Several special terms are used in the following skill descriptions. These terms are defined below:
Skill Name
Skill description is found in this section.
Training Time (TT)
Before a player may take his first rank in some Skills, he must have spent at least this amount of time in training and practice. Subsequent ranks do not require this training.
Training time assumes that a character is practicing the Skill four or more hours a day with competent instruction. No instructor or exceptional schooling can alter this time.
Modifier (Mod)
The Attribute used to modify your Results Table roll using this Skill.
99
Athletics TT: 24wks
Mod: DEX
This skill covers general physical activity ranging from a game of ball to rock climbing. The Attribute used varies depending on the type of athletic activity selected. The Hero uses Athletics when swimming (SPD), climbing (DEX), balancing (DEX), flying (SPD), jumping (STR), rope climbing (DEX), running (SPD), or with strength feats (STR). CON is used when a test of endurance is needed, such as holding one’s breath or running over long distances.
Animal Handling TT: 6wks Mod: WIL
The ability to capture, tame, train, and/or breed domestic animals or wild beasts. Taming takes one week per every three Ability Levels of the creature; training to perform a single task on command, such as carrying a rider, attacking, or guarding, requires an additional four weeks or longer if the beast is particularly fierce or stubborn in nature. The Intelligence of a beast typically determines the limits as to how much a creature can learn.
The Hero may keep a number of animals equal to his WIL and teach them a number of commands equal to his Skill level plus their INT Attribute (minimum of one command).
Example: A Hero with a Skill level of +7 is teaching a wild dog (INT -5) a few tricks. The Hero can teach the dog 2 commands. He teaches him to attack and to fetch.
Deception TT: 10wks
Mod: CHA (deception), INT (disguise)
The ability to deceive other individuals without arousing their suspicion and win their trust by deceitful means. Deception includes the use of various scams, rigged games, and the like; also includes the ability to disguise one’s background, profession, and so forth. A Deception check DoD is usually the target’s Investigate/Search (Deduce Motive) Skill Rating.
Disguise (INT)
Disguise is a form of Deception used by characters who wish to change their appearance in some manner, usually involving some form of costume and possibly makeup and prosthetic devices. Your Results Table roll determines how good the disguise is, and the level of the skill is the DoD of others’ PER check results. If you don’t draw any attention to yourself, others do not get to make PER checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), the Disguise check is immediately opposed.
You get only one Disguise check per use of the skill, even if several people are making PER checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is.
Disable Mechanism TT: 12wks Mod: DEX
The ability to foil locks, traps, vehicles, and other mechanisms, typically with the use of some type of tools.
Characters may spend more than one round attempting to open a particular lock or otherwise disable a device; for each additional minute (specified in advance), add a +1 design and install lock mechanisms, traps, secret doors, or passageways, etc., although the Handicraft (artificer) skill is required to construct such mechanisms.
Evade TT: 6wks
Mod: DEX
Evade is the ability to avoid being struck by an attack, such as a blow from a handheld weapon, arrow, sling bullet, or a fire bolt.
Handicraft (Specific)
TT: 8wks Mod: varies
Like the Lore, Perform, and Science skills, Handicraft is actually comprised of a number of skills. These sub-skills are all tracked separately so you could have several Handicraft skills each at different ranks.
The various Handicraft skills are used whenever you need or want to create an item. The Degree of Difficulty depends on the item to be created. If you succeed with a Critical Success, you have created a masterpiece. This exceptional item is then worth from 150% to 300% its normal value and/or it will convey a bonus to anyone using it (usually +1 to +5 for weapons, armor, or tools).
The Handicraft skill is also used to repair items. A Partial Success is required to repair a broken item.
A few examples of Handicraft sub-skills are included below and GMs are encouraged to create new ones as needed in their campaigns:
Alchemy
Skill in the making of potions, solvents, and dust. Alchemy also provides a basic knowledge of alchemical lore, and practices, including the ability to read alchemical ciphers, prepare and preserve ingredients, identify mixtures through testing, and utilize alchemical apparatuses.
Modifier: INT Armorer
Skill in the fashioning of protective apparel and gear using hide or metal. Type of material and style of armor is usually dictated by region, culture, and availability of goods.
Modifier: STR
100
Artificer
Skill in the making of useful and decorative wares and items from crystal, stone, wood, bone, clay, silver, gold, copper, brass, orichalcum, iron, gemstones, fine fabrics, needlework, glass, and ceramics. The artificer may learn how to work with one type of material per +5 ability in this Skill. Artificers can identify their own and their competitors’ handiwork, and appraise any item that they can produce.
