learn them in that order.

The following is a description of each level and what the player learns with that level of expertise.

BASIC: Those with this skill are trained in the basic maneuvers and techniques of hand to hand combat. Those with this skill may apply any hit or damage bonuses that they may be entitled to due to Dexterity or Strength. Those with this skill learn the following special maneuvers and techniques:

Defend: Those with this skill may if they are attacked and still have an initiative pass that round attempt a second defensive action in lieu of making an attack during their next initiative pass. A successful skill check means that the player successfully defended against the attack. Unlike a Dodge where the player avoids the attack a defend means that the player was able to divert or block the attack but they still take ½ damage from the attack.

Hold: Those with this skill are able to grab and immobilize and opponent without doing damage. The user must declare he is attempting to place a hold on his opponent and what body part he is attempting to immobilize. If a successful attack roll is made the attacker has grabbed the victim in the correct area.

The Victim may attempt to dodge the attack if they have a dodge available that initiative pass. Those with the Defend maneuver may also attempt to defend against being held. A successful defend roll nullifies the hold.

Kick, Circle: The attacker builds power by spinning in a complete Circle before landing the Kick. A successful attack roll means the kick does 2D6 points of damage.

Knock Down: The character with this skill may attempt to knock his victim down. The player must make a successful attack roll. A successful attack roll means that the opponent loses balance and is knocked down in front of the attacker for one initiative pass. They opponent may choose to stand on their next initiative pass but can’t do anything else.

Punch: Those with this skill are trained to throw a punch for maximum effect. Those with this skill do 2d4 points of damage + STR Bonus for a successful punch.

Slap/ Strike: Those with this skill get a +1 to damage for a successful slap/strike.

Throw: This maneuver allows an attacker to throw his opponent provided that he has them in a hold already. The Attacker must make a successful skills check. The attacker can throw a person 2d4 feet in any direction they choose. The GM may choose to modify the chance of success based on significant size and weight differences between the attacker and victim.

EXPERT: Expert level characters have had extensive training in Hand to Hand Combat. There years of training have allowed them to master the basic skills and made them far more effective fighters.

Kick/Strike Bonus: Players get a +2 to hit and damage starting at first level and every level divisible by four thereafter.

Initiative Bonus: Players get a +1 to their initiative starting at second level and every 3 levels thereafter.

Instant Stand: Those with this skill if they make their skill check can instantly stand up during the same initiative pass after being knocked down with no loss to initiative.

Defense Bonus: Those with this skill gain a +2 to their Armor Class due to their training

MARTIAL ARTS: Those Trained who have trained for years in the art of Hand to Hand Combat are considered Martial Artist. The have achieved a level of mastery that makes them deadly opponents. Those with this skill receive the following skills, abilities, and benefits from their training.

Ability Stat enhancement: The Characters get a one-time +1 to their Strength, Constitution, and Dexterity. Characters may not exceed the maximum score for these stat.

Surprise Action: Characters with this technique can act so quickly or cause such a distraction that any foe within 10 feet of them will be surprised and lose their next initiative pass. Players must make a successful skill check to do this. The Attacker doesn’t lose any initiative passes and may attack as normal.

Disarm: Those with this skill have a chance of disarming a foe if they are within 5 feet of the victim. The Person with this skill must declare that he is attempting to disarm his opponent before attacking and make a successful skill check. This attempt takes a full initiative pass to complete so no other action is possible during the attempt. This skill only works against hand-held weapons. The victim gets a chance to retain his weapon if he makes a ½ strength check.

ASSASSIN: Those who have mastered Martial Arts can choose and be trained in deadly and dark skills that give them unfair advantages. These skills are designed to quickly and silently dispatch and opponent.

Rapid Strike: Players with this skill gain a +5 to their Initiative Roll

Sneak Attack: Characters with this skill may if they successfully make their skill roll attack an opponent quickly and silently. The Attack relies on surprise so the attacker must have won initiative against his opponent to use this skill. The Attack must be made during the first initiative pass of the round. The Player if he makes a successful attack roll does double damage and his opponent is stunned losing his or her next initiative pass and unable to make any sound or call out in warning.

Vital Area: The Character with this skill is able to identify and target a vital area on his opponent and strike a serious blow to the opponent. The successful use of this skill requires that attacker has two consecutive in initiative passes available that round. During the first initiative pass the attacker must make a successful skills check to identify and target a vital area on his opponent. The attacker can’t engage in any other activity that initiative pass including dodge or defensive actions. On the second initiative pass the player makes a successful attack roll the attacker takes triple maximum damage for the attack. This skill can be used with any personal weapon including Guns and Rifles. Also if the Player fails to identify a vital area in the first initiative pass he may choose to abort his action and do something different during the second initiative pass but he loses the chance to do anything during the first pass.

