Here will come complete description of skills. See also Skill Categories.
Category: | Athletic • Gymnastics |
Optional Stats Used: | Ag/Qu/Ag |
Exhaustion Points Cost: | 1 every 6 rounds |
Distance Multiplier: | 1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 skill roll can reduce the severity of a falling critical by one (i.e., an 'B' becomes a 'A', a 'D' becomes a 'C', etc.). {Ag}
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.).
The primary goal of an Acrobatics maneuver is the
successful (safe) completion of an in-air maneuver. Unlike Flying/Gliding, the maneuver is linear; the acrobat cannot change direction while in the air. Whereas Acrobatics maneuvers tend to be graceful and beautiful, if beauty is the goal, an artistic skill (like Dance) might be more appropriate.
The difficulty of an Acrobatics maneuver is determined by the amount of movement the acrobat must perform, combined with the timing of the maneuver. Simply swinging on a rope is not difficult, but in order to grab the hands of another acrobat while swinging requires careful timing. Rotations and somersaults make the maneuver even more difficult.
Note: Every 180° of rotation (in any direction) while performing an Acrobatics maneuver adds one to the difficulty. For example, a complete somersault (360°) combined with a half spin (180°) would add three difficulty levels.
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 that normal and natural to him under any given circumstances. {SD}
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.
The goal of acting is the creation of a (fake) persona that facilitates the viewer's suspension of disbelief. The more complex or fantastic the persona, the more difficult the attempt. If the skill roll is successful, the actor has convincingly portrayed the persona he is acting. (This may result in nothing more than a laugh or tear, depending on the difficulty of the maneuver.)
It is relatively simple to remove a specific component of one's own demeanor; it is much more difficult to portray a believable character replete with idiosyncrasies and intricate emotions. Humor is also easier to portray, since plausibility is not a factor.
When attempting to fool a target, the target may be entitled to an Alertness roll.
Unfamiliar with nature of subject | -30 |
7+ ranks in spoken language | +10 |
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for functioning successfully within a familiar government where record keeping, personnel interaction, and bureaucracy is present. Also useful in gaining public office and applying governmental power. {Pr}
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.
The goal of Administration is the successful application of political influence, graft, and legal loopholes towards some specific goal. That goal must be within the means of the local governmental system. Thus, gaining office and changing a law may be possible goals. However, if only the king can declare war, an Influence skill should be used to persuade the king. (Although gaining an audience will probably require an Administration roll.) The difficulty of the attempt is determined by the size of the effect desired. The public's willingness to accept the change can further modify the difficulty.
Category: | Self Control |
Optional Stats Used: | SD/Pr/Ag |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill enhances the ability of the character to maintain his balance in one maneuver action (requiring balance). The skill rank bonus is added to any maneuver roll required for the action (even if it takes several rounds). This skill requires taking a 20% activity action in a “preparation round” immediately prior to the use of this skill. {Ag}
This skill enhances the ability of the character to maintain his balance in one maneuver action (requiring balance). The skill rank bonus is added to any maneuver roll required for the action (even if it takes several rounds). This skill requires taking a 20% activity action in a "preparation round" immediately prior to the use of this skill (ExP cost is 1 during the preparation round).
This skill provides an additional bonus to maneuvers that involve balance. Unless this skill is followed by such a maneuver it is useless. In essence, Adrenal Balance is the act of mentally preparing for a balance maneuver.
If the Adrenal Balance maneuver is successful, the character may add his skill rank bonus only to the subsequent maneuver. (Stat bonuses, category bonuses, etc. are ignored.) The subsequent maneuver may include nearly any moving maneuver. The more distractions that are present, the more difficult the maneuver. The number of distractions only affects the difficulty of the Adrenal Balance maneuver, not the subsequent moving maneuver.
Note: The size ofthe audience can be reduced by up to two levels if they are quiet.
Category: | Self Control |
Optional Stats Used: | SD/Pr/Pr |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for achieving a special +25 bonus on any activity attempted using concentration and the focusing of internal reserves. If the user makes a successful static maneuver, +25 is added to any such activity the next round. However, this static maneuver requires 75% of the user’s activity the round it is attempted. {Pr}
This skill provides a bonus for achieving a special +25 bonus on any activity attempted using concentration and the focusing of internal reserves. If the user makes a successful static maneuver, +25 is added to any such activity the next round. However, this static maneuver requires 75% activity the round it is attempted.
This skill provides an additional bonus to moving maneuvers, attacks and Adrenal skills. (Static maneuvers are modified by meditation.) This skill is modified by how strongly the character feels about the successful completion of the action. Life-long goals should be realized once during the life-time of the character. Major goals are realized after several adventures. Minor goals should be realized at most once per adventure.
This skill is also easier during cinematic high points. Thus, the usefulness of Adrenal Concentration is dependent on the storyline as determined by the GM. There can be multiple climaxes during a single adventure, but only a single scene involving plot resolution. The GM may rule that during some scenes Adrenal Concentration is practically useless (e.g., when the plot demands the failure of the characters in some endeavor). These scenes should be used sparingly.
Category: | Special Defenses |
Optional Stats Used: | none |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
By using this skill, attacks with melee or missile weapons may be dodged or deflected (wholly or partially). The skill bonus of the Defender is added to his DB versus melee attacks. Against missile attacks the skill bonus is halved and added to the Defensive Bonus. To use Adrenal Defense, you must be aware of the fact that you are under attack. In addition, the character must not be wearing any armor and cannot have a shield or large object in his hands. See Section 23.2.8. {—}
By using this skill, attacks with melee or missile weapons may be dodged or deflected (wholly or partially). The skill bonus of the defender is added to his DB versus melee attacks. Against missile attacks the skill bonus is halved and added to the DB.
To use Adrenal Defense, the character must be aware of the fact that he is under attack. In addition, the character must not be wearing any armor and cannot have a shield or other large object in his hands.
The Adrenal Defense skill allows the user to avoid attacks with missile or melee weapons during combat. The skill bonus ofthe defender is added to his DB versus melee attacks. Against missile attacks the skill bonus is halved and added to his DB. To use Adrenal Defense, an individual must be aware that he is under attack. In addition, the character must not be wearing armor and can not have a shield or large object in his hands. To represent the division of concentration necessary to avoid multiple attacks targeted at the user in the same round, Adrenal Defense requires 40% activity action in the combat round. {None}
This Adrenal Defense activity does count as one of the three allowable actions in a tactical round (this restriction may be negated by using the proper Weapon Style or Martial Arts Style skill). The 40% activity required for Adrenal Defense does apply against the 100% activity limit for the round (this restriction may be lessened by using the proper Weapon Style or Martial Arts Style skill).
See Martial Arts Companion.
Category: | Combat Maneuvers Martial Arts • Combat Maneuvers (with MAC) |
Optional Stats Used: | Ag/Qu/SD |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for using the body (hands, etc.) or a weapon or a shield to deflect or even catch a thrown weapon or missile directed at the user (this is treated as an action requiring at least 50% activity; with a -1 modification for each 1% activity less than 50%). To determine the effect of such an attempt roll (open-ended) add the Adrenal Deflection skill bonus. Then refer to the Maneuver/Movement Table, T-4.1, using the “Extremely Hard” column against thrown weapons and the “Sheer Folly” column against missile weapons. If the result is a number, it is subtracted from the weapon’s attack roll (in addition to the normal DB). If the missile or thrown object misses, the character has a chance of catching the item. Roll d100 (open-ended) and add the modification received earlier from the Movement Maneuver Table; if the result is over 100, the item has been caught, if desired. {SD}
This skill provides a bonus for using the body (hands, etc.), a weapon, or a shield to deflect or even catch a thrown weapon or missile directed at the user. To determine the effect of such an attempt, roll (open-ended) and add the Adrenal Deflection skill bonus. Then refer to the Maneuver/Movement table, using the "Extremely Hard" column against thrown weapons and the "Sheer Folly" column against missile weapons. If the result is a number it is subtracted from the weapon's attack roll (in addition to the normal DB). If the missile or thrown object misses, the character has a chance of catching the item. Roll d100 (open-ended) and add the modification received earlier from the Movement Maneuver table; if the result is over 100, the item has been caught if desired.
This skill provides a bonus for using the body, weapon, or a shield to deflect or even catch a thrown weapon or missile directed at the user. To determine the effect of such an attempt, roll (open-ended) and add the Adrenal Deflecting skill bonus. Then refer to the Maneuver/Movement Table.T-4.1, in the Rolemaster Standard Rules book, using the "Extremely Hard" column against thrown weapons and the "Sheer Folly" column against missile weapons. If the result is a number, it is subtracted from the weapon's attack roll (in addition to the normal DB). If the missile or thrown object misses, the character has a chance of catching the itern. Roll d100 (open-ended) and add the modification received earlier fromthe Movement/Maneuver table; if the result is over 100. the item has been caught; if desired. Every Adrenal Deflecting attempt requires 60% activity action. The roll is modified hy -20 for each additional missile to he deflected that round. Each missile attack must he resolved separately. {SD}
See Martial Arts Companion.
Category: | Martial Arts • Combat Maneuver |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for evading a single attack by using a tumbling maneuver. To determine the effect of such an attempt, roll (open-ended) and add the Adrenal Evasion skill bonus. Then refer to the Maneuver/Movement Table. T-4.1, in the Rolemasier Standard Rules, using the "Hard" column against melee and thrown weapons and the "Extremely Hard" column versus missile weapons. If the result is a number, it is subtracted from the attack's roll (in addition to the normal DB). The skill rank (not the skill rank bonus) is added to the tumbler's DB for all other attacks. The Adrenal Evasion skill is rolled for during the round it is actively used and it requires 60% activity action. {Ag}
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/Ag |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
With a successful static maneuver, a character may decrease the severity of a fall by his skill rank bonus times one foot. For example, if a character’s skill rank bonus was +60, a 100' fall would be treated as a 40' fall. The severity of a fall can never be reduced below that of a 1' fall (requiring a roll on the Fall/Crush Attack Table with a +1 modification). A 20% activity action is required the round after the fall (assuming he’s alive and conscious). This is the “recuperation” round. {Ag}
With a successful static maneuver, a character may decrease the severity of a fall by his skill rank bonus times one foot. For example, if a character's skill rank bonus was +60, a 100' fall would be treated as a 40' fall. The severity of a fall can never be reduced below that of a l' fall (requiring a roll of the Fall/Crush Attack Table with a +1 modification). A 20% activity is required the round after the fall (assuming he's alive and conscious). This is the "recuperation" round (ExP cost is 1 during the recuperation round).
This skill reduces the damage taken from falling. This skill does not assume that the character has any means by which to slow his descent (unlike Acrobatics). It can be used in conjunction with Acrobatics, but a +1 Fall/ Crush attack must be made regardless. The character must choose between this skill and Tumbling. Note that Tumbling could be used to provide a subsequent maneuver bonus, or vice versa.
If there are obvious means by which to slow the descent this skill becomes easier. Conversely, it is difficult to les~enthe effects of having been thrown by a Dragon.
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/St |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | 0.5 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This allows the character to automatically increase the distance he can successfully leap from either a standing or a running start. The M/M Table T–4.1 can be used, with the skill bonus being added. A 100% would indicate a normal leap and results above that a longer jump. This skill requires taking a 20% activity action in a “preparation round” immediately prior to the use of this skill. {St}
This skill allows the character to automatically increase the distance he can successfully leap from either a standing or running start. The Maneuver/Movement Table can be used, with the skill bonus being added. A 100% would indicate a normal leap and results above that a longer jump. This skill requires taking a 20% activity action in a "preparation round" immediately prior to the use of this skill (ExP cost is 1 during the preparation round).
This skill represents the ability to perform the amazing leaps found in many kung fu movies. If the GM is running a low-powered campaign, he should treat Adrenal Leaping as Jumping.
Otherwise, Adrenal Leaping allows the user to spend a 20% action one round in order to leap the following round. The leap itself takes no further action. Thus, the character can perform any action while leaping (including missile and melee attacks). The round he is in the air, the character can only be attacked by missile weapons, other airborne characters, and melee attacks in the Snap Action Phase.
The base distance a character can Adrenal Leap (Base Leap) is equal to his base movement rate divided by two. Hence, a common man can has a base of 25'.
Category: | Self Control |
Optional Stats Used: | SD/Pr/Ag |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for drawing your weapon with 0% activity. Success indicates you have your weapon ready and failure indicates you take the normal 20% activity action for drawing your weapon. This skill does count against the one adrenal move every other round limit. It must be developed separately for each type of weapon (1-handed edge, 1-handed crushing, 2-handed, thrown, etc.). {Ag}
Bonus for drawing your weapon with 0% activity. Success indicates that you have your weapon ready and failure indicates you take the normal 20% activity for drawing your weapon. This skill does count against the one adrenal move each round limit (see ChL). It must be developed separately for each type of weapon (1-handed edge, 1-handed crushing, 2-handed, thrown, etc.).
This skill is nearly identical to Quickdraw. If this skill is performed successfully, a weapon can be both drawn and used during the snap action phase (since drawing the weapon is a 0% action). If used with a thrown weapon, it is possible to throw two weapons in one round (provided one is already in hand). The GM may even wish to allow this skill to be used with missile weapons (representing Zen archery).
The difficulty of the skill is based entirely on the size of the weapon.
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to quickly reload a firearm. If the static maneuver is successful, the time to reload a weapon is halved; otherwise reloading takes the normal time. This skill does not count against the one adrenal move every other round limit. {Ag}
N/A
Category: | Special_Attacks |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The Adrenal Resistance skill enhances a character's inner strength to resist negative modifiers due to pain or wounds. To determine the penalty that can be offset, make an open-ended roll, adding this skill bonus, and all other applicable modifiers. Take the resulting number and refer to the "Extremely Hard" column of the Maneuver/Movement Table T-4.1, in Rolemaster Standard Rules. If the result is a number, it can be used to reduce any negative modifiers due to the pain from concussion hit loss or wounds by the amount shown. This skill requires a 20% preparation action in the round it is attempted, and the effects last up to an entire hour. Note that the Gamemaster may decide in the case of using this skill to resist pain from extremely serious wounds that there may be a risk of further aggravating the injury. {None}
This skill requires a 10% activity action each round it is used, regardless of the amount of negative modifiers from wounds offset. The Adrenal Resistance activity does not count against the three-action limit in a tactical round. The 10% activity action required for this skill does apply against the 100% activity limit for a given round.
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/Qu |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This allows a character to move at twice normal speed (as if Hasted) and thus increase his activity for one round (see Section 18.2.6). This skill requires taking a 20% activity action in a “preparation round” immediately prior to the use of this skill. {Qu}
This allows a character to move at twice normal speed (as if Hasted) and thus increase his activity for one round. This skill requires taking a 20% activity action in a "preparation round" immediately prior to the use of this skill.
This skill is modified by how strongly the character feels about the successful completion of the action. Life-long goals should be realized once during the life-time of the character. Major goals are realized after several adventures. Minor goals should be realized at most once per adventure.
This skill is also easier during cinematic high points. Thus, the usefulness of Adrenal Speed is dependent on the storyline as determined by the GM. There can be multiple climaxes during a single adventure, but only a single scene involving plot resolution. The GM may rule that during some scenes Adrenal Speed is practically useless (e.g., when the plot demands the failure of the characters in some endeavor). These scenes should be used sparingly.
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for keeping oneself alive after being injured. This skill puts your body into a near death condition (coma) for 1 day/round before death. (Rounds before death is obtained from the description of the critical strike taken). Due to the slowing down of your body’s metabolic rate, you will appear to be dead to all but the closest of scrutiny (-75 from other’s perception).
If you fail to make a successful static maneuver, you immediately go into a coma but you still die at the appointed time. You may be awakened from this state by one or more of the following: Within 1 hour of the preset time or an Awaken spell or vigorous physical disturbance lasting more than 3 minutes. If you receive a critical that kills instantly, this skill will have no effect.
Certain types of damage may make it impossible to use this skill (e.g., massive brain damage, head being completely ripped off or destroyed, body dissolving in acid, heart being ripped out of chest, etc.). Note: This skill should only be available under unusual circumstances (e.g., Healers, exotic monastic order, fanatic assassin training, etc.) {SD}
This skill provides a bonus for keeping oneself alive after being injured. This skill puts the character's body into a near death condition (coma) for 1 day/round before death. (Rounds before death is obtained from the description of the critical strike taken.) Due to the slowing down of the character's body's metabolic rate, he will appear dead to all but the closest of scrutiny (-75 to other characters' Awareness maneuvers).
If the character fails to make a successful static maneuver, he immediately goes into a coma but you still die at the appointed time. He may be awakened from this state by one or more of the following: Within 1 hour of the preset time, an Awaken spell, or vigorous physical disturbance lasting more than 3 minutes. If the character receives a critical that kills instantly, this skill will have no effect.
Certain types of damage may make it impossible to use this skill (e.g., massive brain damage, head being completely ripped off or destroyed, body dissolving in acid, heart being ripped out of chest, etc.). Note: This skill should only be available under unusual circumstances (e.g., Healers, exotic monastic order, fanatic assassin training, etc.).
This skill can also be used to enter a catatonic state in order to survive submersion, deprivation, or to be presumed dead. If the skill roll is failed, the catatonic state is not entered. Partial and Near Success results in a semi-catatonic state. While in this state, the body requires 1% of the oxygen normally required. This state can be maintained for 1 day per difficulty level.
Routine | +30 | Practicing A.S. Trance |
Easy | +20 | Bleeding 1/round |
Light | +10 | Bleeding 2/round |
Medium | +00 | Bleeding 3/round |
Hard | -10 | Bleeding 4/round |
Very Hard | -20 | Bleeding 5/round |
Extremely Hard | -30 | Bleeding 6+/round |
Sheer Folly | -50 | One limb amputated |
Absurd | -70 | Two limbs amputated |
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/St |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill gives a character a +10 modification on his OB and doubles the number of concussion hits that he delivers. This skill requires taking a 20% activity action in a “preparation round” immediately prior to the use of this skill. {St}
This skill gives a character a +10 modification on his melee OB and doubles the number of concussion hits that he delivers from melee attacks. This skill requires taking a 20% activity action in a "preparation round" immediately prior to the use of this skill (ExP cost is 1 during the preparation round). Alternatively, this skill can be used to increase the character's Strength stat bonus by +5 for the purpose of one maneuver.
This skill is modified by how strongly the character feels about the successful completion of the action. Life-long goals should be realized once during the life-time of the character. Major goals are realized after several adventures. Minor goals should be realized at most once per adventure.
This skill is also easier during cinematic high points. Thus, the usefulness of Adrenal Strength is dependent on the storyline as determined by the GM. There can be multiple climaxes during a single adventure, but only a single scene involving plot resolution. The GM may rule that during some scenes Adrenal Strength is practically useless (e.g., when the plot demands the failure of the characters in some endeavor). These scenes should be used sparingly.
N/A
Category: | Special Defenses Self Control (with Pulp Adventures |
Optional Stats Used: | none |
Exhaustion Points Cost: | 5 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | Pulp Adventures (Default) |
By using this skill, the individual may toughen his body to withstand blows that would otherwise inflict damage. This skill requires taking a 20% activity action in the round immediately prior to the use of this skill (or during the snap action phase of the same round). Then, the character must make a static maneuver modified by this skill bonus. If successful, the individual may reduce the severity of any critical by one (i.e., an 'E' becomes a 'D', a 'B' becomes an 'A', etc.) during the next round (or remainder of the current round). In addition, any self-inflicted critical stemming from the individual striking a surface or object is nullified completely (e.g., no Krush critical would be sustained from attempting to break a brick with one’s hand, etc.). {—}
By using this skill, the individual may toughen his body to withstand blows that would otherwise inflict damage. This skill requires taking a 20% activity action in the round immediately prior to the use of this skill or during the snap action phase of the same round (ExP cost is 1 during the preparation round). Then, the character must make a static maneuver modified by this skill bonus. If successful, the individual may reduce the severity of any critical that he receives by one (i.e., an 'E' becomes a 'D', a 'B' becomes an 'A', etc.) during the next round (or remainder of the current round). In addition, any self-inflicted critical stemming from the individual striking a surface or object is nullified completely (e.g., no Krush critical would be sustained from attempting to break a brick with one's hand).
The Adrenal Toughness skill allows the user to toughen his body to withstand blows that would otherwise inflict damage. This skill requires taking a 20% preparation action in the round immediately prior to the use of this skill (or during the snap action phase of the same round). Then the character must make a static maneuver modified by the skill bonus. If successful, the individual may reduce the severity of any critical by one during the next round or the remainder of the current round. (In the case of an 'A' critical, the critical is modified by -20). In addition, any Self-inflicted critical stemming from the individual striking a surface or object with his hand or foot is nullified completely. {None}
See Martial Arts Companion.
Category: | Science/Analytic • Specialized |
Optional Stats Used: | Re/Me/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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). {Re}
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).
The goal of this skill is the correct application of mathematical theory to an actual problem. Such a problem may originate from physics, magical inquiry, encryption, etc. The mathematician applies the tools and tricks of mathematics to convert the complex into the mundane. Difficult problems are broken down into several easier problems until each sub-problem is trivial.
In a medieval setting, mathematics and physics were wholly intertwined. In a fantasy setting, mathematics and magic can also easily be intertwined. (Read any Jack Chalker novel as an example.) In any event, however, mathematics is rarely pursued for the sake of mathematics. In most cases, the mathematical solution must be converted to a real solution. (For example, a mathematician can calculate a parabolic trajectory, but a siege engineer is needed to shoot a catapult.)
Note: If a successful Advance Math maneuver is requiredfor a subsequent maneuver, the GM may want to double the skill bonus provided by Advanced Math for the subsequent maneuver. See Section 2.5 for more details.
Note: The following examples assume one dimension or variable. Every time the number of variables doubles, an additional penalty of -10 should be assessed.
1 variable: 0 2-3 variables: -10 4-7 variables: -20 8-15 variables: -30 etc. etc.
A successful maneuver can give a +25 to any Drafting or Gimmickry skill roll. This bonus cannot be used in conjunction with Basic Math. If the Advanced Math skill roll is a failure, then a Basic Math roll can be used instead.
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for successfully marketing a product or service. Must be developed separately for each culture encountered. {In}
This skill provides a bonus for successfully marketing a product or service. Must be developed separately for each culture encountered.
The goal of advertising is the successful sale of products and/or services to the general public. Mercenary companies use the skill to find employers. Craftsmen use the skill to find buyers.
Advertising is most useful in large towns or cities; the number of potential buyers is larger. It is also more useful when the goods or services being offered are useful and inexpensive.
There are two main uses for advertising:
The sale of large numbers of goods to the mass market. Since bargaining may not be involved, Trading may not be appropriate, but Advertising can be used to encourage sales.
The location of employers or employees. An advertising roll determines the number of such persons, relative to the number available.
In general, 10% of all possible buyers/employees/employers can be contacted with a successful skill roll. Partial Success yields 2%, Near Success 8%, Absolute Success 13%, and Unusual Event 20%. (If there are competitors in the market, successful advertising increases market share by one percentage point.)
Note that the number of potential buyers is based on the number of people exposed to the advertisements who may be interested in purchasing the advertised product. It is not possible to sell rune paper to the common person; it would make more sense to advertise in the Mage's Guild than on the street.
The following examples assume that the product is either a consumable or is useful on a daily basis. For employment, it assumes a contract for at least one year, or a single assignment. Each step longer (for products) or shorter (for services) increases the difficulty by one. The steps are: Hour, Day, Week, Month, Year, Decade.
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skiIl provides a bonus to maneuvering a self-powered air vehicle. This skill needs to be developed separately for the following types of vehicles: airplane, glider, autogyro, balloon, zeppelin (this includes blimp and dirigible) and helicopter. {Ag}
Category: | Science/Analytic • Specialized |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. Some combinations the GM may deem inappropriate for his world (e.g., he might disallow gunpowder or petroleum products). Allows user to know elemental composition, reactions, compounds, etc. Skill is modified from -30 to -70 for lack of laboratory equipment, supplies, etc. {In}
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. The GM may deem some combinations inappropriate for his world (e.g., he might disallow gunpowder or petroleum products). This skill allows the user to know elemental composition, reactions, compounds, etc. Skill is modified from -30 to -70 for lack of laboratory equipment, supplies, etc.
Alchemy can also be used to preserve organic material such as wood, paper, flesh, leather, vegetation, organs, etc. A character may store organic matter in a fluid solution, a desiccated state, through infusions of oils or wax, or other appropriate measures. I f successful, the organic material in question will not decay, unless conditions change (e.g., it gets wet, insects attack it, it molds, the seal is broken, etc.).