Modifier: DEX Artisan
Skilled builders and craftsmen specializing in one or more of the following: carpentry, masonry, wheelwright, cartwright, etc. The artisan may learn how to build one type of device per +5 ability in this skill.
Modifier: DEX Bowyer/Fletcher
Skill in the manufacture of arrows, crossbow bolts, bows, crossbows, and some siege equipment such as ballistae.
Modifier: DEX Brewer/Vintner
Skill at brewing, distilling, or concocting one type of alcoholic or non-alcoholic beverage per +5 ability in this skill.
Modifier: INT Engineer (Vril)
The Skill used in designing and creating Vril systems of various complexities. These systems could run from basic lighting, to audio systems, alarm systems, and even advanced airship systems.
Modifier: INT
Engineer (Mechanical)
This Skill allows the character to design and build mechanical devices and systems from simple pumps and locks to complex automata devices.
Modifier: INT Engineer (Structural)
This Skill allows a character to build wooden,
concrete, or metal structures from scratch, including walls, houses, bridges, and so forth. When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Game Master decides if the structure is simple, moderate, complex, or advanced in scope and difficulty. This skill encompasses both technical knowledge like architecture as well as the ability to physically build this type of object.
Modifier: INT Fine Arts
Skill and natural talent of creating works of arts. These could include paintings, sculpture, drawings, modern art, photography, writing, etc.
Modifier: DEX
Vehicles
Skill in fashioning and modifying vehicles specializing in one or more of the following: ground, air, or water vehicles.
The Hero may learn how to build one type of vehicle per +5 ability in this skill.
Modifier: INT Weaponsmith
Skill in the fashioning of quality weapons using metal. This includes such weapons as swords, axes, and flails. The Hero may learn how to build one type of weapon per +5 ability in this skill.
Modifier: STR
Note: The Handicraft skill is generally used whenever a character wishes to build or construct relatively simple items. More complex items (like internal combustion engines and electronic items) require the relevant Engineering skill. Other items, like chemical compounds, explosives, and such may be created using the relevant Lore skill.
101
Influence TT: 16wks
Mod: CHA, INT, PER, or STR
Ability to influence by charm, seduction, suggestion, fast talk, and sex appeal. This is the ability to convince someone to allow you to have what you want. The skill can legitimately be used to get someone to give you a ride to the market as well as a supply you with a night of carousing. Influence can be used in place of Deception or Etiquette in certain situations.
Command (INT)
Ability to organize, coordinate, and direct groups of trained NPC combatants. Individuals with this skill can personally command up to 10 combatants or one lower-level sub-commander per level of ability. Each sub-commander can in turn direct 10 combatants or one subordinate per level, thereby establishing a hierarchy of command.
Diplomacy (PER)
Knowledge of the finer points of protocol, oratory, and negotiation. Individuals with this talent may seek positions as ambassadors, mercantile representatives, public officials, and so forth. The Diplomacy skill is used to change the attitudes of others, including negotiations of all types. Debates and arguments are resolved using opposed Diplomacy checks.
Changing another’s attitude using Diplomacy takes at least one minute to accomplish (usually longer).
Intimidate (STR)
You are adept at using words, whether clever rhetoric or harsh insults, to demoralize and berate others into acting in a manner you choose. A physically impressive Hero may intimidate an opponent using his size alone (STR). You can change another’s behavior with a successful check, with the Results Table result determining the degree to which you succeed.
An intimidated target suffers a penalty to attack the Hero equal to half the target’s CHA (round up, minimum of -1) for a number of rounds equal to his CHA (minimum of one round).
Instinct (specific) TT: 8wks Mod: PER or SPD
There are two sub-skills of Instinct: Intuition (PER), and Initiative (SPD). The player chooses at character creation.
Intuition (PER)
Intuition allows a Hero to make a leap of faith in situations, acting on a hunch or a belief to take action. The Skill acts as a sixth sense in dangerous situations where the Hero may make an assumption by just observing the area.
This allows a Hero to use the Skill in situations where he may be ambushed or a trap has been set. If successfully used, the Skill allows the Hero to be ready for the encounter
In social situations, the Skill can be used to deduce another’s motives and sense whether someone is being truthful, bluffing, or to notice hidden meaning and innuendo in a conversation. A successful check lets the Hero avoid being bluffed (see the Deception Skill).The Skill can also determine when something odd is going on or to assess someone’s trustworthiness.