HERBALISM: This Skill allows the user to identify the majority of common and uncommon plants, herbs, spices, seeds, trees, grasses fungus, pollens, and other similar organisms/substances by sight without a skill check. Rare and Exotic organisms require a skill check. The GM may impose a modifier for Monstrous and/or Legendary organisms that the players have never seen before.

This skill also aides in the making of potions and poisons. Players receive a + 5% when using this skill in conjunction with the making of Potions or Poisons. This skill also is useful in cooking and players receive a +15 bonus when applying this skill with their cooking skill.

HISTORY: History is the study of the past and specifically the study of cultures and memorable or course changing events. Those with this skill may as they go up levels choose to specialize in a specific areas of History by spending an additional 2 points on a specialty. Players may have as many specialty areas as their current level. Those with this skill get a onetime +1 bonus to Wisdom.

HORSEMANSHIP (GENERAL):This skill allows the user to ride a horse or similar stead without falling off. Those with this skill are able to harness, saddle, bridle, and handle a stead, and perform the normal functions of riding.

Special maneuvers , such as jumping a barrier, urging a horse into a rapid stream, or stopping its flight when panic require a successful skill check. Those with this skill though are not able to fight from horseback or wield a weapon.

HORSEMANSHIP (WARRIOR): Those with this skill have trained in riding a horse during Combat situations. Those with this skill know how to handle a stead during combat and keep it calm. Those with this skill may use hand held weapons or shields while riding a horse or similar steed.

Those with this skill may also if space and time permit charge an opponent and do double damage if they make their skill check. To perform a charge the attacker and his steed must be at least 20 feet away from their victim with a direct path to the opponent at the start of the round. The attacker must indicate that they are charging at the beginning of the round. A person attempting a charge may not perform a dodge that round.

JUGGLING: Those with this skill are trained to be able to toss and catch or in someway manipulate one or more object at one time with one or both of their hands and occasionally other parts of their body such as feet, thighs, elbows, etc. This skill is usually used mainly for recreation or sport. A skill check is only necessary when the user wishes to perform a complex or spectacular trick. Those with this skill may also use this talent to catch small objects that have been thrown at them to harm them such as a dagger or dart. Such items must have been thrown and not shot (such as arrows or crossbolts), as they would be traveling to fast to catch. To successfully catch such items the player must make a skills check with a -20 penalty.

LANGUAGE: Those with this skill have learned the basics of a specific language and can speak it adequately. If the language learned is not the speakers native tongue they will speak with an accent that will be apparent to native speakers of that language. This skill does not impart the ability to read or write the language. A Skill check is only necessary if a speaker is attempting to motivate, convince, entertain, or say something in the language that would not be a normal everyday task.

LANGUAGE,ANCIENT (SPECIFIC): Those with this skill have learned the basics of a specific ancient language and can speak and read it adequately. A Skill check is only necessary if a speaker is attempting to motivate, convince, entertain, or say something in the language that would not be a normal everyday task.

LITERACY (READ/WRITE): Those with this skill have learned the basics of reading and writing a specific language. This skill does not allow the character to speak this language with any amount of skill though they maybe able to convey simple ideas in broken and sometimes confusing sentences if they make their skill check. Those with this skill in conjunction with the ability to speak the language gain a +10% bonus to their Literacy and Language rolls for that language.

LORE SKILLS (GENERAL): Lore skills cover a vast array of knowledge and information. Those with Lore related skills have spent a great amount of time studying and researching a specific area of knowledge. Those with the General skill rather than having covered a specific area of knowledge have instead focused on learning how to research and delve into a topic. This skill broadens the characters knowledge base and teaches them how to learn. This skill is necessary prerequisite for most all other Lore related topics with a few exceptions. Those with this skill gain a +1 to intelligence.

LORE SKILLS (TOPICAL): There really are an unlimited number of topics that a person can research and achieve a level of expertise in. The following is a list of common topics that characters will find useful. This is not an exhaustive list by any means and if a player wishes to create their own topics to research they may with the Game Masters approval. All Lore related skills give the possessor a +1 bonus to their intelligence.