Proper preservative solutions can either be purchased orcreated with appropriate herbs. The GM should modify these attempts by their appropriateness. Partial successes and near successes will delay the decaying process, but will not prevent it.
The difficulty of preserving an organic material depends on the type of material.
The creation or idetification of an alchemical compound is the alchemist's goal. The more general the results, the easier it is to create or identify a given compound. It is more difficult to invent a new compound than it is to recreate an existing one. For example, there are many acids capable of devouring most metals that can be stored in glass. It is more difficult to design an acid that destroys only steel, but leaves iron untouched, or to design an agent that causes steel to revert to iron.
Category: | Awareness • Perception |
Optional Stats Used: | In/SD/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for unconscious observation and assimilation of information from the general environment. The GM should use this skill to allow characters a chance to notice objects, events, and other phenomena around them. Note that the use of this skill assumes that the character has not indicated that he is looking for such a thing. If the player is actively seeking something within the environment, the appropriate Awareness • Searching skill should be used.
The existence of this as an acquirable skill indicates one’s ability to train one’s level of sensitivity to such things, but more active observation should be handled by the skills of Observation and Situational Awareness. {In}
This skill provides a bonus for unconscious observation and assimilation of information from the general environment. The GM should use this skill to allow characters a chance to notice objects, events, and other phenomena around them. Note that use of this skill assumes that the character has not indicated that he is looking for such a thing. If the player is actively seeking something within the environment, the appropriate Awareness • Searching skill should be used.
The existence of this as an acquirable skill indicates one's ability to train one's level of sensitivity to such things, but more active observation should be handled by the skills of Observation and Situational Awareness.
This skill functions like any of the Awareness • Searching skills, but on an unconscious basis. As a result, it provides characters with profession bonuses in Awareness or with high Intuition bonuses to become quite good at all of the Awareness • Searching skills by developing this skill. It is strongly recommended that the difficulty of the Awareness maneuver be made more difficult when using Alertness as follows:
Subtract the number of ranks of the relevant Awareness • Searching skill from the number of ranks of Alertness.
0 or less | Equal difficulty |
1-5 | +1 difficulty level |
6-10 | +2 difficulty levels |
11+ | +3 difficulty levels |
Thus, a Routine Lie Perception (3 ranks) attempt would be a Medium maneuver if using Alertness (20 ranks).
N/A
Category: | Subterfuge • Attack |
Optional Stats Used: | Ag/SD/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 to subdue. An attack is then made normally, and an Ambush static maneuver is made (0% activity) and modified by position, target’s alertness and other factors (e.g., position, lighting, etc.).
If the Ambush static maneuver is successful, the character may modify his result on the resulting critical strike roll (using the normal Arms Law Critical Table if the intent was to kill, or the Subdual Critical Table if the intent was to subdue). This modification consists of being allowed to adjust the critical strike roll by any number up to the Ambush skill rank (not bonus) of the attacker. This adjustment may be either up or down. Note that to use this bonus, the attacker must first get a normal critical strike result on an attack table. If he does, however, this ability greatly increases the chance of a killing or incapacitating blow and tremendously increases the chance of a result that takes effect instantly.
Since position is relatively unpredictable in a general melee situation, Ambush skill rank is halved if an ambushed foe is in a melee situation. (Note: You must still approach the foe undetected and strike before he can react.)
If a “Large” or “Super-large” creature is ambushed, the ambushing character may not declare a strike to subdue and the Ambush skill rank is added to the critical roll. If the resulting modified roll is above 95, a second roll is made and added to the modified critical as in a normal open-ended roll. {In}
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 (0% activity) and modified by position, target's Sense Ambush (a change from RMFRP), and other factors (e.g., position, lighting, etc.).
If the Ambush static maneuver is successful, the character may modify his result on the resulting critical strike roll (using the normal Arms Law Critical Strike Table if the intent was to kill, or the Subdual Critical Strike Table if the intent was to subdue). This modification consists of being allowed to adjust the critical strike roll by any number up to the Ambush skill rank (not bonus) of the attacker. This adjustment may be either up or down. Note that to use this bonus, the attacker must first get a normal critical strike result on an attack table. If he does, however, this ability greatly increases the chance of a killing or incapacitating blow and tremendously increases the chance of a result that takes effect instantly.
Since position is relatively unpredictable in a general melee situation, Ambush skill is halved if an ambushed foe is in a melee situation. (Note: The character must still approach the foe undetected and strike before he can react.)
If a "Large" or "Super Large" creature is ambushed, the ambushing character·may not declare a strike to subdue, and the Ambush skill rank is added to the critical roll. If the resulting modified roll is above 95, a second roll is made and added to the modified critical as in a normal open-ended roll.
The difficulty of an ambush maneuver is dependent on two factors. Small, blunt objects are the most useful when attempting to subdue. Small, sharp objects are the most useful when attempting to kill. In addition, the ambusher needs access to the target's head (or other weak point).
For each difference in size, the difficulty level is increased by one. For example, a Halfling is attempting to ambush a large Ogre. Since the Ogre is two sizes larger, the maneuver is increased by two levels of difficulty.
Category: | Outdoor • Animal |
Optional Stats Used: | Em/Ag/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for the care and feeding of animals including bedding, hobbling, etc. This skill must be developed separately for each different type of animal. This skill is normally used in the handling of one animal at a time. {Em}
This skill provides a bonus for the care and feeding of animals including bedding, hobbling, etc. This skill must be developed separately for each different type of animal. This skill is normally used in the handling of one animal at a time.
The animal handler's primary concern is the well-being of the animal(s) in his care. Over the course of time, poor treatment, malnutrition, etc. will lead to the deterioration of the animal. It is the animal handler's responsibility to prevent this from happening. Any (non-herd) domestic animal that is not cared for properly at least once each week may suffer as a result. Each week there is a 5% (cumulative) chance that some malady will afflict the animal. In addition, each month without care will result in the deterioration of the animal's stats (1d10 from each stat). Note: this assumes that the animal has a ready supply of food and water.
One successful Animal Handling maneuver each week (one attempt per day) will prevent the animal from suffering any penalties. A failed skill roll will not cause damage, but it may annoy the creature (all maneuvers with that animal for the next 24 hours are at -10). An Absolute Failure or worse, may result in the animal's injury.
Note: The normal Outdoor • Animal modifiers do not apply to this skill.
Category: | Outdoor • Animal |
Optional Stats Used: | Em/Ag/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for administering medical aid to injured animals. Allows one to stabilize or repair light wounds and illnesses. Successful static maneuver can stop (or reduce) up to 5 hits/rd bleeding. The general modifications above do not apply to this skill. This skill must be developed separately for each different type of animal. {Em}
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. The general modifications to Outdoor • Animal skills do not apply to this skill. This skill must be developed separately for each different type of animal.
This skill functions like First Aid and Diagnostics, but only on animals of the appropriate type. See Healing, Section 4.0.
Category: | Outdoor • Animal |
Optional Stats Used: | Em/Ag/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for simple communicating and if possible, the mastering of an animal. This skill must be developed separately for each different type of animal. The animals that are controlled by use of 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. {Pr}
This skill provides a bonus for simple communicating wtih, and (if possible) the mastering of an animal. This skill must be developed separately for each different type of animal. 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.
his skill has two main uses. The animal master can attempt to establish communication with the creature. This does not imply any attempt to coerce the animal into performing any action. It merely allows the human and animal to communicate as if each had 1-4 ranks of the other's language. Note that most animals are incapable of duplicity.
The animal master may also desire to control the animal's behavior. In this case, the difficulty of the maneuver is dependent on the natural tendencies/behaviors of the animal (see Creatures & Monsters). The difficulty level should be increased if the animal is not familiar with the action requested by the animal master, or if the action is contrary to the animal's demeanor (e.g., convincing a rabbit to attack a wolf).
Category: | Outdoor • Animal |
Optional Stats Used: | Em/Ag/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 must be developed separately for each different type of animal. {SD}
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 must be developed separately for each different type of animal.
This skill can be used to tame an animal, i.e., it will accept the presence of a human. If the animal is naturally aggressive, it will not attack unless provoked. The difficulty of this maneuver is two levels easier than an Animal Mastery maneuver on a similar animal.
Once tame, a tame animal can be taught tricks and commands. The difficulty of this maneuver is based on the complexity of the trick to be mastered (from the animal's perspective) and the number of tricks already known. Each trick or command after the first has a cumulative -1 penalty. (For example, Rarl desires to train her great cat another command, drop it. The cat already knows attack, fetch, come, stay and protect. Hence, this training maneuver will be at -5.) Most animals are intelligent enough to understand multiple commands that are strung together to produce new commands.
Note that in many cases, the animal will need to make a maneuver roll to perform the requested maneuver successfully.
Category: | Science/Analytic • Specialized |
Optional Stats Used: | Re/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides knowledge of linguistic trends, customs, habits and cultural trends of any known races and cultures. Skill may be developed in-depth of a specific race or culture from your home world. Several different anthropology races or cultures may be developed simultaneously, assuming research materials are available. {Em}
This skill provides knowledge of linguistic trends, customs, habits and cultural trends of any known races and cultures. Skill may be developed for any specific race or culture from the character's home world. Several different anthropology races or cultures may be developed simultaneously, assuming research materials are available.
Simple observation of a culture and a successful anthropology roll allows a character to learn about a culture. Each level a character can learn 1 extra rank in a given language, than the source would allow. For example, if a book was written at rank 5, the character could learn the language up to rank 6.
Anthropology allows a character to identify the customs and trends of a culture based on either archeological remains, or prior experience. As a general rule, an anthropologist is familiar with one race for every rank of this skill. This skill studies extinct cultures and peoples. The study of living cultures is Culture Lore (or Influence skills).
The difficulty of this skill is dependent on the amount of information that has survived to the present day. The more infrequently a given practice was performed, the less information there will be. Many natural disasters will destroy or obscure archaeological information, but some (e.g., ash eruptions) may preserve the remains for an extended time.
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for determining or estimating the value of an object or goods other than Armor, Metal, Stones or Weapons. {Re}
This skill provides a bonus for determining or estimating the value of an object or goods other than armor, metal, stones, or weapons.
The goal of the appraiser is the accurate determination of an item's value. This is a relatively simple task when the object is commonly available and therefore subject to standard market forces. It is more difficult to appraise art, collections, and other rare objects.
Category: | Outdoor • Environmental |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the use and maintenance of underwater survival gear (e.g., scuba tank, propulsion unit, decompression units, etc.). {Ag}
N/A
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {In}
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.
The architect's ultimate goal is the design of a building that is both aesthetically pleasing as well as sound. Towards this end, an architect must have some mathematical training. The difficulty of the maneuver is determined by the intricacy of the structure and by how strong the building must be.
Note: For each 10% increase in building integrity, the difficulty level should be modified by one.
Note: A dishonest architect may attempt to disguise frail construction. If measures are taken to hide shoddy workmanship, one halfofthe designer's skill bonus should be subtracted from the inspector's maneuver roll.
This skill represents the actual architectural ability of the character. This is reflected in thecharacter's AL.
Category: | |
Optional Stats Used: |
|
Exhaustion Points Cost: |
|
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Each armor type has a Moving Maneuver Penalty (MMP) associated with it for untrained individuals. This penalty modifies Moving Maneuver rolls. The different armor types are divided into five groups based upon the composition of the armor: type 1-4 = No Armor; types 5-8 = Soft Leather; types 9-12 = Rigid Leather; types 13-16 = Chain; and types 17-20 = Plate. There are no Moving Maneuver Penalties associated with No Armor, and therefore there is no need to apply skill ranks towards it.
The Soft and Rigid Leather skills are both found in the Light Armor Skill Category; Chain is found in the Medium Armor Skill Category; Plate is found in the Heavy Armor Skill Category.
Every encumbering armor has a minimum maneuver penalty associated with it. The skill bonus for maneuvering for a group of armor types reduces the maximum penalty for maneuvering until the minimum maneuver penalty is reached. This limit represents the fact that weight and constriction of the armor will always hinder the character to some extent. These minimums may vary for certain superior or magical suits of armor.
In addition, each armor type has a Quickness penalty associated with it.
An Armor Quickness penalty can reduce or cancel a combatant's Quickness stat bonus for his DB (see RMFRP). It will not reduce a combatant's overall DB below the level that it would be at with a zero Quickness stat bonus.
The GM may require the character to make maneuver rolls for various activities in combat. The most common examples are standing up and dropping to the ground.
It should be difficult to injure oneself by standing. It merely takes time. Conversely, a drop or dive is always successful, but the character may be injured in the process (+0 Fall).
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for recognizing famous works of art, their artists, and when they were created. The skill can also be used to determine the style the artist used (e.g., Baroque, Gothic, Cubism, Psychedelic, Holographic, etc.). {Me}
Bonus for recognizing famous works of art, their artist, and when they were created. The skill can also be used to determine the style the artist used (e.g., Baroque, Gothic, Cubism, etc.). {Me}
N/A
Category: | Lore • Magical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and knowing the powers of potent magical items. {Me}
This skill provides a bonus for recognizing and knowing the powers of potent magical items.
This skill provides characters (and players) with information about magic items they encounter or with which they are familiar. This skill is only useful if some source of information exists about the item in question. This may include legends, bardic recitations, word of mouth, reputation, etc. The potency of magic items that can be identified with this skill is dependent on the amount of magic in the campaign. In a standard fantasy game, this skill can only identify those items that require an Alchemist of at least 11th level. The item must also have specific abilities (e.g., a scholar may recognize Celebtil, sword of the High Elves, but could not identify a +20 magical blade). The maneuver is one difficulty level harder if the scholar is attempting to identify an item from its description and cannot see the item.
Category: | Science/Analytic • Specialized |
Optional Stats Used: | Re/Me/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for stellar analysis and survey. Skill is useful for aiding in divinations, and detailed knowledge of stars, planets, moons, etc. {Pr}
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.
The goal of this skill is the accurate study of celestial bodies and their motions. Depending on the setting, the character's home world may circle the sun, or vice versa. It is the astronomer's job to determine which is true. Through the use of astronomy, a character can determine his latitude and the current time. By constantly measuring the movemnts of celestial bodies, the astronomer can identify anomalies and propose forces to explain these anomalies.
Category: | Athletic • Brawn |
Optional Stats Used: | St/Co/Ag |
Exhaustion Points Cost: | 3 |
Distance Multiplier: | 4 every 3 rounds |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Ag}
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.
Arterion (fictitious); This game is similar to modern dodge ball. There are two teams, each of which begin with two small leather balls, roughly the size of softballs. The goal of the game is to be the only team with players remaining on the field. When a ball strikes a player with sufficient force to knock him down, he must leave the field. When a player is holding a ball, he cannot move his feet. Players without a ball may move freely.
There are a number of possible maneuvers:
Category: | Athletic • Endurance |
Optional Stats Used: | Co/Ag/Co |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | 1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Co}
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.
Soccer: (Current rules preclude frequent substitution, making soccer a game of endurance.)
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Co |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | 0.5 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill encompasses any athletic game that primarily involves gymnastic skills (e.g., gymnastic events, soccer, basketball, etc.). Skill in each game must be developed separately, and includes rules, techniques, etc. {Co}
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.
Darts: If a specific number is being aimed for and the maneuver fails by less than 30, the board is hit. Roll (open-ended) on the following table to determine the result:
01-80 | random number |
81-100 | bull's eye |
101-150 | random double |
151-190 | random triple |
191+ | double bull's eye |
Category: | Power Awareness |
Optional Stats Used: | Em/In/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill enables a character to use the spell abilities of a staff, wand, or any item with spell casting abilities. In order to cast spells from an item, the wielder of the item must have made an Attunement static maneuver.
If an item has several spells or groups of spells that are widely separated in power or type, the GM may require separate Attunement (staves & wands) static maneuvers for each spell or group of spells.
“Teaching” someone else an item is not permitted because using an item is a personal experience between the individual and the item. Although you may tell someone what the item does and thus remove any penalty for not knowing the spell(s) in the item, you cannot aid them. Certain spells on items do not normally require Attunement rolls, subject to GM stipulation. They include:
All of these cases include spells that do not require the conscious casting of any spell by the wielder of the item. A character should be given one chance to Attune to an item. If he fails, he may not try again until he improves his skill rank with Attunement. {Pr}
This skill enables a character to use the spell abilities of a staff, wand, or any item with spell casting capabilities. In order to cast spells from an item, the wielder of the item must have made an Attunement static maneuver.
If an item has several spells or groups of spells that are widely separated in power or type, the GM may require separate Attunement static maneuvers for each spell or group of spells.
"Teaching" someone else an item is not permitted because using an item is a personal experience between the individual and the item. Although you may tell someone what the item does and thus remove any penalty for not knowing the spell(s) in the item, you cannot aid them. Certain spells on items do not normally require Attunement rolls, subject to GM stipulation. They include spells that operate constantly, bonuses built into items, and spells in intelligent items.
All of these cases include spells that do not require the conscious casting of any spell by the wielder of the item. A character should be given one chance to attune to an item. If he fails, he may not try again until he improves his skill rank with Attunement.
The GM may wish to allow characters to attune to locations or people rather than just items. This might allow the character to determine the approximate power (or potential for power) of a person, or whether or not a location is cursed.
Condition | Modifier |
---|---|
Realm of the spell is unknown | -20 |
Realm of the spell is known | +10 |
Spell is not known | -10 |
Spell is known | +20 |
Realm of the spell differs from character | -30 |
Character can cast spell intrinsically | +30 |
N/A
Category: | Science/Analytic • Medical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for determining information about dead bodies. Such information may include determining the exact causes of death when numerous injuries are present, such as by poison, stroke, hearth attack, chemical abuse, the unusual removal of all vital minerals from the body, etc. All possibilities are covered under this skill, although the GM may feel that certain situations call for increased difficulty. For example, a difficult to detect poison that induced a heart attack which will appear natural, might impose -30 to the character's Autopsy maneuver. This skill may also be used to determine information such as the time of death, in what order injuries may have been caused, and the age of each separate injury, if received at significant time intervals. {In}
Note: Recognizing a cause of death does not provide all of the details. For example, recognizing the symptoms of a neurological poison and finding a foreign chemical in the central nervous system do not provide any information on the substance itself. For complete details, specialists should be consulted whenever the situation calls for it.
Bonus for acquiring information from dead bodies. Such information may include determining the exact cause of death when numerous injuries are present on the body, or what type of weapon was used to cause a specific injury. Cause of death may be determined even when no injuries are present, such as by poison, stroke, heart attack, chemical abuse, the unusual removal of all vital minerals from the body, etc. All possibilities are covered under this skill, although the GM may feel that certain situations call for increased difficulty. For example, a difficult to detect, poison-induced a heart attack which will appear natural might impose -30 to the character's Autopsy maneuver. This skill may also be used to determine information such as the time of death, in what order injuries may have been caused, and the age of each separate injury, if received at significant time intervals. {In}
N/A
Category: | Science/Analytic • Basic |
Optional Stats Used: | Re/Me/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for everyday math. This includes simple counting up 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. {Re}
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.
The goal of this skill is the correct application of mathematics to an actual problem. Such a problem may originate from accounting, drafting or splitting the bar tab. Note that these maneuvers assume that the mathematician has some writing implement. If not, the GM may want to increase the difficulty by one or two levels.
In a medieval setting, basic mathematics may not be widely understood. Without skill in basic mathematics, a character can count using his fingers (and toes), but little more.
A successful maneuver can give a +15 to any Drafting or Gimmickry skill roll. This bonus cannot be used in conjunction with Advanced Math. If a Basic Math skill roll is a failure, the character may not make an Advanced Math roll instead.
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for eliciting a sympathetic response from the person being solicited. {Pr}
This skill provides a bonus for eliciting a sympathetic response from the person being solicited.
The goal of this skill is usually some tangible reward. The reward may include money, food, etc. In some cases, though, the beggar is seeking an intangible reward or service. A truly desperate king might be forced to beg a mighty Dragon to return his daughter.
Category: | Athletic • Endurance |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This bonus is applied to all maneuvers for piloting vehicles operated by manual power (e.g., bicycle, pedal copters, etc.). Each vehicle type must be developed as separate skill. Maneuvers may include hiigh speed turns, gaining and decreasing speed rapidly, jumping ramps, and doing stunts. GM's should use the result of the maneuver as a gauge of how fast the pilot of the vehicle is able to travel (as a maximum). {Ag}
This bonus is applied to all maneuvers for piloting vehicles operated by manual power (e.g., bicycle, pedal copters, etc.) Each vehicle type must be developed as a separate skill. GMs should use the result of the maneuver as a gauge of how fast the pilot of the vehicle is able to travel (as a maximum). {Ag}
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for setting up and making billiard shots whether they are straight or trick shots. However, different forms of billiards must be developed separately. {SD}
Bonus for setting up and making billiard shots, whether straight or trick shots. Different forms of billiards must be developed separately. {SD}
N/A
Category: | Science/Analytic • Specialized |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows understanding and analysis of basic biochemistry and genetics for the life forms of a specific area. {In}
This skill allows understanding and analysis of basic biochemistry and genetics for the life forms of a specific area.
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).
Category: | Combat Maneuvers Martial Arts • Combat Maneuvers |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The Blind Fighting skill allows its practitioner to overcome some of the penalties associated with not being able to see one's opponent. This skill trains the practitioner to use senses other than sight during combat. Normally a character will have at least a -100 modifier to his OB if he is fighting an opponent he cannot see. A successful Blind Fighting static maneuver can be used to offset the OB penalty for not being able to see one's opponent. To determine the effect of such an attempt, roll (open-ended) and add the Blind Fighting skill bonus. Then refer to the Maneuver/Movement Table (T-4.1) using the "Extremely Hard" column. If the result is a number, that number is used to offset the current penalty for vision. Successful use of this skill will never increase the wielder's OB; it can only offset penalties due to not being able to see one's opponent, A failure result when attempting this skill will result in the character not being able to take any action this round. An extraordinary success when attempting this skill will allow the character to completely offset the penally for not being able to see his opponent. (SD)
This skill trains the practitioner to use senses other than sight during combat. Normally a character will have at least a -100 modifier to his OB if he is fighting an opponent he can not see, A successful Blind Fighting static maneuver can be used to offset the OB penalty for not being able to see one's opponent. To determine the effect of such an attempt, roll (open-ended) and add the Blind Fighting skill bonus. Then refer to the Maneuver/Movement Table (T-4,1) using the "Extremely Hard" column. If the result is a number, that number is used to offset the current penalty for vision. Successful use of this skill will never increase the wielder's OB, it can only offset penalties due to not being able to see one's opponent. A failure result when attempting this skill will result in the character not being able to take any action this round. An extraordinary success when attempting this skill will allow the character to completely offset the penalty for not being able to see his opponent, {SD}
N/A
Category: | Martial Arts • Sweeps |
Optional Stats Used: | Ag/St/St |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. The Arms Law Martial Arts Sweeps Attack Table 3.9 is used with a maximum result equal to an equivalent Sweeps Degree 1 attack, and Unbalancing Criticals are used. {St}
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. The Arms Law Martial Arts Sweeps Attack table is used with a maximum result equal to an equivalent Sweeps Degree 1 attack, and Unbalancing Criticals are used.
See Martial Arts Companion.
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to maneuvering a self-powered water vehicle. This skill needs to be developed separately for the following types of vehicles: motorboat, ship, and submarine. {Ag}
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for knowledge of water courses such as the locations of sand bars, rapids, waterfalls, whirlpools, currents, reefs, icebergs, vegetation clogs (underwater snags and roots) (overhead hanging branches, and vines), etc. Skill is very useful for navigating water ways. Each water course must be learned separately. {Ag}
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 is very useful for navigating water ways. Each water course must be learned separately.
The Boat Pilot skill allows a character to determine if a particular vessel can navigate a given water course and how,to navigate that course most efficiently. In general, the smaller the vessel is, the easier the maneuver. These examples also assume that boats are used for river travel and ships for ocean travel. If this is not the case, the maneuvers should be made more difficult.
Category: | Body Development |
Optional Stats Used: | Co/SD/Co |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The number of hits a character can take is equal to his Body Development skill bonus.
This skill enhances the character’s ability to resist damage, and withstand pain and shock. A character’s Body Development skill bonus determines how many hits (concussion hits) a character can take without passing out. Note that this is not merely strength training—training in this skill provides a greater tolerance for pain, physical toughness and discipline in the face of wounds and bleeding. An individual might remain a very slight and frail-looking individual but still hold a large number of ranks of body development. Whenever this skill is developed, consult the Race Abilities Table T-1.1 and reference the character’s race against the column titled Body Development. These numbers show the skill bonus progression for the character’s race. {Co}
Note: All characters receive a special +10 bonus to this skill.