Initiative (SPD)
In combat, the Skill is used to determine who goes first in a given conflict and allows him to act with greater clarity, giving her a better chance at survival. When rolling for initiative the Hero may add the Skill to the total.
Investigate/Search TT: 8wks innuendo, and otherwise quietly acquire information about a specific topic. A Partial Success will get you general information about a person, place, or commonly known news and trivia. A full or Critical Success is required for more detailed information. The detail of the information sought, how common the knowledge is, and whether having this information is dangerous will all affect the Degree of Difficulty.
Deduce Motive (PER)
This skill is used to sense whether someone is being truthful, bluffing, or to notice hidden meaning and innuendo in a conversation. A successful check lets you avoid being bluffed (see the Deception Skill).You can also use this Skill to determine when something odd is going on or to assess someone’s trustworthiness.
Search (PER)
Search is the practiced and studied use of Perception.
Search is used when carefully looking for traps, secret doors, and other details that may be hidden or concealed. You generally must be within 3 meters of the object or surface to be searched.
102
Language TT: 12wks
Mod: INT
The ability to understand and be understood in a certain language. Characters are rated in their proficiency with a language on a four-tiered scale, as follows: Advanced, Native, Fluent, or Basic. A speaker who is at least +10 (Native) on this scale can pass himself off as a native. Below are the major spoken languages are;
► Akealan (Eria)
► Alban (Europa)
► Ænochian (Atlantean High Speech)
► Atlantean (low speech, or Common Tongue)
► Dabban (Gondwana)
► Elysi (The Elysium Islands)
► Hellene (Europa)
► Hyperborean (Hyperborean)
► Khem (Gondwana)
► Khitan (Jambu)
► Lemurian (Lemuria)
► Massawa (Gondwana)
► Mongolan (Jambu)
► Nazcan (Tamoanchan)
► Ophiran (Gondwana)
► Quechuan (Tamoanchan)
► Saurian (ancient Saurian language)
► Tamerac (Eria)
► Tharshi (Europa)
► Turani (Gondwana)
► Veddy (Jambu)
Skill Rating Language Proficiency
+0 to +3 Basic
+4 to +9 Fluent
+10 Native
+11 or greater Advanced Language roots
All the languages of the known worlds have their roots in the languages of the First Races. Some languages share things in common making them easier to speak (even if you didn’t purchase the language).
The diagram shows how the languages are linked and the difficulty to speak a language that is connected. A penalty to the skill level of -5 is attributed to a language per step away from the language spoken when the line is solid or -10 if the line is dotted. If the skill is reduced to zero (0) or a negative then the language is not known well enough to speak or is not known.
Example: A Hero with the Khem language at +12 can speak Atlantean at +7 (Khem 12 – 5 = 7). The same Hero could speak Turani at +7 or Veddy at +2. A Hero who can speak Ænochian at +15 can speak Atlantean at +10, Alban at +5, or Lemurian at +5.
Literacy TT: 30wks
Mod: INT
A Hero has basic understanding of a chosen language in the same manner as languages (See Language Skill Proficiency Chart). With basic literacy the Hero can muddle through a text or write simple phrases to convey an idea. A character who is fluent or better in a particular written language (see Language skill) will generally have little difficulty reading any but the most in-depth tomes on a particular topic.
103
The major written languages are:
► Akealan (Eria)
► Alban (Europa)
► Ænochian (Atlantean High speech)
► Atlantean (low speech, or Common Tongue)
► Dabban (Gondwana)
Like Handicraft, Lore actually comprises a number of sub-skills. Lore skills cover academic knowledge and information on a specific topic.
There are myriad potential Lore skills. Some examples follow:
► Agriculture: planting, producing, and harvesting various crops and livestock
► Arcane Arts: priestly orders, ancient lore, arcane symbols
► Engineering: construction techniques, architecture, aqueducts, bridges, fortifications
► Etiquette: knowledge of proper protocol and custom for specific situations within a given culture.
Characters may use their Etiquette skill rather than their CHA rating when rolling for reaction from those of similar cultures
► Folklore: myths, folk beliefs, and legends
► Forgery: the ability to make and identify counterfeit documents
► Gambling: the ability to play and win at games of chance
► Heraldry: armorial bearings, genealogy
► Herb Lore: medicinal, edible, and poisonous plants
► Geography: cartography, physical geography
► History: conflicts, historic figures, major battles
► Law: laws and customs of at least one land
► Local: customs and important figures and places in a given locality
► Mining: mining techniques, metallurgy, gem-craft,
► etc.Nature: flora and fauna, weather patterns, seasonal
cycles, etc.