LORE (ARCANE): This is the study of magic its history, principles, laws, and uses. This skill does not grant the ability to use magic but only knowledge of its properties and uses. Those with this skill will also be able to research magic items and attempt to determine what they do and how they function. To attempt to determine the properties of a magic item or functioning spell the user must have access to the item or area /object that is ensorcelled. The amount of time a character spends researching an item before attempting to make a determination of its function increases the chance of success. Characters get a +1 bonus to their skill check for every week they spend researching an item. Only one attempt can be made by a character to identify an item at each level. If a character fails his skill check he must wait until he goes up a level before making another attempt.

LORE (ART): Those with this skill have made an extensive study of art and art history. Those with this skill can if they make a successful skill check determine several general pieces of information regarding a piece of art. The researcher can determine the style of art, the general time period that the piece was made, the value of the piece on the market, and possibly the artist if he or she is famous. The Researcher can also attempt to determine if a particular piece of art is a forgery or not. A separate roll is required and the GM may apply modifiers based on circumstances.

LORE (MEDICAL): Those with this skill are have made an extensive study of Medicine and Disease. This skill covers a broad area of knowledge rather than specific fields. Those with this skill will be familiar with more specific fields but not detailed information or skills. Those with this skill gain a +10% to all medical related skills such as First Aid, Doctor, and Surgery.

LORE (MONSTERS AND LEGENDS): Those with this special area of knowledge have studied the legends and stories of exotic and monstrous beasts extensively. They know about these beasts environments, powers, habits, nutritional requirements, weakness, strengths, and numerous other facts and stories about legendary creatures.

LORE (MUSICAL): Those with this skill have trained extensively in the field of musical theory and History. Those with music lore know the great composers and can read and write music. They can determine the style of music, the general time period the piece was written, and possibly who composed it. Those with training in Musical Lore also have an understanding of what sounds good to an audience and how to convey the proper emotions through a musical number. Those with this skill gain a +10% when playing any musical instrument that they are skilled at.

LORE (RELIGION): Those with Religion Lore have an extensive knowledge of World Religions and Cults. They are knowledgeable also in the History of these religions and their major rites and practices. Those with this skill also have knowledge of ancient religions that may or may not still exist. Knowledge of Non-Human Religions has faded in the last 1000 years since Humanity has become isolated from the non-human races so the GM may apply modifiers when seeking such knowledge.

MATH (ADVANCE): Those with Advance Mathematical training are proficient in Geometry, Algebra, Trigonometry, and Calculus. Higher Mathematical theories and disciplines have not yet been discovered. Those with Advance Math skills gain a +1 bonus to Intelligence.

MATH (BASIC): Those who have training in Basic Math can count, add, subtract, multiply and divide. They understand the number line and fractions.This skill can be used for accounting and pre-Algebra.

MEDICAL (TECH/NURSE): Those with Medical Tech/Nurse Training are trained in the everyday procedures of caring and treating patients. Those with this skill have been trained to assist doctors, healers, and priests in the care of patients. They understand how to use and care for medical devices and can prepare and use healing remedies, droughts, poultices, and potions. Healers, Doctors, and Priests when working with those with this skill gain a +20 to all their medical rolls. Those with this skill gain a +1 to Wisdom.

MIME: This is the art of performing without using words. The Mime tells a story or conveys emotion and meaning with hand and body gestures as well as minimal use of props.

MUSICAL INSTRUMENT: Those with this skill are trained and skilled at playing a particular musical instrument (Characters Choice of Instrument). Characters must take this skill for each Instrument they wish to be able to play.

NAVIGATION (LAND): Those with skill in navigation are trained to find their way and locate a particular destination. This is the ability to find ones way in the world when maps and directions are not available. There are three major areas of navigation: Land, Air, and Water. Those who take this skill must choose which area they wish to specialize in. Each area has its specific skill set but in general all three share the ability to tell position, direction, and time based on celestial phenomena such as the stars, sun rise/set or the positions of Aesir’s 9 Moons. Because of the overlap of these skills those specialized in one area can attempt to use their skill in a different area but at half their skill check.

NAVIGATION (WATER): Those with skill in navigation are trained to find their way and locate a particular destination. This is the ability to find ones way in the world when maps and directions are not available. There are three major areas of navigation: Land, Air, and Water. Those who take this skill must choose which area they wish to specialize in. Each area has its specific skill set but in general all three share the ability to tell position, direction, and time based on celestial phenomena such as the stars, sun rise/set or the positions of Aesir’s 9 Moons. Because of the overlap of these skills those specialized in one area can attempt to use their skill in a different area but at half their skill check.