Each character has a maximum number of hits (also called concussion hits) equal to his skill bonus for Body Development. Normally, this skill bonus consists of the following:
Body Development skill bonus = Total Hits
= 10 + (2 x Co stat bonus) + SD stat bonus
+ profession bonus + skill rank bonus + any special bonuses
A character takes hits as damage from attacks—hits reflect pain, shock, and bleeding. When the hits that a character has taken is greater than or equal to his maximum hits, he passes out. When the hits that a character has taken is greater than or equal to his maximum hits plus his Constitution, he dies.
The number of hits a character can take is equal to his Body Development skill bonus.
This skill enhances the character's ability to resist damage, and withstand pain and shock. A character's Body Development skill bonus determines how many hits (concussion hits) a character can take without passing out. Note that this is not merely strength training — training in this skill provides a greater tolerance for pain, physical toughness and discipline in the face of wounds and bleeding. An individual might remain a very slight and frail-looking individual but still hold a large number of ranks of Body Development.
Whenever this skill is developed, consult the chart on Races (or Skills) of RMFRP and reference the character's race against the column titled Body Development. These numbers show the skill bonus progression for the character's race.
All characters receive a special +10 bonus to this skill.
Hit Exhaustion: A character receives a penalty to his attacks and maneuvers based upon what percentage of his hits he has taken:
% of Hits Taken | Modification |
0% to 25% | 0 |
26% to 50% | -10 |
51% to 75% | -20 |
76% to 100+% | -30 |
Healing Hits: Once a character has taken hits, they may be “healed” in the following four ways:
If a character is active, one hit is recovered every three hours.
If a character is resting, (Co stat bonus ÷ 2) hits are healed every full continuous hour of rest (at least one hit is recovered, even if the Co stat bonus is less than one).
If a character is sleeping, (Co stat bonus x 2) hits are healed for every three hours of continuous sleep. If this sleep is interrupted, hits are still healed as in 2) above.
In addition, hits may be healed by outside methods (see Section 32.2); e.g., spells, herbs, etc.
Example: Hoodaw the Half-elven Bard has decided that he’s tired of his own sniveling everytime he drops his staff on his foot. He began with 17 concussion hits [(10 (for the special bonus) + 7 (for the rank he receives during adolescence) + 5 (for the profession bonus he receives as a Bard) -6 (for twice his Constitution stat bonus of -3) + 1 (for his Self-Discipline stat bonus of +1) = 17]. He buys two more ranks in Body Development, and consults the Race Abilities Table. His progression (for Half-elves) is 0 • 7 • 5 • 3 • 1. As this is his second and third rank of Body Development (the rank during adolescence counts, remember), he is delighted to discover that he now gets to add 14 points to his Body Development total. He struts away, sneering at danger.
N/A
Category: | Urban |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for betting on a large scale and making a profit. This skill also includes the ability to set odds and handle the incoming bets so as to have the money to cover all bets made. {In}
N/A
Category: | Martial Arts • Striking |
Optional Stats Used: | St/Ag/St |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 Arms Law Martial Arts Strike Attack Table 3.8 and may not exceed the damage done by an equivalent Striking Degree 1 attack. {St}
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 Arms Law Martial Arts Strike Attack Table and may not exceed the damage done by an equivalent Striking Degree 1 attack.
The Boxing skill represents using one's fists to strike at an opponent's upper body and torso, while protecting oneself from similar blows. This skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. {St}
Optional Rule [Core]: If hard or spiked protective coverings (e.g., the Roman cestus) are worn, use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table.
See Martial Arts Companion.
Category: | Athletic • Gymnastics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for all maneuvers involving swinging from tree to tree or vine to vine, similar to a monkey. {Ag}
N/A
Category: | Influence |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill involves the ability to subvert the will of another being to obey and believe whatever the controller wishes him to believe. It is the conquering of one's individuality, by gradually wearing down the person's mental endurance. However, this is a long process requiring days, sometimes weeks, of constant exposure to "reprogram" a person for the desired results.
The person attempting a Brainwashing maneuver makes a maneuver roll. If he is successful, the target musst make an RR. The attack level of the RR is equal to the number of ranks the brainwashing character has in this skill. The target's resistance level is equal to the sum of his Reasoning and Self Discipline stat bonuses (with a minimum of one). How convinced the target is of the brainwasing attempt may be gauged by the original maneuver roll. GM's can treat each point over 100 as a percentage of "belief" in the target. For example, if the original maneuver resulted in a 131, the target would believe about 31% of what the controller wanted him to believe. {SD}
This skill involves the ability to subvert the will of another being to obey and believe whatever the controller wishes him to believe. It is the conquering of one's individuality, by gradually wearing down the person's mental endurance. However, this is a long process requiring days, sometimes weeks, of constant exposure to "reprogram" a person for the desired results.
The person attempting a Brainwashing maneuver makes a maneuver roll. Ifhe is successful, the target must make an RR. The attack level of the RR is equal to the number of ranks the brainwashing character has in this skill. The target's resistance level is equal to the sum of both his Reasoning and Self Discipline stat bonuses (with a minimum of one). How convinced the target is of the brainwashing attempt may be gauged by the original maneuver roll. GM's can treat each point over 100 as a percentage of "belief' in the target. For example, if the original maneuver resulted in a 131, the target would believe about 31 % of what the controller wanted him to believe. {SD}
N/A
Category: | Special Attacks |
Optional Stats Used: | St/Ag/St |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 fashion. This skill allows one to better handle oneself in such situations.
Sometimes a character will find himself in combat without a weapon. If it is a general melee situation (i.e., combatants are using weapons designed kill each other), such a character may make “Martial Arts” attacks (e.g., degree 1-4 strikes, degree 1-4 sweeps, boxing, wrestling, tackling, etc.), see A-1.17. He may not use Brawling attacks in such a situation.
If such a combatant has a substantial object in his hands capable of blocking a weapon blow (e.g., a stool, a mattress, a log, a body), he may be given a shield bonus for the item. In such a case, a GM may even allow the combatant to make a “club” attack.
In a similar manner, a combatant may “parry” with suitable terrain features (e.g., dodge around a tree, duck under a large branch, step behind a door). As always, the GM is the final judge as to the appropriateness of such “parrying” situations.
In a brawl (i.e., a general fracas, the combatants are not using killing weapons; e.g., a barroom brawl), an unarmed character can make Brawling attacks or Martial Arts attacks as he chooses.
If the character chooses to make Brawling attacks, the Arms Law Attack Table 3.3 should be used with Brawling criticals. The benefit of such a choice is in the relative non-lethality of Brawling attacks. {St}
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 fashion. This skill allows one to better handle oneself in such situations.
Sometimes a character will find himself in combat without a weapon. If it is a general melee situation (Le., combatants are using weapons designed to kill each other), such a character may make "Martial Arts" attacks. He may not use Brawling attacks in such a situation.
If such a combatant has a substantial object in his hands capable of blocking a weapon blow (e.g., a stool, a mattress, a log, a body), he may even be given a shield bonus for the item. In such a case, a GM may even allow the combatant to make a "club" attack.
In a similar manner, a combatant may "parry" with suitable terrain features (e.g., dodge around a tree, duck under a large branch, step behind a door). As always, the GM is the final judge as to the appropriateness of such "parrying" situations.
In a brawl (i.e., a general fracas, the combatants are not using killing weapons; e.g., a barroom brawl), an unarmed character can make Brawling attacks or Martial Arts attacks as he chooses.
If the character chooses to make Brawling attacks, the Arms Law Brawling Attack Table 3.3 should be used with Brawling criticals. The benefit of such a choice is in the relative non-lethality of Brawling attacks.
See Martial Arts Companion.
Category: | Influence |
Optional Stats Used: | Pr/Em/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for offering a bribe to an individual in the proper and unobtrusive manner. At the GM’s discretion, this may also allow the identification of bribeable 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. {In}
This skill provides a bonus for offering a bribe to an individual in the proper and unobtrusive 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.
he goal of bribery is the exchange of money (or some other form of payment) for political or legal influence. Bribery also implies that it is not legal to purchase the favors being requested. Legal transactions should use the Trading skill.
The difficulty of a bribery maneuver is dependent on two key factors. First is the receptiveness of the target. The other is the risk involved for the person being bribed. If the favor requested is minor, the chance of discovery small, and the punishment minor, a bribery attempt is trivial. This skill is much easier in a society rife with corruption.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus in hiding or concealing an item or another person by using the natural attributes of the surrounding environment. {Em}
This skill provides a bonus in hiding or concealing an item or another person by using the natural attributes of the surrounding environment.
Camouflage is used to prevent casual observers from noticing a person or object. It involves using disguise, coloring and natural obstructions to prevent the object from being seen. This skill will only prevent a casual observer from noticing the camouflaged item; a more rigorous search will almost always be successful. More comprehensive skill is gained from Hiding and Hide Item. Any Alertness or Awareness • Senses maneuver made to detect a camouflaged object is 1-3 difficulty levels more difficult (depending on the success of the Camouflage maneuver).
Whereas this skill does not thwart a concerted search effort, it does allow the camouflager to hide objects of considerable proportions. It also allows the camouflager to hide other people, thereby making it more difficult for them to be seen (regardless of hiding ability).
Larger objects are more difficult to conceal. In addition, any object that calls attention to itself or is unusual in any way (e.g., a music box) is more difficult to conceal.
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the performance of religious ceremonies and practices in the fashion deemed proper by one's faith (e.g., saying mass, performing sacrament, chanting, etc.). {SD}
Art History: Bonus for the performance of religious ceremonies and practices in the fashion deemed proper by one's faith (e.g., saying mass, performing sacrament, chanting, etc.). {SD}
N/A
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to the analysis, preparation and use of advanced maps and mapping techniques, using cartographic tools. This skill complements the skill of Navigation. {Re}
This skill provides a bonus to the analysis, preparation and use of advanced maps and mapping techniques, using cartographic tools. This skill complements the skill of Navigation.
Cartography is the art of creating an accurate and detailed map. Unlike mapping, this skill allows a character to generate a professional quality map. The distances will be accurate and to scale, altitude information may be included, contours drawn, etc. This skill is very timeintensive, but the result is a map that can be easily understood by others.
The difficulty of this skill is determined by the detail the cartographer wishes to add to the map. The larger the scale of the map, the more difficult the cartography maneuver (since large distances are harder to measure). To produce a map that includes information that is not purely geographic (e.g., a map of imports and exports) requires other appropriate knowledge.
Note that a successful skill roll indicates that the cartographer produced a map of average quality for the time period. In a medieval setting, the map may still have serious flaws.
Category: | Outdoor • Environmental |
Optional Stats Used: | SD/In/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for determining natural course and lay of a cave or cavern (passage or chamber). Bonus when attempting an unassisted maneuver in a cave. {Me}
This skill provides a bonus for determining the natural course and lay of a cave or cavern (passage or chamber). It gives a bonus when attempting an unassisted maneuver in a cave.
This skill also is used as a bonus for finding crystals within a cave or cavern.
The Caving skill allows the spelunker to maneuver safely in caves and caverns. This includes identifying dangers, determining one's location, finding an exit, etc.
A maneuver should be made once for every cavern (and adjoining caves) while exploring. This maneuver should be made every 4 hours while traveling underground. A successful roll indicates that the inherent dangers of the area have been avoided and that the spelunker has not gotten lost. If the maneuver fails, the spelunker may become lost and/or injured. Partial Success and Near Success provide the spelunker with a chance to recover before becoming lost. Getting lost is more likely while traveling, damage is more likely while exploring.
Dwarves | +25 |
Category: | Power Manipulation |
Optional Stats Used: | Em/In/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. Characters may Channel to each other.
It is important to note that the spells a “Channeling” spell user, (e.g., Clerics, Animist, etc.) acquires normally through worship and the use of intrinsic power points (although the entire realm is termed “Channeling”) are not subject to this rule. Similarly, the development of Channeling skill will not allow others to gain a “Channeling” spell user’s intrinsic spell ability. This skill applies to extraordinary channeling.
Transmitting Power Points: Normally Channeling consists of transferring power points from one character to another. The sender expends the power points and multiples this number of power points by his channeling skill bonus expressed as a percentage—this is the number of PPs sent (e.g., a sender with a +50 Channeling skill bonus and expending 20 power points actually channels only 10 = 50% x 20). Treat channeling abilities of greater than 100 as 100.
The receiving character multiplies the number of points sent by his Channeling skill bonus expressed as a percentage (treat 100+ as 100). This result is the number of points received. These points may be used by the receiving character to cast spells as he wishes, although any unused points will be lost when next he sleeps.
Channeling between characters (including NPCs) may only take place if they are concentrating on the same realm of power. In other words a Cleric can’t channel to a Magician. Gods are, of course, able to channel to whomever they please. Hybrids may channel to or be channeled to by the character’s concentration on either of the Hybrid’s realms (e.g., a Mystic can channel in either Essence or Mentalism).
Transmitting Spells: Spells may be channeled in rare cases. If the receiver is of the proper spell realm, the sender may cast spells through him. It is not necessary for the receiver to know how to cast the spell; he is not required to do any of the work. The spell is cast, and the power points expended by the sender. The power points are subject to the same modifications for Channeling skill rank bonuses as power points sent without a spell, and sufficient power points must be received to cast the spell. The spell may not be cast if it depends on the receiving character to provide any of the power points; nor may the spell be cast by one individual while the power points required to cast the spell are channeled by someone else.
Example: Bak is of the Mentalist realm of Magic. He has skill rank 1 in Channeling (+5) and no further bonuses. A high level Mentalist, Moour, offers to channel through him, and Bak agrees. Moour must either see Bak, make mental contact with him, or know exactly where Bak is. Bak must also know the exact time that the spell is being sent. Moour, in a crucial situation, throws Shield (a 3rd level spell) and puts 60 spell points into the effort. He has a +100 Channeling skill bonus and all 60 points are sent, but Bak receives only 5% or 3 of them. This, however, is enough to power the spell and it takes effect. Had Moour possessed only a +90 Channeling skill bonus, he would have had to expend 67 points for the spell to take effect (90% x 67 = 60 points sent, with 5% x 60 = 3 points being received). Failure to provide even one of these 67 spell points would cause the spell to fail.
Burnout Due to Channeling: Successful Channeling can be dangerous. Roll 1-100 and add the number of power points received (this die roll is open-ended). Subtract the skill rank in Channeling of the receiving character. If the result is over 100, a burnout has occurred.
This is the skill of transmitting 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 power 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). This could occur when a Cleric is on a vital mission and his god decides to aid him. Characters may channel to .each other.
It is important to note that the spells a "Channeling" spell user (e.g., Clerics, Animists, etc.) acquires normally through worship and the use of intrinsic power points are not subject to this rule. Similarly, the development of the Channeling skill will not allow others to gain a "Channeling" spell user's intrinsic spell ability. This skill applies to extraordinary channeling.
In an epic campaign, it is not unusual for gods to meddle in the affairs of mortals. If the GM allows it, characters can attempt to communicate with their deities directly. It is a Sheer Folly maneuver to contact one's deity and an Absurd maneuver to request a favor. In addition, there is a cumulative penalty of -100, every time after the first that a character requests a favor. This penalty decreases by 20 for every level the character gains after incurring the penalty. Hence, a character can request a favor once every five levels without any additional penalty.
For more details see the Channeling Companion.
Example: Bak’s brother Geen is a Cleric, with 14 skill ranks in Channeling. In a crucial situation, he asks his god, Blag, for help and Blag responds (the GM rolls an incredible reaction for the deity) by throwing the spell Absolution Pure through the Cleric. This is a 20th level spell and the god sends 40 power points with the spell. All 40 are sent (Blag is a god) and Geen receives 58% of them (23). He now rolls D100 to determine if it affects him. He rolls a 48 (+23 for the power points received in the spell), -14 for his skill rank (the skill rank, not the bonus is subtracted). The total is 57 (48 + 23 = 71 -14 = 57) and Geen does not suffer burnout.
Suppose that Geen had rolled a 97 instead of a 48. Since 97 is over 95, under the “open-ended” rules, he must roll again and add the result. He rolls a 23 the second time for a total “roll” of 120 before modifications. Again +23-14, yielding a 129. Geen has suffered some form of burnout.
If burnout occurs, roll twice on the Stat Gain Table, T-2.3, using the number of points the roll was above 100 as the “Difference” used to determine the column used. This is the number of points that are lost from the Memory stat (the temporary not the potential). This process is repeated for Reasoning. If this process reduces either stat to 0 or below, all experience and skills are lost. On the brighter side, the character can switch professions as he has lost all memory of his adolescence and apprenticeship (though it will take him many years to function as an adult again). {SD}
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill enables a character to modify and produce synthetic materials (e.g., plastics, nylons) as long as equipment and materials are available. The GM must assign a difficulty based upon the character's intention. This skill does not include the design of machine parts, only the design (on the molecular level) and production of the sythetic materials. {In}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill involves the design and development of pharmaceuticals and toxins. This skill may be used to develop them from raw materials or to refine and enhance a currently existing product. Alternatively, this skill may also be used to reduce the effects of medicinal materials; for example, to produce a derivative of a healing drug that is twice as effective, or to produce a toxin derivative that produces a similar, but weaker effect than its base. The GM should determine the difficulty level based upon the character's intention. {In}
N/A
Category: | Science/Analytic • Specialized |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Chemistry suggested as a skill but not described.
Category: | Lore • Obscure |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and knowing the capabilities of chi powers. In addition, this skill also illuminates some of the esoteric training techniques used to develop chi powers. Successful use of this skill will allow the user to be able to observe whether chi powers are being used. {Me}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns how to focus the internal energy of his body to strike an opponent with this deadly attack. This skill requires a 30% preparation round to focus and marshal the internal energy needed. Upon a successful static maneuver, the character may severely disrupt an opponent's internal energy. If, in the following round, the character makes a successful unarmed attack, his opponent receives a special negative modifier to all Chi Powers and Self Control maneuvers. For each level of critical inflicted by the martial arts attack, a special -20 modifier is applied to the opponent (e.g., a 'C' critical would result in a special -60 modifier to the opponent). This negative penalty reduces by 10 points per round after it is first inflicted (to a minimum of 0). {None}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Martial Arts • Combat Maneuvers |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The character learns how to spin a wet ten-foot length of cloth rapidly enough to serve as a weapon. The tightly wound cloth can serve as a staff. The wieider of the cloth lance can attack on the Quarterstaff attack table. The wielder can also release the tension in the cloth to attack on the Three-Sectioned Staff attack table. {Ag}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The character learns how to use his inner energy to lengthen the duration of his attacks. This skill requires a 60% preparation action. On the round after this preparation (with a successful static maneuver), the minimum percentage activity needed for a melee attack is halved (to 30% for melee attacks and 15% for missile attacks). {Qu}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns to project the force of his attacks without making physical contact with his opponent. If the static maneuver is successful, the character may make a normal melee attack with his chosen melee weapon or martial arts attack. The opponent may not parry this strike (but all other defensive bonuses apply). See the chart below for other modifiers. This skill requires a 40% preparation action in the previous round. {Em}
DISTANCE STRIKE MODIFIERS | |
---|---|
Range to target | -2 per 1' |
Striking through an interposing object | -70 |
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns to summon the power of the elements while attacking. A successful static maneuver allows the user to inflict an additional elemental critical (Cold, Heat, Electricity, or Impact) of equal severity each time he attacks with an unarmed attack. This skill requires a 40% preparation action in the previous round. This skill must be developed separately for each type of element. {Em}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns to focus the power of his mind to accomplish incredible feats of levitation. A successful static maneuver will allow the character to reduce the severity of a fall by his skill bonus times two in feet. The severity of a fall may never be reduced below that of a 1' fall. A 20% activity action is required the round after the fall to recover (assuming the character is alive and conscious). {Em}
Example: If a character has a bonus of +45 and makes a successful static maneuver to use this skill, he may take 90' off the distance of any fall. If the character is facing a fall of 110' he may treat it as a fall of 20' (110-90). If the character is facing a fall of 12', he may treat it as a fall of only 1' (the minimum distance afall can be reduced to with this skill).
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns to focus his power to accomplish incredible leaps. A successful static maneuver allows the user to leap up to 20' horizontally or 15' vertically. This skill requiresa 20% preparation action in the previous round. {Ag}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns how to focus the power of his mind into his attacks. A successful static maneuver allows the user to resolve all unarmed martial arts attacks during that combat round on the Mace Attack Table. This skill requires a 20% preparation action in the previous round. The damage threshold of the Degree being used by the martial artist also modifies his OB (as shown in the chart below). {Pr}
FISTS OF IRON MODIFIERS | |
---|---|
Degree 1 attack OB | -60 |
Degree 2 attack OB | -40 |
Degree 3 attack OB | -20 |
Degree 4 attack OB | 0 |
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Normally, a character can hold his breath for 5 rounds plus his temporary Constitution stat (not bonus) divided by 10. Thus, a charac ter with a 90 temporary Constitution stat can hold his breath for 14 rounds (or just around two and a half minutes). The character can make a static maneuver to increase the amount of time he can hold his breath. If the maneuver is successful, he can hold his breath up to twice as long as normal. This skill requires a 20% preparation action in the round prior to holding breath. {SD}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Defenses |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character that masters this skill learns how to use his own inner power to resist the effects of other Chi Powers skills. Any Chi Powers skill that someone attempts to use against him, suffers a special penally equal to the number of skill ranks the character possesses in this skill. {None}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Defenses |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill allows the character to focus his inner energy to resist attacks. The type of attack that this skill resists must be chosen when this skill is first developed (e.g., Edged weapons, Concussion weapons, Unarmed attacks, etc.). The character can harden his body to this type of attack through practice and inner strength. This skill requires taking a 20% preparation action in the round immediately prior to the use of this skill (or during the snap action phase of the same round). Then the character must make a static maneuver. If successful, the individual may half the concussion damage delivered from the attack and reduce the severity of any critical by two levels of severity. If the critical result is an 'A' critical, treat it as an 'A' critical modified by -40 (modified rolls less than zero result in no effect). If the critical result is a 'B' critical, resolve it as an 'A' critical modified by -20 (modified rolls less than zero result in no effect). {None}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Martial Arts • Combat Maneuvers |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The character learns how to focus his internal energy to make incredible leaping and tumbling attacks. Upon a successful use of this skill, the character may cover up to 30' through a series of leaps and rolls and attack an opponent with no penalty to his OB. This skill requires a 20% preparation action in the previous round. {Ag}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns to focus the power of his mind to make his steps light and quick. A successful static maneuver will allow the character to run on snow, sand, or a similar unstable surface without a movement penalty due to terrain. Also, the character can avoid any applicable penalties associated with fighting on these types of terrain. {Ag}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns to climb vertical walls with his back facing the wall. A successful static maneuver allows the user to make a Climbing maneuver with only half the normal activity required. This skill requires a 20% preparation action in the round prior to climbing, {SD}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns how to focus his internal energy to deliver lightning-quick attacks to his opponent. A successful static maneuver allows the character to roll an additional die for initiative. The character may choose which die to use for his initiative roll. This skill requires a 10% preparation action in the previous round. {Qu}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns how to channel his inner power to deliver punishing damage to an opponent. This skill requires a special 30% preparation round to focus the internal energy necessary. Upon a successful static maneuver, the character's next unarmed attack in the following round will cause his opponent to suffer a debilitating injury. The opponent suffers a special -10 modifier to all skills and maneuvers for each level of critical inflicted by the unarmed attack (e.g., a 'C' critical would result in a special -30 modifier to the opponent). This negative penalty remains for one round for each concussion hit of damage delivered with the attack. This skill does not effect magical creatures or opponents with the Large or Super Large critical type. {Em}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The character can ignore effects of normal heat and cold through the use of this skill. In addition, the character can make a static maneuver to gain a bonus of +20 to RRs versus magical fire and cold attacks. To gain this benefit, this skill requires active concentration by the character (e.g., a 50% action) while it is being used. The character will expend exhaustion at double the normal rate while using this skill (whenexhausted, this skill cannot be used). Examples of normal ranges of heat and cold that can be resisted through the use of this skill would be walking on hot coals or ignoring the effects of near zero temperatures. {SD}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The character can make a static maneuver to ignore the effects of pain. If the maneuver is successful, the character may ignore any penalties from loss of concussion hits for 10 minutes per point of Constitution bonus (with a minimum of 10 minutes). This skill requires a 20% preparation action in the previous round. {SD}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Special Defenses |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns how to summon the power and strength of the legendary phoenix into his body. This skill requires a special 40% preparation action in the round immediately prior to the use of this skill (or during the snap action phase of the same round). Upon a successful static maneuver, the character may temporarily ignore the effects of any one critical that he has received. The character may delay the effect of this critical for up to two rounds per point of Self Discipline stat bonus (with a minimum of two rounds).