► Navigate: used to find his or her way to a distant location without directions or other specific guidance.
► Region: like Local but an overview of a particular village, trade routes, major towns, or nation
► Science: knowledge of one or more of the physical sciences. These include: Astronomy, Biology, Botany, Chemistry, Geology, Mathematics, Medicine, Metallurgy, Physics, Xenobiology, Zoology, etc.
► Streetwise: urban culture, local underworld personalities and events
► Survival: the ability to survive in a specific, wild, untamed area
► Tactics: tactical and strategic theories of warfare
► Theology: the knowledge of one religious practice, its customs, and practices
General knowledge in a particular sub-skill requires only a Partial Success in most cases. More obscure knowledge could require a better Results Table result. GMs are encouraged to create their own lore skills as required by their campaigns.
Medicine TT: 40wks
Mod: INT Basic First Aid
Heroes with this skill are able to identify and utilize common remedies, provide aid and comfort to sick and wounded individuals, and serve as midwives. The Hero rolls versus a DoD equal to the number of Hit Points lost from the wound.
Example: A Hero with an INT of +3 and a total Skill Rating of +9 is trying to heal a patient with 15 Hit Points of damage. The total loss comes from 3 wounds, one for 7 point, one for 3 points, and the last for 5 points. The Hero decides to heal the most grievous wound of 7 Hit Points so his DoD is -7.
A successful First Aid check will restore up to twice INT (minimum of two) Hit Points or an amount equal to the wound (whichever is less) to a character if performed shortly after the damage is received.
Example: A Hero with an INT of +3 and a total Skill Rating of +9 is trying to heal a patient with a 7 Hit Point wound. On a successful use of the skill he could heal 6 points of damage. If the wound were 4 points of damage then the Hero would only heal 4 points.
Prolonged Medical Attention
The proper use of the Medicine Skill will restore up to twice the Skill Rating to wounded characters, providing the physician has sufficient equipment, medicines, and time. A full Medicine Skill check requires 12 Skill-Level hours of time (minimum of one hour) and has a DoD equal to the total damage done.
Example: A Hero with a Medicine Skill Rating of +9 is trying to heal a patient with 15 Hit Points of damage. The DoD for the Skill use is -15 and if successful the Hero would need 3 hours and heal 18 points of damage.
104
The Skill also has the added benefit of increasing a patient’s natural healing rate by +3 Hit Points per day with a successful Skill roll versus a DoD-5 (those reduced to 75%
HP), -10 (for those reduced 50%), or -15 (for those reduced 75% or more).
Mode (Specific) TT: 24wks Mod: MR
Modes are a special type of skill used solely for Magic. As such, the various Mode skills are fully described in the Magic chapter later in this book.
Parry TT: 6wks
Mod: CR
You are trained in multiple methods of deflecting an attack. Some item is required to effectively use the Parry Skill, be it a shield, another weapon, or a specialized parrying weapon.
Perform TT: 8 to 52 wks
Mod: DEX or CHA (see above)
You can impress audiences with your talent and Skill.
Like Handicraft and Lore, Perform is actually comprised of several sub-skills. The various sub-skills are: Dance (DEX), Musicianship (drum, harp, flute, etc.) (DEX), Juggling (DEX), Acting (acting, mime, etc.), (CHA), Oratory (CHA), and Singing (CHA).
Pilot (Specific) TT: 50wks Mod: DEX
Ability to operate an air-, land-, or seacraft of some type.
This ability does not include Lore (Navigation) skills or other detailed knowledge, which may be covered under a Lore skill.
Profession (Specific) TT: 52wks Mod: Variable
This Skill covers a variety of sub-skills much like the Handicraft, Lore, or Perform Skills. A Profession Skill reflects a character’s ability to perform the various tasks required of a particular profession. Other Skills may be required to do the job, but this Skill covers all the other esoteric knowledge one must have to perform the duties and tasks required. The Profession Skills are the combination of Lore and Etiquette Skills for one’s job.
Example: A warrior with the Soldier Profession would have to take certain Weapon Skills to attack, but the Profession Skill would give him other small abilities that a Weapons Skill doesn’t cover. A soldier would know when and who to salute, what certain terms mean, and where the biggest military installations are. A Hero with the Guide profession would know
Example: A warrior with the Soldier Profession would have to take certain Weapon Skills to attack, but the Profession Skill would give him other small abilities that a Weapons Skill doesn’t cover. A soldier would know when and who to salute, what certain terms mean, and where the biggest military installations are. A Hero with the Guide profession would know