NEGOTIATIONS: This is the art of diplomacy. Those with this skill are trained to negotiate and find mutually beneficial solutions to problems. This skill is best used when all parties and groups are open to discussion and compromise. Attempts to open negotiations during a combat situation are guaranteed to fail and fail badly. On the other hand an attempt at Negotiations before combat breaks out while tensions are high can lead to a successful resolution to a problem before a fight breaks out. Those with this skill get a one time bonus of +1 to Charisma.

PALM: This is the ability to mask or conceal small objects such as coins or cards in the palm of ones hands and make it look as if the object has disappeared. Those with this skill can do basic stage magic such as card and other sleight of hand tricks. Those with this skill can also use it to assist them in cheating at cards, dice or picking up small objects surreptitiously. Those with this skill gain a +10 to the skill of Card Shark.

PHYSICS: Those with this skill have training in basic Physics mainly dealing with force, Motion, heat, and mechanical energy. The more advance stages of Physics have not yet been discovered. Those with this skill gain a +1 to Intelligence.

PICK LOCKS: Characters with this skill can open key and combination locks without the proper key or combination. To open a keyed lock the character requires a set of lock picks or something he can use as a lockpick. Without a lock pick the character can make an attempt at ¼ skill check.

PICK POCKETS: This is the ability to steal a purse, bag, wallet, or other small object from someone’s person without them noticing. Those with this skill can also plant small items on a person using this skill. If the victim is expecting an attempt or is especially wary the “Thief” must make a ½ skill check to be successful.

PROWL / MOVE SILENTLY: This is the ability to hide and move silently. A successful roll will let you conceal yourself, move quietly, or follow someone without being noticed. This skill can also be used to stalk game once you have spotted it. Alert or especially wary victims might have a chance of spotting the prowler in which case the GM may apply a modifier to the prowler’s skill roll.

PUBLIC SPEAKING: This is the ability to speak extemporaneously and tell stories. Successful Public Speaking will allow you to give a moving speech or entertain a group around a campfire. If the Public speaker is speaking in any language other than their native tongue they receive a -15% penalty to their skill roll. Those with this skill get a one time +1 bonus to Charisma.

READ/WRITING: Those with this skill are literate in a specific language. Those with this skill must take it for every language they wish to be able to read and write in. A person need not be able to actually speak the language to read and write it. (For example some know how to read and write Latin with out being able to converse in the language.) Those with this skill gain a +10% to their ability to speak the language if the have that skill. Those with this skill will be able to read and write and need not make a skill check unless what they are attempting to do something beyond the norm.

RUNNING (BASIC MOVEMENT RULES): All Human characters have a base movement rate equal to 12 +STR Bonus. Depending on the situation the person can walk ten times this distance in yards per minute outdoors and ten times this distance in feet indoors. So a Character with a Base 20 movement can walk 200 yards in a minute outdoors and 200 feet per minute indoors. Those who wish to run may increase their speed up to 4x their normal movement rate but each step increase requires a strength check. So to increase ones speed by 2X, 3x, and 4x requires a separate Strength check roll each time.

RUNNING (LONG DISTANCE): Those with this skill have developed their stamina and endurance through training and exercise to allow them to run long distances without stopping for a break. In General characters can run ½ their constitution score in miles. Those with this skill can run their full Constitution in miles with out making a skill check. To continue to run over this time players must make a constitution check every mile thereafter. A failed roll indicates that the Character must stop and rest for at least 6 hours. Attempting to push pass this limit results in the player taking 1d6 hit points cumulative of damage for every mile thereafter. So the first mile the character takes 1d6 of damage, the second mile 2d6 of damage, the third mile 3d6 of damage, etc. Those with this skill gain a +1 to their Constitution.

RUNNING (SPRINT/DASH): Those with this skill have trained to increase their running speed over short distances. A sprinter due to his training need not make a strength check when attempting to increase their running speed until they attempt to run 4 times their base movement. So a Sprinter may run from anywhere between 0 and 3 times their base movement without making a skill check. Sprinters also temporarily increase their speed up to 5 times their base movement but may only maintain that speed for as many minutes their constitution score.

SEAMSTRESS/TAYLOR: Those with this skill are able to design, create, and repair clothing. Those with this skill can do all kinds of embroidery, needlepoint, and ornamental work.

SEARCH: Those with this skill know how to search in a logical and structured manner making it less likely that they will miss something. Those with this skill are able to spot clues and small details that others might not see.