Chi Powers are optional rule for GM discretion.
N/A
Category: | Self Control |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The character learns to sense weak spots in his opponent's defenses. A 40% preparation action is required to attempt to sense the vulnerable spot. A successful static maneuver will allow the character to possibly inflict more damage on a successful attack in the following round. The character may re-roll any one critical inflicted in an attack made in the following round. If the critical is re-rolled, the character must abide by the result of the second roll {In}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Martial Arts • Combat Maneuvers |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
The character learns to synchronize his movements with his target's actions. A successful static maneuver will allow the character to move in concert with his opponent's every move. Any attempt by the character to stay in contact with his opponent is considered to automatically be successful. If his opponent moves in a way that the character physic ally cannot move, the sticking touch is broken. {Em}
Chi Powers are optional rule for GM discretion.
N/A
Category: | Lore • Magical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for manipulating and using magical circles in conjunction with spells. It also allows non-magical research in defining, identifying new “Circles” in which to add to his repertoire of circle spells. {Me}
This skill provides a bonus for manipulating and using magical circles in conjunction with spells. It also allows a spell user to pursue non-magical research in defining and identifying new circles to add to his repertoire of spells.
Required for drawing appropriate circles and fonnulae for use with the Circle Mastery spell list. Each rank of Circle Lore allows the character to draw a circle that can be used with the same rank spell from Circle Mastery. This skill also gives the caster a chance to decipher what spell a specific circle is designed to hold and the general parameters of the spell.
Circles are typically used to provide protection from Demons, spirits, or other ethereal beings. This skill allows a character to identify the circles produced by others (either magical or protective). A character may also be able to design and implement his own circles. If this is the case, the difficulty of the maneuver determines the maximum level of spirit that can be prevented from entering the circle. If the spirit's name is known, the protective circle will be more effective. If the GM is using other magical circles, the character may be able to glean more information from the circle.
If Essence Companion is being used, an essence spell-caster can produce a circle even if he doesn't know the spell being imbedded if he has studied another spell-caster's circle. A spell user automatically knows a number of circle spells equal to the number of ranks he has in Circle Lore squared. Additional circles must be encountered and studied.
Option: If the GM is not using Essence Companion, allow Symbol Lore to be used to create a circle or a symbol.
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This bonus is applied to all maneuvers involving the design and modification of public utilities. This may include water works, power distribution, roadways, or parks. Such a skill is used for handling the needs of communities of any size. {In}
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for purification ritual to help remove outside energies and influences that linger on a object, item, person, etc. The use of this skill enables the user to rid himself of the touch of curses and hexes. Skill must be used within 5 minutes/rank of Cleansing skill 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. Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25). {SD}
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. Skill must be used within 5 minutes/rank of the Cleansing Trance skill 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. Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25).
A Cleansing Trance removes all traces of impure thoughts, transgressions and curses. It is used by holy people and spiritualists to keep their souls pure. The more serious the transgression or curse, the more difficult it is to regain inner harmony. Such inner peace is important to attain salvation or remain in the favor of one's deity.
The GM may wish holy persons to lay hands on members of their faith and use this skill to purify them. All difficulty levels should be increased by two unless the target's belief/faith is absolute.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/St |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | 0.2 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 faces (absurd) to climbing a ladder (easy). The normal climbing rate for walls with adequate hand holds is 10'/rnd as a “Medium” moving maneuver. Poorer handholds or greater speed will increase the difficulty of the maneuver. Note that extended climbs may require the use of the Athletic Endurance: Scaling Skill. {St}
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.
There are two major factors that determine the difficulty of a Climbing maneuver: the grade (angle) of the climb and the frequency of hand-holds. This skill is strenuous, but allows rapid ascents.
Add one difficulty level if the surface is sandy, two if wet, three if oily and four if icy.
Category: | Combat Maneuvers |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill may only be used in a combat situation (when the character is under fire). The pilot may make a maneuver roll to increase his ship's OB and or DB. The character should roll d100 (open-ended) and add his skill bonus in this skill. Look up the result on the Moving Maneuver Table (with a difficulty of Sheer Folly). Any result off of the table may be split between the craft's DB and any OB that the craft may have that round. Skill must be developed separately for each type of craft. {In}
Note: The Combat Pilot skill rank cannot exceed the pilot's Atmospheric, Orbital, N-Space Piloting, or AFV Driver (whichever is appropriate) skill rank.
This skill may only be used in a combat situation (when the character is under fire). The pilot may make a maneuver roll to increase his vehicle's OB and/or DB. The character should roll d100 (open-ended) and add his skill bonus in this skill. Look up the result on the Moving Maneuver Table (with a difficulty of Sheer Folly). Any result from the table may be split between the craft's DB and any OB the craft may have that round. Skill must be developed separately for each type of vehicle. {In}
Note: The Combat Pilot skill rank cannot exceed the character skill rank in the appropriate piloting skill.
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill grants a bonus when using any artificial communication devices, such as walkie-talkies and microwave burst radios. The GM should decide how the areas break down, such as portables, fixed units, and specialized arrays. If separate areas are used then each area must be developed separately. {In}
N/A
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the recognition and identification of similarities and differences among various religions within a category (e.g., Christianity, Buddhism, tribal belief systems, etc.). {Me}
Art History: Bonus for recognition and identification of similarities and differences among various religions within a category (e.g., Christianity, Buddhism, etc.). {Me}
N/A
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the illegal alteration of computer-stored records. The skill involves the ability to perform sych alterations by breaking codes, gaining illegal acces, and altering records without detection or traces that may eventually lead to the capture of the culprit. {SD}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This is a deeply involved skill that includes the design of computer systems. This skill also includes the design and modification of new logic and memory systems (e.g., new forms of computer chips, memory discs, modes of memory access). {In}
N/A
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for accessing an currently active computer and monitoring all of the procedures that occur through the unit. This dies not include any alterations of data within the computer being monitored. The activities being observed may be recorded through the computer the character is using for monitoring purposes. {In}
N/A
Category: | Science/Analytical • Technology |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Skill bonus related directly to computer programming and repairs. This is the ability to repair damaged or malfuncioning processors, memory systems, or other computer components. {Re}
N/A
Category: | Urban |
Optional Stats Used: | In/Pr/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to locating individuals of influence or knowledge within an urban environment. It includes knowledge of where such individuals may be found as well a 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. {Re}
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.
The results of this skill are obvious; either contact is made or not (although Absolute Failure might indicate that contact is made with someone who only claims to be influential). The difficulty of the maneuver is dependent on the amount of influence being sought and the risk involved in having the influence. (Most crime bosses are hard to contact because of the danger inherent to their status.) The size of the city does not modify the difficulty of the maneuver. There are fewer people in small villages, but there is less influence and people tend to know one another.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/SD |
Exhaustion Points Cost: | 1 every 12 rounds |
Distance Multiplier: | 0.1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {SD}
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.
There are three primary uses of this skill:
Absorbing an impact (such as a collision). This reduces the critical by one severity.
Escaping from bonds.
Squeezing through an opening. No maneuver is required if the opening is the same size as the character. For every 10% difference in a single dimension, the difficulty is increased by one. (For example, a 6' tall human is attempting to limbo under a pole that is 4' above the ground. This would be a Medium maneuver since the human must reduce his height by 31-40%.)
Organic bonds | -10 |
Metal Bonds | -30 |
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
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. {SD}
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.
Every time the moon rises or day breaks (or whatever trigger situation GM decides upon), a lycanthrope must make a transformation roll. A lycanthrope can also concentrate for 1 round and make a transformation roll. Any or all of the lycanthrope's Control Lycanthropy skill bonus can be added to or subtracted from a transformation roll. If the result is positive, the lycanthrope takes on (or remains in) human form. Otherwise, the lycanthrope takes on (or remains in) beast form.
These modifiers apply to the transformation roll:
Modifiers to transformation rolls and control rolls | |
full moon | -100 |
half moon | -50 |
new moon | +00 |
no moon | +00 |
daybreak | +100 |
daylight Outdoors | +50 |
daylight indoors | +25 |
daylight underground | +10 |
see a friend wounded | -25 |
see a friend killed | -50 |
stop change | -25 |
have taken hits | -25 |
have taken a critical | -50 |
start change | +0 |
stop change | -25 |
While in beast form, the lycanthrope can make a control roll to influence the actions of the beast. This roll is referenced on the Self Control Static Maneuver Table SM-7.19. The difficulty of the maneuver is dependent on how stressful the maneuver is. The most difficult should be used if multiple situations exist (e.g., if the beast is hungry and the only potential victim is a friend; the control maneuver is a Medium maneuver).
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus cooking or preparing food. This skill bonus may also be used when detecting bad food, or preparing/neutralizing dangerous food ingredients. {In}
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.
The ultimate goal of the cook is the preparatopm of some food. The difficulty of the maneuver is dependent on how elaborate or exotic the food is to be. This stems from the difficulty in. obtaining fresh ingredients. Note that exotic is dependent on one's culture. Asian food is not exotic in Asia.
The following is a partial listing of cookery skills:Category: | Lore • Technical |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for the identification and recognition of the corpus catalysts.
N/A
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Re}
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.
The difficulty of a Counterfeiting maneuver is dependent largely on the amount of care that went into preventing someone from counterfeiting a particular document. Such techniques include water-marks, special dyes, intricate emblems, etc. Generally, the more important a document is, the harder it is to counterfeit. Money is particularly difficult to counterfeit since it is watched carefully. A counterfeiter must be careful not to pass too much bad money in a specific area, or the money will inevitably be discovered. The act of counterfeiting money was often considered to be treasonous, a capital offense.
Category: | Combat Maneuvers |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill bonus is applied to maneuvers when driving/piloting Armored Fighting Vehicles. This skill must be developed separately for each different type of AFV. {In}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill involves the design and modification of those devices directly involved with various fields of crime and criminal apprehension. This skill must be developed for each specific area. For example, Counterfeiting, Forgery, Security Systems, Surveillance, and Tracking are all examples of specific areas of Criminal Engineering. {In}
N/A
Category: | Science/Analytic • Technical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This is a bonus for the maintenance and repair of crime-oriented devices. This skill may also be used for modifications not involving significant redesign, for which Criminal Engineering would be more appropriate. This skill must be developed for each specific area. For example, Counterfeiting, Forgery, Security Systems, Surveillance, and Tracking are all examples of specific areas of Criminal Technology. {Ag}
This is a bonus for the maintenance and repair of crime-oriented devices. This skill may also be used for modifications not involving significant redesign, for which Criminal Engineering would be more appropriate. This skill must be developed for each specific area. For example, Counterfeiting, Forgery, Security Systems, Surveillance, and Tracking are all examples of specific areas of Criminal Technology. {Ag}
N/A
Category: | Science/Analytical • Technology |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the set-up and operation of cryogenic devices and the preparation of the person going into cryosleep. {Ag}
N/A
Category: | Lore • General |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides information about the beliefs, rituals, or other information about a specific culture. Note that skill for each culture or race must be developed separately. All characters begin with ranks in Culture Lore for their own culture. See Section 13.0. {Me}
This skill provides information about the beliefs, rituals, or other information about a specific culture. Note that skill for each culture or race must be developed separately. All characters begin with ranks in Culture Lore for their own culture.
This skill provides characters and players with information about a single culture. This allows the character to understand and mimic various customs and habits. This skill is useful for blending in as well as for predicting behavior (or at least understanding it). All characters begin with enough ranks to be familiar with the common customs of their own culture, but not enough to understand the origins of such customs.
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the design and modification of robotic systems, robots, andriods, bionic limbs, etc., and their components. The difficulty of any maneuvers with this skill may be modified due to lack of necessary equipment. {In}
N/A
Category: | Science/Analytical • Technology |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the maintenance, repair, and construction (from blueprints and diagrams) of robots and androids, as well as bionic body parts. This skill encompasses all aspects of robotics, androids, and body parts, including mechanical, power, electronics, and computer components. However, this does not include such works as the installation of bionic parts on or into a patient. The difficulty level of the maneuver should be deremined by the GM. {Ag}
N/A
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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.). {Ag}
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.).
The goal of the dancer is a work of art. Towards this end. many maneuvers are performed. many of which may be very athletic. However. art is stressed over athleticism. Self control. elegance and grace are all characteristicsthat influence the quality of the art.
Many dances also attempt to convey a story or emotion. The difficulty of such an attempt depends on the style of the dance. Sensuality is expressed by ballet. power or anger by tap.
The extent to which a dancer can entertain (or influence) his audience depends on the difficulty of the maneuvers he performs and the grace with which he performs those maneuvers. In general. however. the greater levels of entertainment are only possible if more difficult maneuvers are attempted.
With partner | -10 |
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the organization and storage of information, and a knowledge of organizational methods commonly used. This skill is also used for the retrieval of specific information from records, libraries, and all mcthods of data storage. {SD}
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus to causing oneself instantaneous and painless death. {SD}
This skill provides a bonus to causing oneself instantaneous and painless death.
This skill is self explanatory.
N/A
Category: | Combat Maneuvers |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is used whenever the character wants to set demolitions charges or otherwise use explosives. The character should make a maneuver roll using this skill (using difficulty that should be modified by the complexity of the explosive device). The result of the maneuver roll should determine an effectiveness modifier for the explosive (see Section 4.0 on how to determine the effectiveness of the an explosive). {In}
This skill is used whenever the character wants to set demolition charges or otherwise use explosives. The character should make a maneuver roll using this skill (using a difficulty that should be modified by the complexity of the explosive device and the item or area wanting to be destroyed). Any numerical result on the Moving Maneuver Table is the percentage of the item or area that is destroyed. {In}
N/A
Category: | Lore • Obscure |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing, and identifying the major powers and abilities of extra-dimensional beings, and information pertaining to demons/devils (land, items, etc.). {Me}
This skill provides a bonus for recognizing. and identifying the major powers and abilities of extra-dimensional beings. and information pertaining to Demons and Devils (land. items. etc.).
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).
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for detecting inanimate traps or ambushes. 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. {In}
This skill provides a bonus for detecting inanimate traps or ambushes. 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.
The difficulty of this maneuver depends on the amount of effort that went into hiding the trigger. In addition, small threats are generally harder to perceive than larger threats (although most thieves don't expect a wall to fall on them). This skill also requires a very close examination of the location/object. This skill cannot be performed from more than a couple of feet away.
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for determining medical condition a type of creature. Skill must be learned for a particular race, or type of creature. One must pick the skill in either general diagnosis, or diagnosis of a specific race. General diagnostics skill of 6 ranks or higher allows certification of simple medical practice on all races (use of field equipment and healing drugs). Diagnostics skill for a specific race of 12 ranks or higher is required for surgical certification (and reasonable competence). {Em}
This skill provides a bonus for determining the medical condition of an individual. Skill must be learned for a particular race, or type of creature. One must pick the skill in either general diagnosis, or diagnosis of a specific race. General diagnostics skill of 6 ranks or higher allows certification of simple medical practice on all races (use of field equipment and healing drugs). Diagnostics skills for a specific race of 12 ranks or higher is required for surgical certification (and reasonable competence).
See Healing, Section 4.0.
Category: | Influence |
Optional Stats Used: | Pr/Em/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {In}
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 o f 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.
This skill is used both to relate with foreign officials and governments and to manipulate them. It is often considered more civilized to settle a dispute with a war of words (diplomacy) than with an armed conflict. When attempting to manipulate a peer, many rounds of intense negotiations may be necessary. The game of give-and-take requires skill, tact and nerves of steel.
When attempting to relate within a foreign system, the difficulty of the maneuver depends on how different the system is from one's own. The difficulty of a manipulation maneuver depends on how much one is willing to give up.
When negotiating, each side should make a maneuver roll to determine how much the other side should give up. If both maneuvers are successful, and both sides agree, the negotiations are complete. If only one side is successful, they can declare the negotiations complete if they are satisfied with the results (or depart in disgusttheir position strengthened). If neither side was successful, the negotiations are a disaster. Both diplomats must swallow their ego in order to continue.
Category: | Directed Spells |
Optional Stats Used: | Ag/SD/Ag |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The skills in this category provide bonuses to directed spell attacks utilizing the elemental form to which they apply. For example, skill in fire directed spells will give a bonus to all Fire Bolts (regardless of range). Skill may be developed separately for each such spell. A character wishing to develop skill with such a spell must be able to cast it without the need of a spell roll at least once a day, either intrinsically or from an item or runes (i.e., it cannot require overcasting, etc.).
The five types of directed spells (with their associated Attack Table) are Fire Bolts (SL 5.4), Ice Bolts (SL 5.5), Lightning Bolts (SL 5.6), Shock Bolts (SL 5.7) and Water Bolts (SL 5.8). See Section 23.7 for guidelines on handling Directed Spell attacks. {Ag}
The skills in this category provide bonuses to directed spell attacks utilizing the elemental form to which they apply. For example, skill in fire directed spells will give a bonus to all Fire Bolts (regardless of range). Skill may be developed separately for each such spell. A character wishing to develop skill with such a spell must be able to cast it without the need of a spell casting static maneuver at least once a day, either intrinsically or from an item or runes.
Condition | Modifier |
---|---|
3x Defender's Qu stat bonus (as a penalty) | -30 to 0 |
Full Cover | -60 |
Partial Cover | -30 |
Static Target | +30 |
Wall Shield | -30 |
Full Shield | -20 |
Normal Shield | -15 |
Target Shield | -5 |
No Helmet | +5 |
Full Helmet (cover face) | -5 |
Range | -75 to +35 |
Category: | Awareness • Senses |
Optional Stats Used: | In/SD/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for determining which way is north or any specific direction, without the aid of navigational instruments. Skill is useful determining direction while underground, during the darkest night without stars, moon, or other night lights. {In}
This skill provides a bonus for determining which way is north or any specific direction, without the aid of navigational instruments. Skill is useful for determining direction while underground, during the darkest night without stars, moon, or other night lights.
This skill is a semi-conscious ability that is always in operation. It is generally based on some mineral deposit in the body responding to the planet's magnetic field. This ability operates regardless of meteorological conditions. The maneuver roll is made more difficult if there are magnetic fields present that mask or obscure the natural magnetic field.
There is an extra penalty of -50 following teleportation to an unfamiliar area. This penalty disappears after acclimating for ten minutes to the new area.
Strong natural magnetic field | +30 |
Strong unnatural magnetic field | -30 |
Weak natural magnetic field | -5 |
Weak unnatural magnetic field | -10 |
Never been in area before | -50 |
N/A
Category: | Special Attacks |
Optional Stats Used: | St/Ag/Ag |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to remove a foe’s weapon with your own. 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 of disarming skill used. If the RR is successful, the disarming attempt fails. If it fails, the opponent is disarmed. There are 4 separate skills for the user to develop: 1-Handed, 2 Handed, Pole Arm and Two-Weapon Combo. {Ag}
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. There are 4 separate skills for the user to develop: 1-Handed, 2-Handed, Pole Arm and Two-Weapon Combo. These refer to the type of weapon being used to disarm the target.
This skill provides a bonus to remove a foe's weapon with your weapon. If the disarming skill check is successful, the opponent will drop his weapon. Depending on how successful the character is in his disarming attempt, the Gamemaster may decide to let the player decide where the disarmed weapon will go. To determine the success of the disarming attempt, make a static maneuver and add the character's skill bonus. The opponent's total usable OB (e,g., his OB before delegating parry or special attacks) with his weapon is taken as a negative modifier to the static maneuver. There are four separate skills for the user to develop, representing weapon categories against which a character can be trained: 1-Handed, 2-Handed, Pole Arm, and Two-Weapon Combination. {Ag}
See Martial Arts Companion.
Category: | Special Attacks |
Optional Stats Used: | St/Ag/Ag |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to remove a foe’ s weapon with your 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 of disarming skill used. 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. There are 4 separate skills for the user to develop: 1-Handed Edge, 1-Handed Concussion, Two-Handed, and Pole Arm.{Ag}
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). I f 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. There are 4 separate skills for the user to develop: 1-Handed Edged, 1-Handed Concussion, Two-Handed, and Pole Arm. These refer to the type of weapon that the target is wielding.
This skill provides a bonus to remove a foe's weapon while unarmed. If the disarming skill check is successful, the opponent will drop his weapon. Depending on how successful the character is in his disarming attempt, the Gamemaster may decide to let the player decide where the disarmed weapon will go. To determine the success of the disarming attempt, make a static maneuver and add the character's skill bonus. The opponent's total usable OB (e.g., his OB before delegating parry or special attacks) with his weapon is taken as a negative modifier to the static maneuver. There are four separate skills for the user to develop, representing weapon categories against which a character can be trained: 1-Handed, 2-Handed, Pole Arm, and Two-Weapon Combination. {Ag}
See Martial Arts Companion.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus in identifying and disarming, but not locating, an inanimate trap. {SD}
This skill provides a bonus in identifying and disarming, but not locating, an inanimate trap.
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.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to change one’ s appearance (not his actual shape or weight) by application of cosmetics and other props. {Pr}
This skill provides a bonus to change one's appearance (not his actual shape or weight) by application of cosmetics and other props.
This skill allows a character to appear to be someone he is not. In many cases, the disguise is intended to conceal one's own identity, but a skilled disguise artist can make someone appear to be a specific individual. Combined with Acting, this skill allows a character to assume a new identity. The difficulty of the maneuver is dependent on how radically one's appearance is being altered and how convincing the disguise must be.
Category: | Athletic • Endurance |
Optional Stats Used: | Co/Ag/Co |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | 1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. This skill is used when making moving maneuvers based on pace as described in Section 22.1.2. {Co}
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.
This skill is used when maneuvering at a strategic level. It is not useful in tactical (round-by-round) situations. The base strategic movement rate is given in RMFRP Table T-5.2. A Distance Running maneuver is made when attempting to maneuver at paces faster than a walk, but slower than a sprint. (It is not possible to sprint for hours.) The base exhaustion rate for walking is 2 per hour; this assumes occasional rest stops. Thus, the base exhaustion rate for jogging is 4 per hour and the base rate for a run is 10 per hour. (Hence an average human can run for 4 hours and cover a distance of 20 miles, assuming he rolls quite well.)
The following modifiers apply:
Condition | Modifier |
---|---|
Walking | -1 difficulty |
Running | +1 difficulty (A maneuver roll must be made every hour.) |
Uphill | +1 difficulty for every 5° |
Downhill | -1 difficulty for every 10° |
(Grades > 30° cannot be traversed using this skill.) |
Category: | Power Awareness |
Optional Stats Used: | Em/In/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for the foretelling of 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.). Each method must be learned separately. Skill can also be used to scan the past and the present. {In}
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.). Each method must be learned separately. Skill can also be used to scan the past and present.
A successful Divination maneuver gives the diviner a symbolic representation of the future. The results are invariably vague and imprecise. The GM should study horoscopes, fortune cookies, or Nostradamus for inspiration. In general, it is important that the GM not reveal any specific information. (For example, it is not appropriate to tell the diviner that he will travel to Burnwood tomorrow. Rather, the GM might indicate that the diviner sees a journey in the near future. There are ashes and a branch present. In this way, if the players do not go to Burnwood, the GM can reinterpret the divination such that it comes true anyway. For more detail see GM Law and the Mentalism Companion.) The difficulty of the maneuver is based on the span of time to be divined. Note that the divination result need only relate to the span of time divined in some way. The events divined, may actually occur at any time; divination is an imprecise art at best.
Note: Divinations are general in nature and are left up to interpretation of symbology rather than the cleaner, clear cut means that the appropriate Divination spells give you. Also, Divination methods take a minimum of 1 minute (and often considerably longer) to perform.
PAST | FUTURE | ||
Routine | +30 | 12 hours | 10 minutes |
Easy | +20 | 1 day | 30 minutes |
Light | +10 | 1 week | 1 hour |
Medium | +00 | 2 weeks | 6 hours |
Hard | -10 | 1 month | 12 hours |
Very Hard | -20 | 3 months | 1 day |
Extremely Hard | -30 | 6 months | 1 week |
Sheer Folly | -50 | 1 year | 1 month |
Absurd | -70 | 1 year+ | 6 months |
Major influencing factor upon the past | +10 |
Minor influencing factor upon the past | -10 |
Major influencing factor upon the future | -30 |
Minor influencing factor upon the future | -70 |
Category: | Lore • Magical |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to recalling the meaning of a given divinatory result using standard or specialized systems of interpretation. This skill must be developed separately for each method of divination. {Me}
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Ag |
Exhaustion Points Cost: | 1 every 30 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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). {Ag}
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).