SEWING (BASIC): Those with this skill know how to sew. They can repair clothing, stitch up a wound, and do basic sewing functions. They are not able to design and create clothing or do ornamental work.

SIGN LANGUAGE: This is the ability to communicate through hand gestures. Characters who can see another individual using sign language and can be seen in return can converse as quickly and efficiently as someone talking. Those with this skill gain a +1 to Dexterity.

SINGING: Those with this skill have trained their voices and can sing on key and in a pleasing fashion. A successful skill check means that the audience liked the song. Those with this skill gains a +1 to Charisma.

STONEMASONRY: A stone mason is able to build structures from stone so that they can last for many years. Those with this skill are able to cut, carve, and fit stone for all sorts of projects such as mosaics, flooring, and of course build houses and buildings. For larger and more complicated structures it its advisable that the Stone Mason consult or work with an architect who is skilled in designing buildings. A Stone Mason has a +10% bonus to their chance of detecting secret doors, dead falls, or other hidden details made or carved into stone.

STREETWISE: Those with this skill understand the ways of the streets. They understand how to fit in wit the locals and be accepted without raising suspicions or fears. Those with this skill are knowledgeable regarding how to survive on the street. The character knows how to find out information, find assistance for less than legal activities, gather items and materials for a cheaper price, bribe officials and police, and other similar activities. Those with this skill may make a skill check to judge the motivations of others and determine their trustworthiness.

SURGERY: This skill is used when someone attempts to operate on a patient to cure or fix a sickness or injury. A successful skill roll means that the operation went smoothly without undue complications. A failed roll indicates complications from the surgery and may result in further injury or death. The GM must decide based on the situation and nature of the surgery what a failed roll might indicate. A second surgery roll can be made to alleviate the damage from a failed roll but a second failed attempt will aggravate the damage already inflicted doing double damage.

SWIMMING: This skill is used both for swimming and in emergencies for staying afloat or saving a drowning victim. Under normal conditions, at speeds up to 10% of the characters normal movement rate no skill check is necessary. Under such conditions those with this skill can swim for 1d4 + con bonus in hours with no problems. Those who wish to swim longer or faster must make a skill check. A character can increase his speed up half his normal movement rate. Those going faster than 10% their normal speed or longer than the maximum time must make a successful skill check every round to continue. Three failed skill checks in a row indicates that the character is drowning.

TACTICS: This is the ability to out guess the enemy when the fight is man-to-man or in small groups. It is usually taught only by the military. A successful Tactics roll during a battle will sometimes (GM's Discretion) allow you information about an enemy's immediate plans. Those with this skill gain a +1 to initiative for just having the skill. If a successful skill check is made the character gains another +2 to their initiative for a total of +3.

TRACK: This is the ability to follow a man or animal by its tracks. Make one tracking roll to pick up or notice the trail. Characters must make a skill check every 10 minutes of travel to keep on the track. This skill is also used if you want to cover your tracks. Depending on the conditions of the trail and the weather conditions the GM may apply modifiers.

USE/RECOGNIZE POISON: This is the general and practical knowledge of poisons. A successful skill roll will allow the character to recognize a poison bearing plant in the wild, distill the poison into useful form, recognize a poison by its taste in food and drink. This skill also give one the knowledge how to recognize the effects of a poison and to treat the poison.

VENTRILOQUISM: This is the ability of a person to throw their voice, making sounds appear to originate from someone or something as far as away as 10 feet away.

WEAPON PROFICIENCY: For a character to use a weapon he must have some amount of training in the use of the weapon. Attempting to use a weapon without being proficient results in a -5 to hit.

WEAPON PROFICIENCY (GENERAL): Those with this skill are proficient in a general category of weapons such as swords, knives, pistols. Those with this skill can use any weapon in the category with no penalties but they do not get any ability score bonuses.

WEAPON PROFICIENCY (SPECIFIC) : Those with this skill are proficient in a specific weapon. Characters with this skill get a +5 to their attack roll and can apply their dexterity bonus to their attack rolls.

WEAPON REPAIR (METAL):Those with this skill can repair metal weapons including guns and rifles.

WEAPON REPAIR (WOOD): Those with this skill can repair wooden weapons such as bows, arrows, etc.

WEAVING: Those with this skill know how to weave.

WRESTLING:Characters with this skill are trained in the art of grappling and subduing their foe. They have several holds and other special attacks at the disposal. Players with this skill gain a +1 to Dexterity.