The greatest challenge a diver faces, is performing his maneuver before his fall ends. The amount of time that one spends in the air is very short. A 15' fall takes a single second. In five seconds a person can fall hundreds of feet. The diver must complete his rotations in this span of time.
The difficulty of a diving maneuver is determined by the amount of movement the diver must perform. Additional complexity is introduced if the diver needs to control the direction of his fall in order to land at a specific point.
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for locating underground water sources through the ground. The water will be directly under your feet when the skill has successfully been used. {In}
This skill provides a bonus for locating underground water sources through the ground. The water will be directly under the character's feet when the skill has successfully been used.
This skill can be used anywhere, but it is most useful when there is no obvious source of water. Unfortunately, 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.
Category: | Crafts |
Optional Stats Used: | Ag/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to draw an item, object, blue prints, etc. This is not free hand drawing; specialized drafting equipment (squares, triangles, compasses, etc.) is used in making accurate and precise drawings (normally to scale). {SD}
This skill provides a bonus to draw an item, object, diagram, etc. This is not freehand drawing; specialized drafting equipment (squares, triangles, compasses, etc.) is used to make accurate and precise drawings (normally to scale).
Drafting has two main applications: generating a detailed and accurate representation of an actual object and generating a blueprint from which an object can be designed. Difficulties arise when the object is highly irregular or complex.
When Drafting is used to generate a blueprint for the creation of some object, the Drafting skill is only useful in generating the blueprint. The actual design of the object requires some other skill (e.g., Architecture, Engineering, Gimmickry or Machination). If the blueprint is accurate, the object can be designed with a minimum of flaws. Partial and Near Successes introduce flaws that must be adjusted for by the carpenter.
A successful maneuver can give a +20 to any Architecture, Engineering, Gimmickry, Mechanition, or Trap Building roll.
Category: | Lore • Obscure |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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). {Me}
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).
This skill provides a character with information about Dragons, 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 Dragons and their motivations, attack patterns, etc. A scholar may even be able to recognize Draconic activity from indirect evidence (e.g., a slow decline in the wealth of an area).
Category: | Self Control |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill gives a bonus to attempts to choose the initial subject matter and type ofdreams to be experienced in a sleep cycle, and to control the course of the dream once it begins. {SD}
N/A
Category: | Lore • Magical |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to attempts to interpret dreams within the framework of agiven culture, using personal, cultural and archetypal content as the basis for comprehension. This skill also encompasses knowledge concerning dream incubation and other rituals associated with sleep and dreams for that particular culture. {In}
N/A
Category: | Self Control |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to attempts to fully enter and to quickly depart the Dreamworld. When fully within the Dreamworld, the skill allows an individual to use real world skills in the Dreamworld. However the skill in question is limited by the Dreamworld Control skill bonus. This skill does not allow the use of real-world magic inside the Dreamworld. {SD}
N/A
Category: | Lore • Magical |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to recognizing, navigating and understanding the Dreamworld. It provides knowledge on the inhabitants, geography, naturallaws and so forth of this mystical plane. {In}
N/A
Category: | Outdoor • Animal |
Optional Stats Used: | Em/Ag/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
As in Riding, skill ranks in driving must be developed separately for different types of vehicles. Vehicles are defined as animals pulling such objects as wagons, carts, sleighs, etc. One skill rank allows basic understanding of the controls; subsequent ranks reflect increased ability and some quickness in maneuvers. {In}
As in Riding, skill ranks in Driving must be developed separately for different types of vehicles. Vehicles are defined as animals pulling such objects as wagons, carts, sleighs, etc. One skill rank allows basic understanding of the controls; subsequent ranks reflect increased ability and some quickness in maneuvers.
Animal powered vehicles are, in general, not particularly maneuverable. It is not possible to make right angle turns with such a vehicle. When the horses turn, the rear of the cart continues moving straight ahead until it is pulled into the curve.
The difficulty of a Driving maneuver is dependent on two factors: the speed of the vehicle and how sharp the maneuver is. Also, smaller vehicles (like chariots) are more maneuverable than larger -wagons. The size of the vehicle may modify the difficulty of the maneuver by one level. The following examples assume that the vehicle is moving at a walking pace. Faster paces result in correspondingly more difficult maneuvers.
Partial and Near Successes indicate that the vehicle either skids in the direction in which it was traveling or begins to fish-tail. A Failure indicates that no change in direction is made; the animal ignores you. Absolute and Spectacular Failures may indicate that the vehicle crashes or rolls (as appropriate).
Note that animal-powered vehicles cannot maneuver faster than a sprint. It takes one round to accelerate one pace category (e.g., from jog to run).
% of Activity used for Driving | Modifier |
---|---|
5% | -30 |
10% | -25 |
20% | -20 |
30% | -15 |
40% | -10 |
50% | -5 |
60% | 0 |
70% | +5 |
80% | +10 |
90% | +15 |
100% | +20 |
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill must be devcloped separately for each different type of vehicle. One skill rank allows basic understanding of the controls; subsequent ranks reflect increased ability and quickness in maneuvers. This skill is useful only in regard to land vehicles that are mechancially propelled (as opposed to animal-drawn vehicles). {Ag}
This skill provides a bonus to maneuvering a self-powered ground vehicle. This skill needs to be developed separately for each different type of vehicle. {Ag}
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to lazing about, drifting in and out of sleep, and falling asleep in uncomfortable or socially inappropriate places. {SD}
This skill provides a bonus to lazing about, drifting in and out of sleep, and falling asleep in uncomfortable or socially inappropriate places.
This skill is very useful for characters that need to remain awake for extended periods of time. In general, a character loses one exhaustion point every hour he is awake. Thus, an average human can remain awake for 40 hours before collapsing from exhaustion. The Drowsing skill allows characters to take cat-naps in order to extend this amount of time. (It also annoys teachers.) A character can normally not sleep while some other distracting activity is going on. The Drowsing skill makes this possible. For example, a group of soldiers is traveling 24 hours a day. They take turns napping while riding in order to remain more alert. It only takes one half hour of sleep to recover all of one's exhaustion points. However, after each insufficient rest period (usually 6-8 hours), the rate of exhaustion point loss is increased by a factor of one. (For example, after 3 cat-naps a characters loses 4 exhaustion points per hour until he catches up on sleep.) A Drowsing maneuver can be made to fall into a light sleep, from which one can wake up easily. A failed maneuver can be interpreted in two ways: the character has fallen into a natural sleep, or the character failed to fall asleep (GM choice).
Category: | Science/Analytic • Medical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the use of pharmaceuticals in the treatment of illnesses and/or injuries. This skill includes the determination of the amount of a pharmaceutical needed, and over how long a time period it must be taken to clear up the afflication. Improper use of this skill could result in tragedy, including addiction, worse health conditions, side effects, and possibly death. {Re}
Bonus for the use of pharmaceuticals in the treatment of illness and/or injury. This skill includes the determination of the amount of a pharmaceutical needed, and over how long a period it must be taken to clear up the affliction. Improper use of this skill could result in tragedy, including addiction, worsened health conditions, side effects, even death. {Re}
N/A
Category: | Urban |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for procuring and safely transporting illegal pharmaceuticals in large quantities. This skill includes the knowledge of transport laws and standard methods of search used by authorities, and possible ways of remaining undetected. {Pr}
N/A
Category: | Influence |
Optional Stats Used: | Pr/Em/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {In}
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.
This skill is useful when attempting to convince another that some action is reasonable, when in fact it is not. The difficulty of a Duping maneuver is dependent on how outrageous the action is. This skill can also be used to distract someone by causing the target to focus on the duper, and not on some other person or activity.
This skill differs from Bribery in that Bribery does not attempt to disguise the nature of the action. When bribing, it is obvious to the target that he should not allow the activity, but he is overcome by greed. This skill is distinct from Seduction in that Duping appeals to rationality rather than emotionality.
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus used for teaching someone a skill that the teacher possesses. There is one basic requirement, the teacher must have more ranks in the skill than the student to attempting to learn. For example, if the teacher has 6 ranks in a given skill, he can teach someone their fifth rank in that skill. Note, that only one maneuver roll is made per rank taught.
The difficulty of the Education maneuver should be determined by the skill cost for the student. Use the table below to determine the difficulty. A failed maneuver roll means that the student cannot learn this rank from the teacher. If the education maneuver is successful, the student pays only half DP cost for the current rank. {SD}
N/A
Category: | Lore • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is used to reduce the amount of time required to perform tasks. To use this skill, the character makes a maneuver roll adding his skill bonus in this skill. For every 5 points over 100 that the maneuver roll succeeds, the character has attained a 1% time savings (note that the GM may determine that a certain amount of time is required for any specific task, no matter how good the maneuver).
If the character's total maneuver result is less than zero, he has made the matter worse. The amount les than zero is divided by two to give the percent of additional time to complete the task. {In}
N/A
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill deals with the interference and jamming of local communication or remote transmissions. This skill includes knowledge of different forms of short range communication and what might cause interference with each different form (e.g., magnetic fields may disrupt one form of communication, but not another), and how strong the disrupting medium must be to give the desired results. This skill only involves local transmissions, and cannot take control of a signal, or substitute another signal. Such activity would require the Electronic Warfare skill. {In}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the design and modification of electronic systems. This skill must be developed for each area encompassed in the field (which might include different realms of communication devices and general fields of study). For example, Electronic Warfare, Fiber Optics, Laser Communication, Liquid Crystal Technology, Microelectronics, and Microfrequency Modulation might be specific fields within Electronic Engineering. {In}
N/A
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the use and placement of electronic devices for monitoring and recording activity in an area beyond visual range. This skill also allows the detection and deactivation of such equipment as well as methods for fooling them. This skill also includes such maneuvers as tapping into communication lines for monitoring communication activity (e.g., tapping a telephone). {SD}
N/A
Category: | Science/Analytic • Technical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the repair and maintenance of electronic equipment. This skill covers a wide arrange of electronic fields, but each must be developed separately by the character. For example, Electronic Warfare, Fiber Optics, Laser Communication, Liquid Crystal Technology, Microelectronics, and Microfrequency Modulation might be specific fields within Electronic Technology. {Re}
Bonus for the repair and maintenance of electronic equipment. This skill covers a wide range of electronic fields, but each must be developed separately by the character. {Re}
N/A
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the use of electronic warfare and vehicle stealth equipment. {In}
N/A
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. A GM may require different types of Engineering to be treated as separate skills. {In}
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. A GM may require different types of Engineering to be treated as separate skills.
Engineering combines aspects of mathematics, physics and invention. It provides a theoretical knowledge of devices and processes. An engineer understands how and why things work (but not necessarily how to build them). Engineers also try to produce systems that are maximally efficient.
Knowledge of engineering allows characters to determine what a device does, design new devices or stream line systems.The difficulty of an Engineering maneuver is dependent on the complexity of the device and the obscurity of the theory behind an item.
This skill is required in order to build any type of structure. This is reflected in the AL and SL abilities of a character.
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the study of the stability of an environment and how to recreate its conditions in a controlled setting. This skill includes the use of environmental devices/machinery to sustain an artificial environment. With the use of this skill a researcher may also design a complete environment from scratch, and determine how to make it self-sustaining. However, effecting such a feat would be very complex. {In}
N/A
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Provides a bonus for determining the value and quality of armor. {Re}
Provides a bonus for determining the value and quality of armor.
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.).
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Provides a bonus for determining the value and quality of metal objects in worked, refined or raw condition. {Re}
Provides a bonus for determining the value and quality of metal objects in worked, refined or raw conditions.
This skill is often used to determine the value of jewelry. 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.
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Provides a bonus for determining the value and quality of stone objects in worked, refined or raw condition. This skill is also used to evaluate gems. {Re}
Provides a bonus for determining the value and quality of stone objects in worked, refined or raw conditions. This skill is also used to evaluate gems.
This skill is often used to determine the value of gems. 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.
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Provides a bonus for determining the value and quality of weapons. {Re}
Provides a bonus for determining the value and quality of weapons.
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.).
Category: | Subterfuge • Stealth |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for retrieving and properly disposing of evidence at the scene of a crime. This is usually done after one has committed a crime, or if a person is attempting to cover for someone else, to conceal the evidence before authorities can find it. {SD}
N/A
Category: | Lore • Obscure |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying the major powers and abilities of faeries, and information pertaining to faeries (e.g., lands, items, etc.). {Me}
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.).
This skill provides a character with information about Faeries, their abilities and their activities. Successful use of this skill may allow a player to read certain portions of Creatures &s; Monsters (or at least receive a summary from the GM). This skill is useful in identifying Faeries and their motivations, attack patterns, etc. A scholar may even be able to recognize fey activity from indirect evidence (e.g., an increase in unexplained magical phenomena).
Category: | Outdoor • Animal |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is used by a spell user to train his familiar. This skill must be developed separately for each specific familiar that a spell user has (which means this skill cannot be gained until the character actually has a familiar to work with). For every rank developed in this skill, the character may choose to make a static maneuver to see if his familiar has gained a level (see the definition of a familiar's level in Section 10.0). If the statis maneuver is successful, the familiar has gained a level. If the character has more than one rank in this skill when he gains a familiar, he may make one static maneuver for each rank he has in this skill. However, each static maneuver requires that the character spend at least one week working closely with the familiar at least 4 hours a day.
Note that if the static maneuver(s) is unsuccessful, another static maneuver may not be made until the character gains another rank in this skill. This only applies after one static maneuver is made for each rank the character has in this skill.
N/A
Category: | Lore • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for designing fashionable clothes, as well as keeping up with the current trends in fashion. This skill could be used to start a new fashion style if the character really tried. {In}
N/A
Category: | Lore • General |
Optional Stats Used: | Me/Re/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying the major animal forms within a specific area, region and climate. May be developed either in-depth for a specific area or as general education in fauna/ zoological trends. Several different regions/climates may be developed simultaneously, provided that research materials are available. 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. {Em}
This skill provides a bonus for recognizing and identifying the major animal forms within a specific area, region and climate. May be developed either in-depth for a specific area or as general education in faunal zoological trends. Several different regions/climates may be developed simultaneously, provided that research materials are available. 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.
This skill provides a character with information about animals, 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 determining what animals can be found in a particular area and in providing information about those animals.
Category: | Special_Attacks |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to trick your opponent to react to a false melee attack and weaken his defenses. A successful feint maneuver may result in a temporary reduction in the total DB of the target. To determine the success of the feint attempt, take the amount of the character's Feint skill bonus committed to the attack and make a static maneuver roll. The opponent's total usable OB (e.g., his OB before delegating parry or special attacks) is subtracted from this roll. Then refer to the Maneuver/Movement Table T-4.1, in Rolemaster Standard Rules, using the "Extremely Hard" column. If the result is a number, this number is subtracted from the target's normal DB.
A Feint maneuver may negate some or all of a target's DB due to shield bonus (including magical shields), parrying actions, skills that increase the DB of the target, or the target's Quickness modifier. Any positional DB or inherent DB of a target will not be reduced by a Feint maneuver. Examples of positional DB are fighting from higher ground or being behind some sort of cover. An inherent DB could be general magical protection or high quality armor, both of which cannot be affected by a feigned attack.
If the Feint maneuver is successful, half of the OB committed for the feint is regained for the normal melee attack. If the feint fails, all OB shifted to the feinting maneuver is lost for this round. However, the player must still make his attack action. {Qu}
If the character develops Situational Awareness: Feinting, he may apply this skill bonus against Feinting attacks made against him in addition to any other modifiers.
N/A
Category: | Special_Attacks |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to trick your opponent to react to a false melee attack and weaken his defenses. A successful Feint maneuver may result in a temporary reduction in the total DB of the target. To determine the success of the Feint attempt, take the character's Feint skill bonus committed to the attack and make a static maneuver roll. The opponent's total usable OB (e.g., his OB before delegating parry or special attacks) is subtracted from this roll. Then refer to the Maneuver/Movement Table T-4.1, in Rolemaster Standard Rules, using the "Extremely Hard" column. If the result is a number, this can be used to negate some of the target's DB.
A Feint maneuver may negate some or all of a target's DB due to shield bonus (including magical shields), parrying actions, skills that increase the DB of the target, or the target's Quickness modifier. Any positional DB or inherent DB of a target will not be reduced by a Feint maneuver. Examples ofpositional DB are fighting from higher ground or being behind some sort of cover. An inherent DB could be general magical protection or high quality armor, both of which cannot be affected by a feigned attack.
If the Feint maneuver is successful, half of the OB committed for the feint is regained for the normal melee attack. If the feint fails, all OB shifted to the feinting maneuver is lost for this round. However, the player must still make his attack action. {Qu}
If the character develops Situational Awareness: Feinting, he may apply this skill bonus against Feinting attacks made against him in addition to any other modifiers.
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for applications of emergency aid or treatment (limited to type of creature), such as attempts to halt or slow bleeding or damaging deterioration. It is suggested that, provided with the proper tools or bandages, a character using first aid could stop up to 5 hits/rnd of damage without resorting to a tourniquet. Used normally in the field without the benefits of a proper medical facility or elaborate equipment. See Section 32.2 for more details. {Em}
This skill provides a bonus for applications of emergency aid or treatment (limited to type of creature), such as attempts to halt or slow bleeding or damaging deterioration. It is suggested that, 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.
See Healing, Section 4.0.
See First Aid in RMSR
Category: | Outdoor • Environmental |
Optional Stats Used: | SD/In/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Skill is mentioned in example but not described
Look at descriptions for Hunting and Foraging
N/A
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for making an arrow out of available wood, metal, paper, and/or feathers. Note: With this skill, sophisticated types of special purpose arrows may be crafted (such as hunting, armor piercing, message, howling, poison bearing, etc.). {In}
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.).
The goal of Fletching is the production of one or more arrows. The difficulty of this maneuver is dependent on how specialized the arrow is supposed to be. The skill is further modified by how straight the shaft must be. There will always be some variation, but high-quality arrows minimize this quantity. It is also very difficult to fashion an arrow that serves multiple purposes since one function (e.g., armor piercing) comes at the expense of some other feature (e.g., an edged arrowhead that causes maximum damage).
Category: | Lore • General |
Optional Stats Used: | Me/Re/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying the major plant forms within a specific area, region and climate. May be developed either in-depth for a specific area or as general education in flora/botanical trends. Several different regions/climates may be developed simultaneously, provided that research materials are available. 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. {Em}
This skill provides a bonus for recognizing and identifying the major plant forms within a specific area, region and climate. May be developed either in-depth for a specific area or as general education in flora/botanical trends. Several different regions/climates may be developed simultaneously, provided that research materials are available. This skill may be used for learning about specific species as well, providing great detail on the characteristics and habits of particular types of plant.
This skill provides a character with information about plants, 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 determining what plants can be found in a particular area and in providing information about those plants.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/In |
Exhaustion Points Cost: | 1 every 12 rounds |
Distance Multiplier: | 2 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for flying or gliding through the use of natural or artificial wings (e.g., feathered wings, parachute, hand-glider, balloonist, etc.). Flying/gliding has a natural -75 for all types of maneuvers performed while trying to fly/glide if this skill is not learned or developed. Does not include powered aircraft of any type. {In}
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. If a character has no skill ranks in Flying/Gliding, any Flying/Gliding maneuvers he attempts receive a special -75 modification.
The goal of a Flying/Gliding maneuver is the successful (safe) completion of an in-air maneuver. Unlike Acrobatics, Flying/Gliding allows a character to change direction while in the air.
The difficulty of a Flying/Gliding maneuver is determined by the amount of precision required in order to complete the maneuver. A gentle bank or shallow dive is much simpler (and safer) than a sharp turn.
Note that many methods of flying are unable to execute maneuvers that involve hovering or changing direction suddenly. In most cases, it is not possible to stop maneuvering while flying. A character that ceases to make forward progress begins plummeting towards the ground. Some creatures (like Air Elementals) are able to control their movement completely and are therefore not required to make a maneuver roll.
Category: | Outdoor • Environmental |
Optional Stats Used: | SD/In/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for finding any local source of potable water or edible plants and animals. Includes basic food acquisition such as gathering or fishing. {Em}
This skill provides a bonus for finding any local source of potable water or edible plants and animals. Includes basic food acquisition such as gathering or fishing.
The GM should allow a character with at least 1 rank of this skill (Catalyst Foraging-Herbal, or Catalyst Foraging-Corpus) the ability to gather Level 0 and Level 1 Catalysts while traveling. The exact number of doses a character can acquire will depend on the density of the catalyst and the difficulty involved in procuring the catalyst.
This skill is crucial to wilderness survival. Combined with the Survival skill, a character can survive indefinitely in the wilderness. This skill provides a character with a supply of water and vegetables (plants). Fishing and clamming are also covered by this skill. Set Traps and Hunting are more useful for obtaining meat.
The difficulty of this maneuver depends on the amount of food and water that is readily available. The maneuver is also modified by the number of people that need to be fed. These examples assume that only one person is being fed (and that one strategic turn, 4 hours is spent gathering). Each additional person increases the difficulty by one.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to replicate specific objects, works of art, etc. Where counterfeiting is the skill of producing a believable copy of something, forgery represents the ability to reproduce a specific item. Note that this skill must be developed for a specific type of item, such as signatures, art, weapons, etc. {Re}
This skill provides a bonus to replicate specific objects, works of art, etc. Where counterfeiting is the skill of producing a believable copy of something, forgery represents the ability to reproduce a specific item. Note that this skill must be developed for a specific type of item, such as signatures, art, weapons, etc.
The difficulty of a Forgery maneuver is dependent largely on the quality of the forgery. A simple forgery is easy to create, but will be noticed by any casual observer. Only experts can catch well-done forgeries.
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to attempt to go into a state of singleminded, 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, you have 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 one’s 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 Awareness roll at a -30 modification) to distinguish friend from foe. {SD}
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 Awareness roll at a -30 modification) to distinguish friend from foe.
The difficulty in entering a frenzied state depends on the character's emotional state. This can be augmented with the use of certain drugs. (The Norse were known for eating a particular mushroom.)
Category: | Science/Analytic • Technical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to creating inventions that defy current scientific practices. These gadgets are usually smaller, more powerful, or slightly futuristic modifications of existing items. See Section 3.4 Gadgets and Gizmos. {Re}
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Pr}
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.
At its most basic level, this skill provides a knowledge of various games of chance including card games, dice games, casino games, etc. When this skill is used without cheating, players make a basic maneuver roll; the player rolling highest wins. In this case, gambling skill represents knowledge of the odds. If the game is based purely on chance, then the players should simply compare die rolls.
When cheating, a player should choose the maneuver difficulty. If the maneuver is successful, all other players must make an Alertness maneuver of the same difficulty to detect the cheater. If the cheater is not caught, he can modify his next gambling maneuver by the amount indicated on the Technical/Trade • General Static Maneuver Table SM-7.25.
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows an unknown assailant to attack with a garrote, intending to render the target unconscious. To use the Garrote skill, a character must approach his foe undetected and be able to strike before the foe can react. To resolve a garrote attack, the attacker makes a moving maneuver and adds his Garrote OB. The base difficulty for the maneuver is Easy. However, this difficulty increases by one level for every 5 full points of DB the target has at the time of the attack (e.g., a +17 DB increases the difficulty to Hard). Look up the total in the Moving Maneuver Table.
If the result is a number, the target must make an RR to stay conscious. The base RR attack level is equal to 10% of the number from the Moving Maneuver Table (round up). The target's level is equal to his Co stat bonus (minimum of 1). If the target fails his RR, he falls unconscious. If he makes his RR, he must roll again next round, but the attack level iilcreases by the base RR attack level. Forexample, if the first RR was made versus level 6, the next RR is made versus level 12 (then level 18, etc.) Repeat this procedure until the target is unconscious. While being choked, the victim has any maneuver he attempts modified by -30.
If the original moving maneuver resulted in a text description at the top of the chart (i.e., a very good attack maneuver), the victim must still make an RR (versus a 20th level attack) but this RR is to avoid death (i.e., failing this RR results in a broken neck).
If the original moving maneuver resulted in a "fail to act" result, the target still makes and RR (versus a 1st level attack), and success indicates he is free from the attacker. Any other text result indicates that the maneuver failed. After the victim is unconscious, the attacker can choose to automatically kill the victim or leave him unconscious. {St}
N/A
Category: | Science/Analytic • Technical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill involves the actual alteration of existing gene patterns and abilities (as opposed to the science of breeding; Genetics). The skill covers all methods of inducing genetic manipulation (e.g., bombardment by a specific radiation to perform a specific desired mutation). {In}
This skill involves the actual alteration of existing gene patterns and abilities (as opposed to the science of breeding: Genetics). The skill covers all methods of inducing genetic manipulation (e.g., bombardment by a specific radiation to perform a specified desired mutation). This skill is typically used by villains to create a super-soldier or other genetically superior creation. {In}
N/A
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for making plans for an uncommon or not yet invented item. The character does not receive materials or other essentials for the production of item (such as mathematics, Laen, wood carving, etc.). The GM must approve the creation of any such item. {Re}
This skill provides a bonus for making plans for an uncommon or not yet invented item. The character does not receive materials or other essentials for the production of item (such as mathematics, laen, wood carving, etc.). The GM must approve the creation of any such item.
Gimmickry is a skill that provides a character with a great deal of flexibility. Only the player's imagination (and his character's skill) limits the possible results of a gimmickry maneuver. The GM must carefully analyze any proposal. The use of Gimmickry is always tied to some other skill (like Engineering or Mechanition). If the character has an insufficient understanding of any pre-requisite skills, no Gimmickry maneuver can be made. The difficulty of the maneuver depends on the character's other skills, the culture and technology, and how disruptive the invention would be to the game (e.g., inventing a portable explosive might make physical barriers irrelevant). Note that prototypes inevitably have many minor flaws.
This skill can also be used to provide temporary repairs or alterations to an object (jury-rigging). If the GM allows this, the Gimmickry maneuver does not have any pre-requisites. The character can simply attempt to make the repairs/modifications by making a maneuver roll. Whatever the result, jury-rigging is a temporary solution.
Using this skill, a character can design new machines or traps for use in castle construction, daily use, or siege engineering. Once designed, the character must then try to build his machine.
Category: | Lore • Magical |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Required for drawing appropriate glyphs for use with the Glyphs spell list. Each rank of Glyph Lore allows the character to draw a glyph that can be used with the same rank spell from Glyphs. This skill also gives the caster a chance to decipher what spell a specific glyph is designed to hold and the general parameters of the spell.
N/A
Category: | Subterfuge • Stealth |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the use of tactics involving quiet subversion by small units. Usually these groups fight intermittently, spending the rest of their time hiding from authorities. An example of this skill might be an assault on a prison camp to rescue comrades. Such an attempt would involve the development of stages of assault. direction of attack, prime targets, timing action, and synchronizing it with other's activity. {SD}
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 (see Section 32.2). Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25). {Em}
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 (see RMFRP Section 24.1). Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25).
The difficulty of a Healing Trance maneuver depends on the level of noise and activity in the immediate surroundings.
N/A
Category: | Lore • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for recognizing conditions that are good and bad for one's health and what the effects may be over time. This skill also covers the recognition of nutritional food, and what amount of nutritional intake is required for proper health. This skill may also be used for the development of diet techniques for weight control, and so on. {Me}
N/A
Category: | Lore • General |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for designing or recognizing the particular heraldic crests (coats-of-arms) specific to a given culture. Separate cultures must be developed separately. {Me}
This skill provides a bonus for designing or recognizing the particular heraldic crests (coats-of-arms) specific to a given culture. Separate cultures must be developed separately.
This skill is not changed, but the section on Heraldry provides GMs with a lot of new material on how to handle and design heraldic signs and systems. (See Section 15.0).
This skill allows a character to gain knowledge about the heraldic crests of a specific region/culture. The GM may want to provide the player with specific information before play begins. Knowledge of heraldry also implies a general understanding of politics. Crests are used to identify friend from foe. Thus, a herald can identify his enemies and allies if they are displaying a banner. In addition, coats-of-arms are used to trace lineage. As families branch and merge, their symbols also evolve. A herald is familiar with the genealogy of an area.
Common crests are those displayed by lords and rulers. Uncommon crests are worn by organizations and merchant families. Personal crests are unique to a family name, but families that are closely connected will have similar crests.
Category: | Lore • Technical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing/identifying herbs. {Me}
This skill provides a bonus for recognizing/identifying herbs.
Also used for the identification and recognition of the common herbal catalysts, as well as the magical herbs.
The difficulty of locating an herb is indicated in RMFRP. That provides the difficulty of finding such an herb in the wild. The number associated with the difficulty of finding a given herb indicates its rarity. If a character has 4 ranks in Herb Lore (i.e., knowledge level 3), he is familiar with rewk (t-D-3), including how to prepare it. He knows that yavethalion (m-O-S) provides concussion relief and that akbutege (s-0-2) heals 1-10 hits.
Category: | Outdoor • Animal |
Optional Stats Used: | Em/Ag/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. This skill must be developed separately for each different type of animal. {Em}
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. This skill must be developed separately for each different type of animal.
This skill allows a character to maneuver a group of animals according to his will. This skill is most useful for maneuvering herbivores, although any animal that travels in a pack can be herded. The difficulty of the maneuver depends on how contrary to the animal's instincts the maneuver is. Eating is instinctual, charging an opponent is not.
Condition | Modifier |
---|---|
Character has a properly trained herd dog | +20 |
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The skill provides a bonus to hide an item from other beings. {Re}
This skill provides a bonus to hide an item from other beings.
The difficulty of this skill depends on the size of the object being hidden. This skill supposes that the item is being hidden on one's person. The character may desire to smuggle some goods or conceal a weapon. Hiding an object on another person increases the difficulty by two levels. Hiding an object somewhere else requires use of the Camouflage skill.
If this skill is successful, the object will not be found unless the character is searched carefully. An Absolute Success indicates that even a careful search will not locate the item.
Category: | Subterfuge • Stealth |
Optional Stats Used: | Ag/SD/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Hiding is the ability to conceal one’s presence by remaining still within a place of concealment, using silence, shadow and camouflage; Stalking is the same ability used when moving. {In}
Hiding is the ability to conceal one's presence by remaining still within a place of concealment, using silence, shadow and camouflage; Stalking is the same ability used when moving.
The difficulty of a Hiding maneuver depends on the quality of the hiding place. The cover being used by the skulk may be solid or translucent; it is easier to hide behind a rock than in a shadow. This skill includes choosing a hiding place that is not obvious (e.g., behind a potted plant).
A Hiding maneuver is modified by the Alertness bonuses of all potential observers. I f the maneuver is successful, no Alertness maneuver should be made unless someone moves very near to the hidden character. Other Awareness skills can still be used to locate the thief, however.
Quality of hiding place | |
Bad | -30 |
Mediocre | -10 |
Fair | +0 |
Good | +10 |
Very Good | +30 |
Excellent | +50 |
Presence of hider is known to searchers | -30 |
Category: | Lore • General |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides knowledge about the past. One may develop this skill in general World History (subject to the available learning materials—i.e., if knowledge about the other side of the world is not available, it may not be learned) although the information will be far less specific, focusing instead on the broad strokes of history. 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 Harran, 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 Jeppod 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. {Me}
This skill provides knowledge about the past. One may develop this skill in general World History (subject to the available learning materials — i.e., if knowledge about the other side of the world is not available it may not be learned) although the information will be far less specific, focusing instead on the broad strokes of history. 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 Harran, 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 Jeppod 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.
This skill provides characters with historical information. The GM may want to provide some information prior to play. This information is useful in understanding current affairs, identifying historical landmarks and points of interest, and successful time travel.
In order to determine the difficulty of a History maneuver, the significance of the event in question must first be determined. A character with an equivalent knowledge level is familiar with the event. The amount of additional information the character is aware of depends on the maneuver attempted. For example, a character with knowledge level 4 is able to attempt a Medium maneuver about an event with significance 5 (e.g., a minor war), and can attempt a Light maneuver (difficulty 3) in order to determine the cause of the conflict.
Category: | Crafts |
Optional Stats Used: | Ag/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for growing flowers, fruits, fungi and vegetables. It includes the feeding, care, and harvesting of such plants. {Em}
This skill provides a bonus for growing flowers, fruits, fungi and vegetables. I t includes the feeding, care, and harvesting of such plants.
For growing plants and maintaining herbs, GMs should require a roll once a month modified by the difficulty of finding the herb. A failure indicates the plant declines. Each failure modifies each next attempt by -25, cumulative. Three failures in a row indicates that the plant is dead. In order for a plant to flourish, sprout healthy blooms, and germinate properly, a player needs a normal success. Partial and Near Successes merely keep the plant alive.
Transplanting a plant modifies the next month's roll by -10 for each week not planted (minimum of -10).
This skill combines elements of gardening and farming. The character is able to maintain a garden or crop using this skill. The difficulty of the maneuver depends on the hardiness of the plant in the local climate. (Grass is a resilient plant, but not in a desert.) Plants that are not native to the area are more difficult to care for.
Category: | Outdoor • Environmental |
Optional Stats Used: | SD/In/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Em}
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.
This skill is used to find game and maneuver it into a position where it is within range of the hunter. This skill does not include bringing down the game, or trapping the game, merely identifying good hunting locations. If the maneuver roll is successful, the hunter has found game at long range (roughly 200'-300'). Every 50' difference modifies the maneuver by one difficulty level (to a maximum of 2). The hunter can try once every strategic turn (4 hours). A successful maneuver indicates that the hunter has found enough game to feed 4 people (if he can kill it). Results above or below Success indicate more plentiful/larger or less plentiful/smaller game.
Condition | Modifier |
---|---|
Night | -20 |
Day | 0 |
Dusk/Dawn | +10 |
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for placing a willing individual into a trance where they are responsive to suggestions. An unwilling individual receives a +50 RR bonus. Such an individual can be told to forget that they have been placed under hypnosis. He can be primed to perform some type of task which is triggered by a word, a gesture, a person, etc. {Em}
This skill provides a bonus for placing a willing individual into a trance where they are responsive to suggestions. An unwilling individual receives a +50 RR bonus. Such an individual can be told to forget that they have been placed under hypnosis. He can be primed to perform some type of task which is triggered by a word. a gesture. a person. etc.
This skill is most useful on persons willing or desiring to enter a hypnotic state. The hypnotist must first induce a hypnotic state in the target. At this point the hypnotist is able to cause the individual to perform various actions or access unconscious memories. Post-hypnotic suggestions are the most difficult maneuvers.
Category: | Lore • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the design and rearrangement of living conditions for greater comfort. This skill includes choosing colors best suited for lighting conditions, mood setting, etc.; furniture selection and arrangement are emphasizing different periods and styles; and combining such choices with a building's design for best effects. This skill also includes remodeling knowledge (e.g., painting, wallpaper, moving walls, rearranging space). {In}
N/A
Category: | Science/Analytical • Medical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the study and treatment of gastronomical constitutional diseases. This would include the identification and practice of therapeitic methods for the diseases of internal organs without the use of surgery (e.g., some gastrointestinal problems, muscular therapy). {In}
N/A
Category: | Influence |
Optional Stats Used: | Pr/Em/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 roll” fails, the target may suffer a major injury or death. In such a case, the target should roll an RR vs. level 10, using Co/SD/Co as a modifier to determine the extent of the injury. This skill not only applies to torture but also includes the ability to piece together scattered fragments of information received. {SD}
This skill provides a bonus for extracting information from an intelligent source. This mayor 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.
Condition | Modifier |
---|---|
Causing discomfort | +10 to +25 |
The difficulty of an interrogation is dependent on the subject being interrogated. The interrogator will generally ask a series of questions, hoping to catch inconsistencies and implied information. This is useful for criminal investigations as well as more general information gathering. The interrogator must often extract the truth from an abundance of lies.
It is not necessarily easy to get information from co-operative subjects. The subject may not be good at expressing himself; it is the interrogator's job to ask the proper questions. It is even more difficult to interrogate a subject who is attempting to cover up or who does not want the interrogator to learn the information.
Causing “discomfort” to target | +10 to +25 |
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for writing and presenting information in a direct, accurate, and understandable format, consisting of facts and occurences. This form of writing spends little time on analysis and interpretation. Hournalism consists of collecting, writing, and editing news articles for newspapers, magazines, and broadcast news media. Such writing may be on any topic, provided the source materials are available for finding the necessary facts. {Pr}
Bonus for writing and presenting information in adirect, accurate, and understandable format. This form of writing conveys facts and occurrences and spends little time on analysis and interpretation. Journalism consists of collecting, writing, and editing news articles for newspaper, magazines, and broadcast news media. Such writing may be on any topic, provided the research materiais are available for finding the necessary facts. {Pr}
N/A
Category: | Special Attacks |
Optional Stats Used: | St/Ag/SD |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for using complex lancing (mounted) maneuvers, such as tilting, skewering rings in a tourney, etc. {SD}
This skill provides a bonus for using complex lancing (mounted) maneuvers, such as tilting, skewering rings in a tourney, etc.
This skill is used when outside of a combat situation. It can be used to unseat an opponent or perform jousting feats of agility. The difficulty of such maneuvers depends on the size of the target and the speed of the mount. Each pace category above walk increases the difficulty by one.
When attempting to unseat an opponent, each participant must make a Medium maneuver. If successful, the other must make a Very Hard Riding maneuver, or be thrown from the horse. Each pace category above run increases the difficulty of the Jousting maneuver by one, the difficulty of the Riding maneuver by one, and increases the damage taken from falling. (See Riding.)
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for tossing objects up and manipulating them in such a manner as to keep them up in the air. {In}
This skill provides a bonus for tossing objects up and manipulating them in such a manner as to keep them up in the air.
The difficulty of this maneuver is dependent entirely on the number of objects being juggled. Apart from entertainment, this skill is not particularly useful.
Condition | Modifier |
---|---|
2 objects | +30 |
3 objects | +20 |
4 objects | +10 |
5 objects | 0 |
6 objects | -10 |
7 objects | -20 |
8 objects | -30 |
9 objects | -50 |
10 objects or more | -70 |
Irregularly shaped objects | -10 |
Sharp objects | -20 |
Different objects | -30 |
Per pound over 1 lb. | -5 |
Category: | Athletic • Brawn |
Optional Stats Used: | St/Co/Ag |
Exhaustion Points Cost: | 1 every round (not modified by pace) |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 + St 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.{Ag}
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.
Running jumps: | |
Base Jump x 1 | Routine |
Base Jump x 1.5 | Easy |
Base Jump x 2 | Light |
Base Jump x 2.5 | Medium |
Base Jump x 3 | Hard |
Base Jump x 3.5 | Very Hard |
Base Jump x 4 | Extremely Hard |
Base Jump x 4.5 | Sheer Folly |
Base Jump x 5 | Absurd |
N/A
Category: | Communication |
Optional Stats Used: | Re/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Rolemaster is created for a world with a variety of cultures and languages. There is no such thing as a common tongue or an alignment tongue (though a GM can add them for his world system), although certain professions have developed their own languages for use in research. Each language must be developed individually, with the written and spoken versions of a language each counting separately. Skills in one language normally have little effect on others; however, “brother languages,” those deriving from an immediate common ancestor, may be an exception.
One’s skill rank indicates the level of comprehension of a spoken or written language. See the Language Rank Table T-4.7.
One’s skill bonus with a written form of a language serves as a skill bonus to writing attempts using that language. The spoken skill bonus for a language is used to improve communication with someone. A successful static maneuver means that the spoken language rank of the person with whom you are communicating is temporarily increased for the purposes of this conversation, to a maximum of the rank developed by the individual performing the static maneuver. {Em}
Example: Beeborukamuk has 7 ranks and a bonus of +42 (through various bonuses) in the language of Jeepha. He is trying to communicate with Mook, who has only 3 ranks in it. He makes a static maneuver to attempt to communicate effectively with Mook at rank 7 (a -40 modification to the maneuver), and succeeds. Mook’s rank in Jeepha is considered to be at rank 7 for the purposes of this single conversation. Note that there is no possibility that a maneuver could have raised Mook’s effective rank to 8, as Beeborukamuk doesn’t even speak that well.
Racial Languages: These are the languages generally used and recognized by the individual races.
Example: Elvish and Dwarvish.
Cultural Languages: These are the language variations in an area, usually related to some extent to the racial language(s).
Example: The sibilant tongue of the North Vestallans, or the guttural speech of the Gettians.
Social Languages: These are the language variations in a particular culture.
Example: High Erian is used by the nobility in Eria, Common Erian is spoken by most others, while Street Talk is used by the lower classes. It is up to the individual GM to determine whether any such variants exist and what their similarity to each other is (e.g., knowing Erian High Speech allows half skill rank in Common Erian and 1/4 skill rank in Street Talk).
Professional Languages: These Languages are the special Languages spoken by a particular profession, and need not be related to any spoken language.
Rolemaster is created for a world with a variety of cultures and languages. There is no such thing as a common tongue or an alignment tongue (though a GM can add them for his world system), although certain professions have developed their own languages for use in research. Each language must be developed individually, with the written and spoken versions of a language each counting separately. Skills in one language normally have little effect on others; however, "brother languages," those deriving from an immediate common ancestor, may be an exception.
One's skill rank indicates the level of comprehension of a spoken or written language.
One's skill bonus with a written form of language serves as a skill bonus to writing attempts using that language. The spoken skill bonus for a language is used to improve communication with someone. A successful static maneuver means that the spoken language rank of the person with whom you are communicating is temporarily increased for the purposes of this conversation, to a maximum of the rank developed by the individual performing the static maneuver. See the Mentalism Companion.
The difficulty of a language maneuver on how many ranks the character is trying to provide to the listener. If the listener has no ranks, this is automatically an Absurd maneuver.
Example: Sword Tongue is spoken by the members of the Brotherhood of the Blade and is a special manufactured language used for recognition and secrecy by the higher echelons. Old Landalian is spoken by the members of the Elcaluva College (spell users) for the same reasons plus the fact that it is the now dead language that many of the ancient Magi used (and wrote their texts in). The Thieves’ Guild uses a hyper-slang language known as Thieves’ Chant, for recognition, secrecy, and safety.
Religious Languages: These Languages are the special Languages spoken by the various religious orders, for reasons of tradition, ceremony, and recognition. They may or may not be related to any other spoken language.
Example: The Priests of Kanorak speak Kanorakki in High Ceremony and for recognition (a god-given language for the followers of the True Faith), and Old Nakrin, an ancient form of the current language which can be spoken by laymembers at 1/2 skill rank. Druid Tongue, however, has been preserved unchanged untold Eons and while spoken by the Inner Circle of Druids, is now too far removed from current Languages to be considered related.
Category: | Influence |
Optional Stats Used: | Pr/Em/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to inspire and command others to follow you, and to make others believe that you are competent to lead and that you know what you are doing. This includes the ability to raise the morale of those you command. {Pr}
This skill provides a bonus to inspire and command others to follow you, and to make others believe that you are competent to lead and that you know what you are doing. This includes the ability to raise the morale of those you command.
Leadership is primarily used in two situations. A leader can attempt to recruit/attract an army. In this case, the leader must first raise a small army (Routine maneuver), and build from there. He can continue making Leadership maneuvers to grow his army until he fails a maneuver roll, or until there are no more available recruits in the area. (Roughly 1% of a population can be recruited unless the leader is also a ruler. Rulers can recruit up to 10% of the population unless the safety of the nation is at stake.) Leadership is also used to maintain morale. The difficulty of the maneuver depends on the gravity of the situation. Even an excellent leader cannot prevent his troops from fleeing overwhelming odds (unless his troops are fanatics).
Category: | Crafts |
Optional Stats Used: | Ag/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for working with hides and creating leather goods (e.g., leather armor, bolas, etc.). {SD}
The following is a partial listing of leather crafts:This skill provides a bonus for working with hides and creating leather goods (e.g., leather armor, bolas, etc.).
The difficulty of leather-working depends on the number of pieces of leather involved, and the intricacy of the stitching or other work required. Like many crafts skills, this skill assumes that the craftsman has an adequate supply of tools. Without the necessary implements, there is little a craftsman can do. (Increase all maneuvers by at least 3 difficulty levels.)
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Em}
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.
The difficulty of this maneuver is identical to the difficulty of the Acting maneuver made to tell the lie convincingly. (For this reason, the difficulty of an Acting maneuver can be voluntarily increased.)
Condition | Modifier |
---|---|
Cannot see target | -30 |
Familiar with liar | +10 |
Knows liar well | +30 |
Unfamiliar with liar | -25 |
Less than 5 ranks in language | -20 |
No ranks in language | -40 |
Cannot hear target | -50 |
N/A
Category: | Science/Analytic • Specialized |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Linguistics suggested as a skill but not described.
Category: | Communication |
Optional Stats Used: | Re/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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: Human, Reptile, Avian, Non-Human Mammalian, etc. {SD}
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.
This difficulty of a Lip Reading maneuver depends on the amount of lip movement the lip reader is able to observe. It is interesting to note that one must enunciate to be understood while whispering.
Condition | Modifier |
---|---|
Each foot over 20' | -2 |
Using a telescope/binoculars | -10 |
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for locating secret openings or hidden objects. {In}
This skill provides a bonus for locating secret openings or hidden objects.
Locate Hidden involves careful measurement. combined with an eye for detail. The character is looking for minor discrepancies that indicate that some opening or object has been hidden. If the concealer successfully camouflaged the object. only a Locate Hidden roll will detect it; casual observation will not detect the object.
The difficulty of the maneuver depends on either the size of the opening or the level of concealment of the object. The level of concealment depends on how completely the object was hidden.
Condition | Modifier |
---|---|
Searching for a specific item | +10 |
Has had location described in detail | +20 |
Varies due to the size of opening be hidden | +30 to -70 |
Concealment | +30 to -70 |
N/A
Category: | Lore • Technical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying major forms of locks and similar devices. {Me}
This skill provides a bonus for recognizing and identifying major forms of locks and similar devices.
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 when using Lock Lore.
Category: | Martial Arts • Sweeps |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides an offensive bonus to render an opponent helpless with an immobilizing technique. This technique is usually only effective while the martial artist is applying constant force and pressure to maintain the locking hold. This skill uses the Arms Law Martial Arts Sweeps Attack Table with the Locking Holds Critical Table substituted for the Martial Arts Sweeps Critical Table. This skill may not exceed the Degree 1 damage threshold unless a Weapon Style skill or Martial Arts Style skill that allows the user to exceed this limitation accompanies it. {Ag}
N/A
Category: | Power Manipulation |
Optional Stats Used: | Em/In/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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). GM’s are warned that this skill can be easily abused. GM’s should understand how Magic works in their world before implementing this skill. Magic Rituals are not for hack-and-slash campaigns. Think of Celtic witches’ incantations 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. Be careful. {SD}
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). GM's are warned that this skill can be easily abused. GM's should understand how magic works in their world before implementing this skill. Magic rituals are not for hack-and-slash campaigns. Think of Celtic witches' incantations 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. Be careful.
In depth rules on this skill can be found later in this book in the section on Magic Rituals.
See the Essence Companion, Channeling Companion, Mentalism Companion, and Arcane Companion for more information on magic rituals. This skill can be used to cast ritual spells that do not require Power Points. Subtract the combined levels of the casters from the following sum:
Level of the first spell +
2 x Level of the second spell +
3 x Level of the third spell, etc.
Reference the result below. The time needed to cast the spell is also indicated.
For example, 3 spell casters (all level 10) are attempting to cast a 5th, 10th and 25th level spell. The differenceis (25 + 10 x 2 + 5 x 3 - 10 x 3) = 30. This ritual would be a Sheer Folly maneuver and require 30 minutes to complete.
Condition | Modifier |
---|---|
Spell user | +5 |
Semi spell user | -10 |
Non spell user | -25 |
Category: | Communication |
Optional Stats Used: | Re/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill enables characters to learn magical languages. These languages are acquired in the same fashion as are regular languages. These Languages are rarely spoken except in conjunction with spell casting, where they aid the spell’s potency. This is the language of Power Words. The effects of such languages will be covered in an upcoming RM supplement.{SD}
This skill enables characters to learn magical languages. These languages are acquired in the same fashion as are regular languages. These Languages are rarely spoken except in conjunction with spell casting, where they aid the spell's potency. This is the language of Power Words.
Magical languages enable spell users to enhance the effects of their spells. The difficulty of such a maneuver depends on how powerful an effect the spell user desires to attain. Each magical language can affect a specific category of spell lists whose effects are similar (e.g., detection spells, scrying spells, movement spells, etc.). In addition to the suggestions below, there are two standard uses of magical languages that a GM can utilize:
Before making a spell casting static maneuver roll, the caster can make an appropriate Magical Languages maneuver. Any resulting subsequent maneuver modifier is applied to the following spell casting static maneuver (i.e., +10 for Near Success, +20 for Success, +30 for Absolute Success).
Modify a Spell Mastery maneuver by +1 for each appropriate Magical Languages skill rank.
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {SD}
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.
Mapping allows a character to maintain a crude map. The difficulty of this maneuver is dependent on the amount of detail the player wants the GM to provide. More accurate maps require the Cartography skill.
Category: | Martial Arts • Combat Maneuver |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill allows the user to become more skilled at a specific type of unarmed combat. The Advanced Martial Arts Style skill represents the most difficult unarmed combat techniques. The Advanced Martial Arts Style skill bonus represents the offensive bonus of the character while using his martial arts attacks in the manner prescribed by the martial arts style. Each individual martial arts style must be developed separately. Refer to Section 9.0 for more information on martial arts styles. {Ag}
N/A
Category: | Martial Arts • Combat Maneuver |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows the user to become more proficient at a specific type of unarmed combat. The Basic Martial Arts Style skill represents very effective unarmed combat techniques. The Basic Martial Arts Style skill bonus represents the offensive bonus of the character while using his martial arts attacks in the manner prescribed by the martial arts style. Each individual martial arts style must be developed separately. Refer to Section 9.0 for more information on martialarts styles. {Ag}
N/A
Category: | Lore • General |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing a particular martial arts style. This skill allows the user to anticipate the most common types of attacks of a martial arts style, as well as recognize the respected masters of martial arts styles. Successful lore static maneuvers may allow the user to anticipate attacks of a person using a manial arts style. A successful Martial Arts Style Lore static maneuver will give the character a special +2 bonus to his initiative roll for the duration of the combat providing the opponent continues to use the same martial arts style. This skill requires 25% activity action in the round that it is attempted. Obscure, secret, or forgotten martial arts styles will impose a negative modifier on the use of this skill. {Me}
N/A
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to modifying and repairing a vehicle. Each type of vehicle must be developed separately such as airplane, autogyro, balloon, car, motorboat, motorcycle, submarine, tank, truck, zeppelin. {In}
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill involves the design and modification of mechanical systems involving moving parts, excluding those fields falling into other engineering skills. This skill must be developed for each separate field of mechanical origin. For example, Aircraft Engineering, Combustion Engine Engineering, General Mechanical Engineering, Space Engineering, Submersible Engineering, and Surface Vehicle Engineering might be specific fields of Mechanical Engineering. {Ag}
N/A
Category: | Science/Analytic • Technical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The repair of machines involving moving parts, excluding those devices covered by other technical skills. This skill must be developed for each separate field of knowledge. For example, Aircraft Engineering, Combusion Engine Engineering, General Mechanical Engineering, Space Engineering, Submersible Engineering, and Surface Vehicle Engineering might be specific fields of Mechanical Engineering. {Ag}
The repair of machines involving moving parts, excluding those covered by other technical skills. A separate skill must be developed for each separate field of knowledge. {Ag}
N/A
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for building and using a machine that already exists. It will be necessary to have the appropriate skills to build the machine. Each type of machine must be learned as a separate skill. {Ag}
This skill provides a bonus for building and using a machine that already exists. It will be necessary to have the appropriate skills to build the machine. Each type of machine must be learned as a separate skill.
A successful Mechanition maneuver indicates that the character has built an effective machine. Partial Success indicate that the machine has various flaws or quirks. A vehicle might pull in a specific direction; the roof of a covered battering ram might leak; etc.
The difficulty of the maneuver depends on the complexity of the machine being created. This presupposes that the necessary materials are available and that the character has the necessary Crafts skills.
Note that this skill implements the designs created by an Engineering or Gimmickry maneuver.
This skill is required in order to build any type of millworks, siege engine, or other simple mechanism. This is reflected in the SL and TL of the character.
N/A
Category: | Influence |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for interacting with members of two different groups. The bonus of this skill is also used for resolving conflicts between the two groups and developing a solution acceptable to both groups. Each type of group/group relationship must be developed as a separate skill. {Pr}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the design and modification of medical tools and equipment. This skill covers various fields, from surgical instruments to artificial limbs. Although this includes other technical skills such as electronics, computer skills, and mechanical skills, this skill focuses on the application of such knowledge for medical devices and systems. However, this skill has a number of fields, each of which should be developed separately. For example, Bionic Engineering, Cryogenic Engineering, Diagnostic Scanner Engineering, and Surgical Equipment Engineering might be specific fields of Medical Engineering. {In}
N/A
Category: | Science/Analytic • Medical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus to perform operative procedures, including the use of surgical and standard medical equipment. When a character aquires his sixth rank in this skill, he has the minimum training necessary to receive the proper certification for the purchase and use of field medical equipment and healing drugs. {Ag}
Note: These skill ranks for certification are recommendations; the GM may wish to raise or lower them, or perhaps abolish them all together as he sees fit for his particular campaign.
Bonus to perform operative procedures, including the use of surgical and standard medical equipment. When a character acquires his sixth rank in this skill, he has the minimum training necessary to receive the proper certification for the purchase and use of field medical equipment and healing drugs. {Ag}
Note: These skill ranks for certification are recommendations; the GM may wish to raise or lower them, or perhaps abolish them all together as he sees fit for his particular campaign.
N/A
Category: | Science/Analytic • Medical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This is a skill used to develop specialty areas of expertise and research ability within the medical fields. Each area must be developed separately. For example, Medical Sciences (Anesthesiology) or Medecal Sciences (Dermatology) might be developed. {In}
Development of specialty areas in practice or research wi thin the medical fields. Each area must be developed separately. For example, Medical Sciences (Anesthesiology) or Medical Sciences (Dermatology) might be developed. {In}
Category: | Science/Analytical • Technology |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Essentially field medicine and the use of equipment designed for emergency medical treatment and relatively minor field operations. {Em}
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for an individual entering, leaving and exploiting a mental trance which the individual can use to help solve difficult problems, increase his chance to successfully cast a spell, aiding in Attunement rolls, etc. (subject to GM stipulation). Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25). {SD}
This skill provides a bonus for an individual entering, leaving, and exploiting a mental trance which the individual can use to help solve problems, increase his chance to successfully cast a spell, aiding in Attunement maneuvers, etc. (subject to GM stipulation). Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25).
This skill is normally used to gain the subsequent maneuver bonus since there are many skills that can logically be aided by meditating. The difficulty of the meditation depends on the environment in which the meditation is being attempted.
Condition | Modifier |
---|---|
Elves | +25 |
Elves | +25 varies due to situation |
+30 for calm and sedate settings, etc. | |
-70 for on going battle & melee combat, etc. |
Category: | Power • Manipulation |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
A character's ability to focus his mind to the task of overcoming another mind is represented by this skill. If a successful static maneuver is made (modified by this skill), the character may add his number of ranks in this skill to any BAR for spells of a sub-type of "m."
This skill should normally be classified as Restricted. However, any Semi-spell user or Hybrid spell user with Mentalsim as a realm may classify this skill as Normal. Pure spell users in the realm of Mentalism may classify this skill as Everyman. {SD}
See Mentalism Companion, section 7.2.
N/A
Category: | Power • Manipulation |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
Development of skill ranks in mental defense indicate an extra hardening of the mind's natural defences by the character. This skill is simply added to any RR made against spells with a sub-type of "m" (no maneuver is required).
This skill should normally be classified as Restricted. However, any Semi-spell user or Hybrid spell user with Mentalsim as a realm may classify this skill as Normal. Pure spell users in the realm of Mentalism may classify this skiII as Everyman. {SD}
See Mentalism Companion, section 7.2.
N/A
Category: | Awareness • Searching |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill is not described, but mentioned for controlling the Mental Scan talent.
Category: | Lore • Technical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 must be developed separately for each culture or region as applicable to the GM’s world scheme. {Me}
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 must be developed separately for each culture or region as applicable to the GM's world scheme.
The skill provides the character and player with knowledge about the metals found in a specific region. Unlike many Lore skills, the GM will probably not be able to provide the player with information prior to play.
The rarity of a given metal must first be determined. Common metals (like iron) probably have a rarity of 1. Precious metals and alloys have a higher rarity rating, and magical and enchanted metals, the highest rarity rating. See Section 5.8 for more information about Lore maneuvers.
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for working with normal metals to create or repair desired objects (e.g., horse shoes, metal ornaments). Bonus for oven or kiln building, and doubling effects of fires. {In}
This skill provides a bonus for working with normal metals to create or repair desired objects (e.g., horse shoes, metal ornaments). Bonus for oven or kiln building, and doubling effects of fires.
The difficulty of metal-working depends on the intricacy of the final product. Even a large, bulky product might require very detailed workmanship in order to function properly (e.g., a clock). Like many crafts skills, this skill assumes that the craftsman has an adequate supply of tools. Without the necessary implements, there is little a craftsman can do. (Increase all maneuvers by at least 3 difficulty levels.)
The following is a partial listing of smithing crafts (each is a separate skill that must be developed separately):Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for delivery and care of babies. {Em}
This skill provides a bonus for delivery and care of babies.
See Healing, Section 4.0.
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for organization of a military force, not the actual deployment into battle (which is tactics). Includes knowledge of how to billet and supply a unit, posting of watch, running of patrols, etc. {In}
This skill provides a bonus for organization of a military force, not the actual deployment into battle (which is Tactics). Includes knowledge of how to billet and supply a unit, posting of watch, running of patrols, etc.
This skill may also be called Work Force Organization. This skill allows the architect to orchestrate the work on any construction project. This would include knowledge of the proper way to hire, oversee, and effectively employ a given work force.
Military Organization is used in the day-to-day maintenance of a military force. Without sufficient military organization, a unit slowly degrades into chaos. A successful maneuver is required each month in order to maintain a unit. If the maneuver fails, the unit's morale and offensive bonus will begin to deteriorate. The difficulty of maintaining a force depends on the size of the unit. It is common practice to generate multiple command layers such that each leader is responsible for a smaller number of units.
The following is a partial listing of types of military organization:
Of Work Force Organization: This skill is used to manage the workers on a construction site. This is reflected in the character's AL.
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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). {SD}
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).
Mimery is often used for entertainment purposes. It can also be used to communicate with people with whom a character has no language in common. The difficulty of either maneuver depends on the complexity of the information being conveyed. In general, the maneuver will automatically fail if the audience is not familiar with the information.
Simple concepts | 0 |
Complex concepts | -15 |
With props | +10 |
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for imitating sounds. This skill is useful when trying to imitate individuals, animals or even non-animate sounds (e.g., wind, stairs creaking, etc.). {Me}
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 creaking, etc.).
The difficulty of a Mimicry maneuver depends on how easily a human voice can imitate the sound. The familiarity the audience has with the sound also modifies the difficulty. It is easier to convince a general audience that you sound like the king; it is much more difficult to convince the queen.
Simple sounds (one note/tone) | -20 |
Multitone sounds (birds trilling, etc.) | -10 |
Very complex (comprehensive words) | -20 |
Imitate another’s vocal patterns | -20 |
Multi-sided conversations | -30 |
Simple non-animate sounds | -25 |
Complex non-animate sounds | -35 to -75 |
Category: | Urban |
Optional Stats Used: | In/Pr/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Ag}
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.
This skill allows characters to disappear into a crowd. This is particularly useful when evading authorities. A character can also use this skill to blend in with a mixed group. The people present will not consider the character's presence unusual.
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for assessing the possibilities of mining in an area, and supervising the creation and running of the mine. Each type of mining process must be learned as separate skill. {In}
This skill provides a bonus for assessing the possibilities of mining in an area, and supervising the creation and running of the mine. Each type of mining process must be learned as a separate skill.
The skill is used to find good mining locations and extracting as much ore from the location as possible. The actual extraction of minerals generally assumes a large group of workers (miners). A miner can also use this skill for individual mining (e.g., panning), but the yield will be significantly less.
The following is a partial listing of mining process:
Category: | Combat Maneuvers |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for using the body or a weapon or a shield to deflect or even catch a thrown weapon or missile directed at the user. To determine the effect of such an attempt, roll (open-ended) and add the Missile Deflecting skill bonus. Then refer to the Maneuver/Movement Table (T-4.1) using the "Extremely Hard" column against thrown weapons or the "Sheer Folly" column against missile weapons. If the result is a number, it is subtracted from the weapon's attack roll (in addition to the normal DB). If the missile or thrown object misses, the character has a chance of catching the item. Roll d100 (open-ended) and add the modification received earlier from the Movement/Maneuver Table; if the result is over 100, the item has been caught; if desired. The Missile Deflecting skill requires a 100% activity action. The roll is modified by -20 for each additional missile that the character wishes to try to deflect that round. Resolve each missile attack separately. {SD}
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recalling information through the use of memory aids, techniques and tricks. {Me}
This skill provides a bonus for recalling information through the use of memory aids, techniques and tricks.
This skill is used to memorize data. Memorizing data is not synonymous with knowledge. Mnemonics is used to memorize data of little relevance. Couriers and pages use this skill to remember messages. Characters may use this skill to memorize the words of an oracle until their meaning becomes obvious. The difficulty of the skill depends on the amount of information and the impact it has on the character.
Condition | Modifier |
---|---|
Per week in the past | -5 |
Carefully committed to memory | +30 |
Impact on PC | -10 to +30 |
Category: | Combat Maneuvers |
Optional Stats Used: | Ag/Qu/Em |
Exhaustion Points Cost: | 1 every 4 round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill limits one’s OB against an opponent while mounted. The OB of an attack made while mounted can not 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. {Em}
This skill limits one's OB against an opponent while 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.
This skill is self-explanatory.
Example: Kohrist the Surly prefers to use a battleaxe while horsed, and wields it with a formidable +98 OB. He is only an adequate rider, however, having 6 ranks in Riding. He is limited to 6 ranks, therefore, in Mounted Combat. After stat bonuses and other modifications, his Mounted Combat skill bonus is +37. He will therefore only be able to wield his battleaxe from horseback with an OB of +37. If he wishes to increase his Mounted Combat skill, he is going to have to increase his skill at Riding as well.
Category: | Combat Maneuvers |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows a projectile gunner to strike an opponent more precisely than normal, as reflected in manipulation of the critical roll (as per normal Ambush rules). Before adjusting the critical result, the gunner must successfully make a maneuver roll using this skill (as per normal rules of ambush). This skill may only be used when at least one of the following conditions applies:
The target is completely unaware that it is about to be attacked and so is not employing evasive tactics.
The target's screens are inoperative, and it is imobile or drifting predictably.
If neither condition applies, the gunner may not adjust the critical result at all {In}
This skill allows a projectile gunner to strike an opponent more precisely than normal, as reflected in manipulation of the critical roll (as per normal Ambush rules). Before adjusting the critical result, the gunner must successfully make a maneuver using this skill (as per the normal rules of Ambush). This skill may only be used when the target is completely unaware that it is about to be attacked and is not employing evasive tactics. If not, the gunner may not use this skill. {In}
N/A
Category: | Artistic • Passive |
Optional Stats Used: | Em/In/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to writing, recognizing or performing in concert 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 skill roll by a conductor will give those he is conducting a bonus of +20 to their own use of this skill. {Pr}
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.
This skill can be used either to reproduce a piece of music (conducting) or to create a piece of music (composition). The difficulty of a Music (performance) maneuver depends on the greatness of the composition. A Music (performance) maneuver is equal to the difficulty of writing the work. A Music (composition) maneuver depends on the impact the piece is intended to have. Each Partial Success reduces the resulting fame by 20%, each Near Success, by 10%. An Absolute Success increases the fame by 20%. (See Section 5.1).
This skill must be developed separately for each style of music to be learned. Examples include classical, baroque, romantic, jazz, rock, etc.
Condition | Modifier |
---|---|
2-4 people | -5 |
5-10 people | -10 |
11-20 people | -15 |
21+ people | -20 |
Category: | Science/Analytical • Technology |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for performing non-electronic repairs on musical instruments. This may be anything from replacing a string (Routine) to reassembling the body of an instrument (Very Complex), to reparing valves (Complex). Each different type of instrument must be developed separately, although similar skill bonuses may be used for similar instruments if the GM feels that it is reasonable. {Ag}
N/A
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 the concept of orienting, and is applicable on land, water or the stars. Note that this skill is far more precise and complex than Orienteering. {Re}
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.
This skill is used to prevent a character from getting lost while traveling. Use of this skill allows a character to travel from point A to point B without getting lost. The character must have the necessary equipment and maps (including at least a compass). As long as this skill is successful, a character will not get lost. (A maneuver should be made each day of travel.)
Condition | Modifier |
---|---|
Light fog | -5 |
Desnse fog | -15 |
Category: | Martial Arts • Striking |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides an offensive bonus to strike an opponent precisely at a vulnerable nerve cluster. Depending on the resolution of the attack, the opponent can be put in extreme pain, temporary paralyzed, or even killed. This skill uses the Arms Law Martial Arts Strikes Attack Table with the Nerve Strikes Critical Table substituted for the Martial Arts Strikes Critical Table. This skill may not exceed the Degree 1 damage threshold unless a Weapon Style skill or Martial Arts Style skill that allows the user to exceed this limitation accompanies it. {Ag}
N/A
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 Alertness, 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 make camp in an unsafe location, the GM might make an Alertness static 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 Observation static maneuver. {SD}
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 Alertness, 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 an Alertness 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 Observation maneuver.
This skill has numerous applications. It is used to find people hiding in the brush. It is used to examine an object closely, looking for any anomalies. It is used to determine the number of enemies in the opposing army.
As a result, it is not possible to describe even a fraction of the situations in which Observation could be used. Instead, broad general guidelines are provided.
The level of difficulty should be based on the amount of information the character is seeking. The obviousness of the information can modify this difficulty by up to two levels. For example, determining the safety of the aforementioned campsite might be a Medium maneuver. However, the presence of a Troll's burrow nearby might be a subtle clue to look elsewhere for a campsite.
This skill can be used to discover persons who are Stalking or Hiding. It can also be used to see through a disguise, notice a camouflaged object or realize that a voice is being mimicked. It cannot be used to find hidden objects, which requires the skill Locate Hidden.
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to operate simple equipment, or specific set of complex equipment, such as millworks, automatic looms, etc. {In}
This skill provides a bonus to operate simple equipment, or specific set of complex equipment, such as millworks, automatic looms, etc.
This simple skill is necessary to use any tool with more than a few moving parts. No skill is necessary to dig a hole with a shovel. Digging a hole with a post-hole digger is another story. The difficulty of the maneuver is based on the number of things that could go wrong. If the tool is being used for something other than its intended purpose, add three to the difficulty level.
This skill does not necessarily provide any knowledge of how the device works, nor any knowledge of how to fix the device.
N/A
Category: | Urban |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus applicable for organization of a criminal operation under the cover of a legitimate organization. This skill typically covers the workings of the crime underworld, how and why it works. This would include knowledge of its structure, and how to access the organization without appearing suspicious. {Pr}
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {In}
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.
Without this skill, a character is guaranteed to get lost if not following a road or river. Additional ranks will help a character avoid getting lost in heavy terrain or cloudy weather. A maneuver roll should be made every strategic turn (4 hours). Failure generally indicates that the character heads in a direction up to 60° degrees from the direction intended.
Condition | Modifier |
---|---|
Light fig | -15 |
Dense fog | -45 |
Category: | Artistic • Passive |
Optional Stats Used: | Em/In/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Ag}
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.
The goal of the painter is a representation of a real object, scene or person. This representation may be realistic, symbolic or emotive. The difficulty of the maneuver depends on the beauty and depth of expression of the piece of art to be produced. At the most basic level, a painter can produce sketches, or stylized images. As he gains in ability, he is able to infuse his works with a unique perspective or insight.
The perceived greatness of the work depends to a large extent on the audience. For a painter to make a living, it helps to market one's skill well.
Condition | Modified |
---|---|
Unfamiliar medium | -30 |
From posed image or person | +10 |
From memory | -30 (+ Memory stat bonus x 3) |
Category: | Science/Analytic • Medical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the recognition, identification, and knowledge of the effects produced by pharmaceuticals. This does not include knowledge of the proper use and safety measures required for drugs (e.g., medicinal, narcotic/recreational). {In}
Bonus for the recognition, identification, and knowledge of the effects produced by pharmaceuticals. This does not include knowledge of the proper use and safety measures required for drugs (e.g., medicinal, narcotic/recreational). {In}
N/A
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for recognizing and identifying major aspects of philosophy or religious doctrines. Each philosophy/religious doctrine may be concentrated in and learned separately for in-depth knowledge and understanding. This skill would allow the character to accurately predict the reaction of a philosophical or religious group to specific conditions or situations. This skill deals more with the understanding of a joint of view presented by the sect, and presenting points of argument based on that view while being able to support it. {Me}
N/A
Category: | Lore • General |
Optional Stats Used: | Me/Re/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a 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. {In}
This skill provides a 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.
Philosophy is the study of thought. There are many branches of philosophy. all of which strive for enlightenment and truth through the application of logic. (Even though logic itself is a philosophical field.) At the core of most doctrines is the search for morality. that which should be done for its own sake.
The difficulty of a Philosophy maneuver depends on the amount of logic and faith to be applied to a given situation. Memorizing the tenets of a philosophy is much easier than applying those maxims accurately. Note that different philosophies will find different situations difficult.
Most schools of philosophy fall into three major categories:
Category: | Science/Analytic • Specialized |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Physics suggested as a skill but not described.
This skill provides a bonus to understanding of things such as matter, and energy, and their interactions. {In}
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for locking and unlocking locks and similar devices. {Re}
This skill provides a bonus for locking and unlocking locks and similar devices.
The difficulty of this maneuver depends on the complexity of the lock. In general. smaller locks are more difficult to pick. Note that in a medieval setting. there are no locks that are Sheer Folly or Absurd.
Condition | Modifier |
---|---|
Successful Lock Lore prior to attempt | +40 |
Each time lock has been unsuccessfully attempted | -30 |
Have picked lock before | +50 |
Picker has picked this type of lock before | +25 |
Picker has description of mechanism | +10 |
Category: | Subterfuge • Stealth |
Optional Stats Used: | Ag/SD/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Pr}
This skill provides a bonus for picking pockets. If successful, the contents are lifted and the skill bonus is applied against the victim's Alertness.
The difficulty of a Picking Pockets maneuver depends on how accessible the victim's pockets are. (Note that pockets are a fairly recent invention.) Money carried in a pouch is the easiest to gain access to. If the character must come into contact with the victim, the maneuver is much more difficult.
There are many items which aid in Picking Pockets. Examples include palm knives (for slitting pouches), hollow canes, fake blindfolds, etc.
N/A
Category: | Lore • Magical |
Optional Stats Used: | Me/Re/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and navigating other planes of existence; it also provides knowledge about other planes. {In}
This skill provides a bonus for recognizing and navigating other planes of existence; it also provides knowledge about other planes.
This skill provides characters with knowledge about other planes of existence. The GM should discuss the extent of the character's knowledge with the player before play. The skill offers an understanding of how the planes of existence connect, how to travel from one to another, and how to survive on a plane whose environment is hostile or alien.
During play, a character may use this skill to identify the quickest way home (if one exists), determine where a gate most likely leads, or recognize a multi-dimensional item. The difficulty of the maneuver depends on the proximity of the plane to the character's own.
Category: | Science/Analytic • Specialized |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Planetology suggested as a skill but not described.
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for using a specific instrument, such as flute, drum, lute, etc. It may also be used to recognize musical patterns or rhythms, notes, etc. Note that separate development is required for skill with each instrument. {Ag}
This skill provides a bonus for using a specific instrument, such as flute, drum, lute, etc. It may also be used to recognize musical patterns or rhythms, notes, etc. Note that separate development is required for skill with each instrument.
This skill can be used either to reproduce a piece of music or to improvise a melody. The difficulty of a performance maneuver depends on the greatness of the composition (see Music). A Play Instrument (performance)
maneuver is equal to the difficulty of writing the work (when reproducing a composition). An Play Insturment (improvisation) maneuver depends on the complexity of the chord progression or melody. Each Partial Success reduces the resulting fame by 20%, each Near Success, by 10%. An Absolute Success increases the fame by 20%. (See Section 5.1).
This skill must be developed separately for each style of music to be learned. Examples include classical, baroque, romantic, jazz, rock, etc.
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for improvising or reading poetry. It may also be used to recognize poetical styles, forms, etc. Note that a minimum of 4 ranks in the spoken language utilized is required to use this skill. {Me}
This skill provides a bonus for improvising or reading poetry. It may also be used to recognize poetical styles, forms, etc. Note that a minimum of 4 ranks in the spoken language utilized is required to use this skill.
This skill is used by bards and historians to entertain royal courts, by Elves to praise one another, and by romantics wooing their lovers. The difficulty of the maneuver depends on the length of the poem being recited, or improvised. When reciting poetry, a strong meter and rhyme pattern reduces the difficulty by one level. When improvising, attempting to maintain both meter and rhyme increases the difficulty by one level.
Each rank of poetic improvisation indicates knowledge of one epic poem or equivalent amount of shorter material. Master bards can recite any number of epic poems.
Condition | Modifier |
---|---|
Elves | +10 |
7+ ranks in spoken language | +10 |
Improvisation | -30 |
Category: | Artistic • Passive |
Optional Stats Used: | Em/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 four (4) ranks in the written language to be used. Note that this form of poetry is typically of a significantly greater quality than improvisational poetry. {Re}
This skill provides a bonus for the writing of poetry, individual must have at least 4 ranks in the written language to be used. Note that this form of poetry is typically of a significantly greater quality than improvisational poetry.
This skill is used to write a poem. The difficulty of the maneuver depends on the intricacy of the poem's structure (meter and rhyme) and depth of emotion.
Condition | Modifier |
---|---|
Writing about a personal experience | +10 |
Writing about an unfamiliar topic | -30 |
8+ ranks in written language | +15 |
Category: | Lore • Technical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying poisons, as well as knowledge of proper application and usage techniques. (These may require an Using/Removing Poison skill roll to actually carry through.) {Me}
This skill provides a bonus for recognizing and identifying poisons, as well as knowledge of proper application and usage techniques. (These may require a Using/Removing Poison skill roll to actually carry through.)
The difficulty of locating a poison is indicated in RMFRP (p. 149). That provides the difficulty of finding such a poison in the wild. The number associated with the difficulty of finding a given poison indicates its rarity. If a character has 5 ranks in Poison Lore (i.e., knowledge level 4), he is familiar with jitsu (m-0-4), including its specific effects. He knows that zaganzar (t-M-6) can be found in temperate mountains and that silmaana (s-0-2) is a level 9 poison with no addiction factor.
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for perceiving the presence of poison in/on an item or object. Note that some poisons will simply be undetectable (e.g., a colorless, tasteless, odorless powder that dissolves completely in water will be very difficult if not impossible to detect). {Me}
This skill provides a bonus for perceiving the presence of poison in or on an item or object. Note that some poisons will simply be undetectable (e.g., a colorless, tasteless, odorless powder that dissolves completely in water, will be very difficult if not impossible to detect).
The difficulty of detecting a poison depends on the method of application (pastes are usually obvious) and the number of senses that can detect the poison. For example, cyanide has a distinctive odor, although if mixed with some food that masks the poison, it is more difficult to detect.
The base difficulties assume that the poison can be seen, smelled and tasted. For each sense removed, add one to the difficulty. For example, iocaine is a powder that is colorless, odorless and tasteless. It is an Absurd maneuver to detect this poison. Sharkasar is a paste that has an odor and is dark brown. Since it has no taste, it is a Light maneuver to detect this poison.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Ag |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for handling a pole to surmount or cross over an obstacle. {Ag}
This skill provides a bonus for handling a pole to surmount or cross over an obstacle.
Use of this skill assumes a sprint the round before. For each pace category above or below, the difficulty is increased by one. I f the character does not have a proper pole (flexible, yet strong), the difficulty is also increased by one.
4' high or 4' wide | Routine |
6' high or 6' wide | Easy |
8' high or 8' wide | Light |
10' high or 10' wide | Medium |
12' high or 15' wide | Hard |
15 high or 20' wide | Very Hard |
18' high or 30' wide | Extremely Hard |
22 high or 40' wide | Sheer Folly |
25' high or 50' wide | Absurd |
N/A
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the ability to influence, guide, or even take over the control of a government. The skill also includes all of the knowledge of the structure of a government, where the layers of power within the government rest, methods of getting into office, etc. This skill must be developed separately for each type of government and each culture. {Pr}
Bonus for the ability to influence, guide, or even take over the control of a government. The skill also includes all the knowledge of the structure of a government, where the levels of power within the government rest, methods of getting into office, etc. This skill must be developed separately for each type of government and each culture. {Pr}
N/A
Category: | Power Awareness |
Optional Stats Used: | Em/In/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for seeing active Essence (blue), Channeling (red) and Mentalism (green) magic. If the GM allows players to develop the skill of Power Perception he should stipulate that Detect Magic spells will detect Magic, active or inactive (e.g., waiting spells). {Pr}
This skill provides a bonus for seeing active Essence (blue), Channeling (red) and Mentalism (green) magic. If the GM allows players to develop the skill of Power Perception he should stipulate that Detect Magic spells will detect magic, active or inactive (e.g., waiting spells).
The ability to perceive magic in an active or donnant state is a difficult skill to master, which is why this skill is generally restricted. Once mastered, power perception is still a difficult skill requiring a great deal of concentration and it only reveals the presence of magic and the realm, never any details on the nature or type of magic present. In order to use this skill, a character must concentrate for a full minute in order to orient on the magic around him. The following modifiers apply to the skill power perception.
The difficulty of this maneuver depends on the power of the magic. Extremely powerful dweomers (enchantments) may be so overwhelming that it is difficult not to notice the presence of the spell. The distance from the location (center) of the spell, diminishes one's ability to detect the spell. Note that this skill reveals nothing about the level of the spell or effect.
Condition | Modifier |
---|---|
Per foot over 10' | -2 |
Informational Spell | -10 |
Elemental Spell | +20 |
Category: | Power Power Point Development |
Optional Stats Used: | Realm stat |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
A character’s total Power Point (PP) is equal to his Power Point Development skill bonus. This skill allows a spell user to increase the total number of power points he may hold at any given time. The skill bonus progression for this skill is found on the Race Abilities Table T–1.1 (note that a Hybrid spell user mst use the lesser of his two realm’s progressions) A Hybrid spell caster averages his Realm stat bonuses to obtain his stat bonus for this skill.
In order to cast a spell, a number of PPs equal to the spell’ s level must be used. Each character has a maximum number of Power Points (PPs) equal to his skill bonus for Power Point Development (see Appendix A-1.22). Normally, this skill bonus consists of the following:
PP Development skill bonus = PP TotalRecovering PPs: Once a character’s PPs are used casting spells, they may be regained (up to the maximum) in the following three ways:
A character's total Power Points (PP) is equal to his Power Point Development skill bonus. This skill allows a spell user to increase the total number of Power Points he may hold at any given time. The skill bonus progression for this skill is found the chart on page 85 of RMFRP. A hybrid spell caster averages his realm stat bonuses to obtain his stat bonus for this skill.
Example: Darien is a 20th level Illusionist (an Essence spell user) so his realm stat is Empathy. He has a Power Point Development skill bonus of 88 and an Empathy stat bonus of 9. So, he recovers 1 PP every three hours while active, 5 PPs (9÷2) every continuous hour of rest, and 44 PPs (88÷2) for every 3 hours of continuous sleep.
PP Exhaustion: A character receives a modification to his spell casting static maneuvers (see Section 26.0) based upon what percentage of his Power Points he has used:
% of PPs Used% | Modification |
0% to 25% | 0 |
26% to 50% | -10 |
51% to 75% | -20 |
76% to 100% | -30 |
N/A
Category: | Science/Analytical • Technology |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the maintenance and repair of damage and malfunctions in power drive systems. The damage to be repaired should adjust the difficulty level of the maneuver. This skill must be developed separately for each category of power system for which he will use this skill. For example, Batteries/Power Cells, Fusion, Hydroelectronic, and Solar Energy, are all separate classes of skills under this skill. {Ag}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This is the design and development of power systems for producing large and small quantities of energy, as well as propulsion systems for various types of craft. This skill must be developed separately for each class of power systems. For example, Batteries/Power Cells, Fusion, Hydroelectric, and Solar Energy, are all separate classes of skills under Power System Technology. {In}
N/A
Category: | Athletic • Brawn |
Optional Stats Used: | St/Co/St |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | 0 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows the use of a controlled burst of strength to increase the force of a blow, such as with a sword, hammer, or fist. The use of this skill requires a 40% activity action the round before the “strike” takes place. The round of the strike, the character receives a bonus to his OB according to how much force he placed into the blow, which in turn affects the difficulty of the maneuver.{St}
This skill allows the use of a controlled burst of strength to increase the force of a blow, such as with a sword, hammer, or fist. The use of this skill requires a 40% activity action the round before the strike takes place. The round of the strike, the character receives a bonus to his OB according to how much force he puts into the blow, which in turn affects the difficulty of the maneuver.
The difficulty of the maneuver depends only on the amount of extra OB sought.
+10 | Medium |
+20 | Hard |
+30 | Very Hard |
+40 | Extremely Hard |
+50 | Sheer Folly |
+60 | Absurd |
Category: | Athletic • Brawn |
Optional Stats Used: | St/Co/St |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows the use of a controlled burst of strength to increase the range of a thrown object, such as a javelin, hammer, stone, etc. The use of this skill requires a 40% activity action the round before the “throw” takes place. The round of the strike, the character receives a bonus to his weapon range according to how much force he placed into the throw, which in turn affects the difficulty of the maneuver.{St}
The skill allows the use of a controlled burst of strength to increase the range of a thrown object, such as a javelin, hammer, stone, etc. The use of this skill requires a 40% activity action the round before the throw takes place. The round of the throw, the character receives a bonus to his weapon range according to how much force he places into the throw, which in turn affects the difficulty of the maneuver.
If a large item is thrown as a weapon, the attack is resolved as a Fall/Crush attack (see RMFRP p. 226 or AL p. 75) with an OB of +1/10 pounds. The range modifier depends on the difficulty of the Power-throwing maneuver. The maximum distance an object can be thrown is 1 foot for every 2 unused pounds of lifting capacity (see Weight-lifting).
+10% | Medium |
+25% | Hard |
+50% | Very Hard |
+75% | Extremely Hard |
+100% | Sheer Folly |
+125% | Absurd |
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to successfully prepare a medicinal herb from its natural state into a usable form. {Ag}
This skill provides a bonus to successfully prepare a medicinal herb from its natural state into a usable form.
Herbs can be prepared in many ways. Some of the various methods and their effects are described below:
Infusions—An infusion is brewing the catalyst into a tea. This process imparts the herbal properties to the water. Use 1 or 2 teaspoons of catalyst to a cup of water for best effect. Infusions may be used medicinally or as a catalyst (though the infusion process does not modify the catalyst for purposes of spell casting). Easy maneuver roll.
Decoctions—The exact same thing as an infusion, but generally used on roots and tougher catalysts. Decoctions are made by simmering the same proportions in a pan. Light maneuver roll.
Tinctures—Tinctures are formed by soaking 8 oz of an herb (4 oz if dried) in a pint of alcohol (60% proof or better). Tinctures should be kept out of sunlight and shaken often during the 2 weeks following their creation. After 2 weeks, the tincture can be stored in small, colored bottles, which should be sealed with wax until needed. Tinctures preserve herbs very well and increase the potency of any herbal catalyst by 1 level (a level 1 herb is now a level 2 herb, and so forth). The number of doses ofcatalyst started with do not change through the tincture process. For healing purposes this should increase the medicinal power ofthe herbs (GM discretion). Very hard maneuver roll.
Liniments—The same as a tincture, but used for external rubs and washes. Hard maneuver roll.
Poultices—Made to assist in first aid, poultices are made with a clean cloth and the selected herbs, often combined with flour to mix it all together. Boiled water is poured over the cloth to moisten the collection. The cloth is then bandaged over the wound. Poultices with appropriate herbs (GM discretion) should add a bonus to first aid ranging from +5 to +35. Medium maneuver roll.
Use of this skill supposes that the herbalist knows how the herb must be applied. The difficulty of the maneuver depends on how many ingredients are needed to purify the herb. As a general rule, divide the cost of the herb (in gold) by the rarity factor squared (cost ÷ [rarity × rarity]) and reference below. (The GM may declare that some herbs are more or less difficult than this.)
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to successfully prepare a poison from its natural state into a usable form. {SD}
This skill provides a bonus to successfully prepare a poison from its natural state into a usable form.
Use of this skill supposes that the herbalist knows how the poison must be applied. The difficulty of the maneuver depends on how many ingredients are needed to prepare the poison. As a general rule, divide the cost of the poison (in gold) by the rarity factor squared (cost ÷ [rarity × rarity]) and reference below. (The GM may declare that some poisons are more or less difficult than this.)
Category: | Influence |
Optional Stats Used: | Pr/Em/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Re}
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.
Propaganda is used to influence public opinion. It can be used to lower the public's opinion of their leader, justify a war, or anything a clever manipulator can dream of. Unlike advertising, this skill is not trying to sell a product. The effects of propaganda are more ethereal than profit (although the two are certainly related).
The difficulty of the attempt depends on how much of a change is being attempted. This assumes, naturally, that the allegation, claim, or assertion is plausible. The more outrageous the statement, the more difficult it's going to be to sell it to the public.
In general, successful use of this skill will modify public opinion by up to 5%.
The following examples assume that a small number of people are being influenced, fewer than 100. For each factor of 100, the difficulty should be increased by one. Hence, a Propaganda maneuver intended to affect a country of 1,000,000 inhabitants would be increased by two levels of difficulty.
Category: | Influence |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the ability to influence another person's belief or ideals through preaching to them. It is the skill of converting reiligous beliefs and moral standards. Success indicates that the target(s) of the preaching will at least spend a lot of time contemplating some well-made points of discussion. If the total roll is greater than 100 plus the target's Reasoning stat, the target is convinced that the preacher is correct in his faith, and the target will strive to learn more and become a faithful believer in the faith to which he has been introduced. {Em}
N/A
Category: | Science/Analytic • Specialized |
Optional Stats Used: | Re/Me/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying major insanities (including manias, phobias, depressions, dementia, etc.) and attempting to heal or correct them. Must be developed either in-depth for a specific race or in general trends of multi-cultural racial makeups. Several races may be developed simultaneously provided research materials are available. See Gamemaster Law for more information on psychological disorders and their effects. {Pr}
This skill provides a bonus for recognizing and identifying major insanities (including manias, phobias, depressions, dementia, etc.) and attempting to heal or correct them. It must be developed either in-depth for a specific race or in general trends of multi-cultural racial makeups. Several races may be developed simultaneously provided research materials are available. See Gamemaster Law for more information on psychological disorders and their effects.
See Healing, Section 4.0.
Slight Mental Illness | +5 |
Moderate Mental Illness | -5 |
Severe Mental Illness | -20 |
Each year affected | -10 |
Severity of event which caused illness | +30/-70 |
Lvl of PC/NPC which caused illness | -1/Lvl |
Category: | Influence |
Optional Stats Used: | Pr/Em/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {In}
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.
This skill is used to directly influence an audience (unlike Propaganda, which is used to indirectly influence the public). The difficulty of the attempt depends on how much attention the audience is paying, and how radical the recommendations of the speaker. In general, a Public Speaking maneuver will have direct effects on 10% of the audience, and indirect effects on the entire audience.
Category: | Combat Maneuvers |
Optional Stats Used: | Ag/Qu/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for getting a weapon from scabbard into battle very quickly. If successful, the weapon is out of the scabbard and in hand and moreover may make an attack and/or move the same round without the normal 20% activity required (-20 penalty) for drawing a weapon. If the skill check fails, he has dropped the weapon. On a partial success, the character takes the normal time (and penalty) to draw the weapon. {SD}
This skill provides a bonus for getting a weapon from a scabbard into battle very quickly. If successful, the weapon is out of the scabbard and in hand and moreover may make an attack and/or move the same round without the normal 20% activity required (-20 penalty) for drawing a weapon. If the skill check fails, he has dropped the weapon. On a Partial Success, the character takes the normal time (and penalty) to draw the weapon.
This skill is nearly identical to Adrenal Quickdraw. If this skill is performed successfully, a weapon can be both drawn and used during the snap action phase (since drawing the weapon is a 0% action). If used with a thrown weapon, it is possible to throw two weapons in one round (provided one is already in hand). The GM may even wish to allow this skill to be used with missile weapons (representing Zen archery).
The difficulty of the skill is based entirely on the size of the weapon.
Category: | Special_Attacks |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus to use a natural weapon attack available to the character. The bonus of this skill is treated in all ways like a normal OB for purposes of attacking, parrying, using other special attacks, etc. Examples of natural weapon attack are horn attacks, claw attacks, tail lashes, or even biting attacks. Generally, all races with a special racial attack may learn this skill as an Everyman skill regardless of profession. The relative strength and effectiveness of each racial attack will vary by race and must be determined by the Gamemaster. See Sections 8.0 and 9.0 for more details on how to integrate racial attacks into weapon styles and martial arts styles.
N/A
Category: | Combat Maneuvers |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Sometimes, characters just want to fire their gun as fast as they can. In almost all cases, it is possible to empty all ammunition out of a gun inside of 10 seconds (one round). When a character wants to just fire his gun as fast as possible, resolve this action as a static maneuver (not an attack). If the maneuver is successful, the gun has been emptied (be sure to check for breakage numbers on the maneuver).
The skill is not described, but listed.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/St |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for rapidly descending from a height, using ropes and other equipment. If the rappelling roll 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. {St}
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.
The difficulty of a Rappelling maneuver depends on the quality of the surface being descended. Uneven surfaces with multiple protrusions are more difficult to rappel down than smooth brick walls.
Condition | Modifier |
---|---|
Walk | +0 |
Fast walk/jog | -10 |
Run | -20 |
Fast run/sprint | -30 |
Fast sprint | -40 |
Dash | -50 |
Rope and climbing gear | +20 |
Rope only | -15 |
No rope or equipment | Use Climbing or Scaling skill |
N/A
Category: | Power Awareness |
Optional Stats Used: | Em/In/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Rune skill enables a character to decipher and use 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 his specialty, a second roll, similar to the first, must be made to successfully cast the spell from the Rune. Runes are generally not reusable, but the rune paper is.
A 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. {Me}
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 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.
;In addition to allowing the caster to use and decipher runes, this skill is required for inscribing appropriate runes in conjunction with Rune Mastery and Inscriptions spell lists. Each rank of Read Runes allows the character the ability to inscribe an equivalent level spell into a rune.
Condition | Modifier |
---|---|
Realm of the spell is unknown | -20 |
Realm of the spell is known | +10 |
Spell is not known | -10 |
Spell is known | +20 |
Realm of the spell differs from character | -30 |
Character can cast spell intrinsically | +30 |
N/A
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 identifying the tracks and the skill Tracking (q.v.) is used for spotting and following the tracks. {SD}
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 identifying the tracks and the Tracking skill is used for spotting and following the tracks.
The difficulty of this maneuver depends on the amount of information that the character is attempting to gain. The quality of the print will also modify the maneuver roll.
Condition | Modifier |
---|---|
Mud | +20 |
Snow | +10 |
Grass | -10 |
Stone | -20 |
Falling snow | -10 / hour |
Category: | Awareness • Senses |
Optional Stats Used: | In/SD/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus to determine if the natural order or reality has or is going through turmoil, (e.g., Demonic Gate opening or closing, power fluctuation which is disturbing or causing the fabric of this dimension to shift, holes in the space-time continuum, residual powerful magic, etc.). Note that this skill may be severely limited in its availability. {Em}
This skill provides a bonus to determine if the natural order or reality has been or is going through turmoil, (e.g., Demonic gate opening or closing, power fluctuation which is disturbing or causing the fabric of this dimension to shift, holes in the space-time continuum, residual powerful magic, etc.). Note that this skill may be severely limited in its availability.
The further the character is from the warp in reality, the more difficult this maneuver is. If the maneuver attempts to detect the opening or closing of a warp, add the level of the spell required to create the warp to the Reality Awareness maneuver roll. If the spell level is not known, assume that opening or closing a warp requires a 20th level spell. Once a warp is open the spell level does not modify the maneuver roll.
Per lvl of warp | +1 |
Within 10' | +30 |
11' - 30' | +20 |
31' - 100' | +10 |
101' - 300' | +00 |
301' - 500' | -10 |
501' - 1000' | -20 |
1001' - 3000' | -30 |
3001' - 5000' | -50 |
5001'+ | -70 |
Category: | Lore • General |
Optional Stats Used: | Re/Me/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides knowledge about the beliefs, rituals, or other information about a specific region. Note that skill for each region must be developed separately. All characters begin with ranks in Region Lore for their own region. See Section 13.0. {Me}
This skill provides knowledge about the geography of a specific region. Note that skill for each region must be developed separately. All characters begin with ranks in Region Lore for their own region.
This skill provides characters and players with information about a single region. This allows the character to identify landmarks and other significant features {like havens, etc.). This skill is useful for determining which location best meets certain criteria. All characters begin with a rudimentary knowledge of their home region, enough to identify major landmarks.
Category: | Lore • General |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying major aspects of religious doctrines. Each religion may be concentrated in and learned separately for in-depth knowledge and understanding. {Me}
This skill provides a bonus for recognizing and identifying major aspects of religious doctrines. Each religion may be concentrated in and learned separately for in-depth knowledge and understanding.
This skill provides characters with knowledge of one or more religions. The GM may want to provide the player with some information prior to play. 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.
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for knowing the history of a specific religion. This includes the origins of the faith, major characters (saints, popes, heroes, kings, etc.), major events, how the faith spread (if it did), etc. This skill must be developed separately for each religion. However several different histories may be developed simultaneously, provided appropriate research materials are available. {Re}
Bonus for knowing the history of a specific religion. This includes the origins of the faith, major characters, major events, how the faith spread (if it did), etc. This skill must be developed separately for each religion. However, several different religious histories may be developed simultaneously, provided appropriate research materials are available. {Re}
N/A
Category: | Science/Analytic • Basic |
Optional Stats Used: | Re/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. It includes the skills necessary to organize and effect a search through reference material, and collate the results. Note that skill is necessary for the creation of new spell lists. If appropriate materials are available, a successful skill roll using such materials will give up to a +40 modification to a related Lore skill roll. {SD}
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. It includes the skills necessary to organize a search through reference material, and collate the results. Note that skill is necessary for the creation of new spell lists. 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.
This skill can only be used to research information that already exists. Except for spell lists, this skill cannot be used to generate new knowledge. Some other Science/Analytic skill must be used for that. The difficulty of a Research maneuver depends on the difficulty of the Lore maneuver being researched. Whereas Lore skills produce results much more quickly, a good researcher need learn only one skill (provided he has access to a good reference library).
When researching new spells or spell lists, the difficulty of the maneuver depends on the similarity of the attempt to what the researcher already knows. A significant amount of time and materials will also be necessary. (See Spell Law.)
Category: | Combat Maneuvers |
Optional Stats Used: | Ag/Qu/Pr |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a limit for applying one’s melee OB against an opponent to one’s flank or rear without turning or changing position. The OB of an attack made in this fashion can not exceed the attacker’s Reverse Stroke skill bonus. Note that this skill must be developed separately for each weapon category. {Pr}
This skill provides a limit for applying one's melee OB against an opponent to one's flank or rear without turning or changing position. The OB of an attack made in this fashion cannot exceed the attacker's Reverse Stroke skill bonus. Note that this skill must be developed separately for each weapon category.
This skill is self-explanatory.
Category: | Outdoor • Animal |
Optional Stats Used: | Em/Ag/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
A single skill rank is necessary to keep from constantly falling off the animal being ridden. Higher skill ranks enhance the chance of controlling of the animal, or gaining control of an unfamiliar animal (of the type you have skill with). This skill must be developed separately for each different type of animal. See Section 18.2.8 for more information on Riding. {Em}
A single rank is necessary to keep from constantly falling off the animal being ridden. Higher skill ranks enhance the chance of controlling the animal (of the type for which the skill is developed). This skill must be developed separately for each different type of animal.
Note that this skill involves convincing an animal to perform a specific maneuver. The mount performs the actual moving maneuver. The difficulty of the maneuver depends on the degree to which the mount naturally wants to perform the action. Natural horse actions include walking, eating, fleeing danger, etc. A horse can accelerate up to three pace categories per turn (e.g., from walk to sprint). It can decelerate a like amount. The difficulty of such a maneuver depends on the target pace.
A GM may decide that some maneuvers performed in the saddle qualify as Athletic • Gymnastic maneuvers. For example, standing in the saddle (Tightrope Walking), riding along the side of the horse (Contortions), leaping from horse to horse Jumping and/or Acrobatics), etc.
Activity Used for Riding | Penalty |
---|---|
5% | -30 |
10% | -25 |
20% | -20 |
30% | -15 |
40% | -10 |
50% | -5 |
60% | +0 |
70% | +10 |
80% | +20 |
90% | +35 |
100% | +50 |
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for knot recognition, knot-tying, braiding, rope splicing, making a maneuver while suspended from a rope (or analogous flexible line), or when throwing a line. {In}
This skill provides a bonus for knot recognition, knottying, braiding, rope splicing, or throwing a line.
This skill covers any maneuver attempted with a rope that does not involve the character moving. Such maneuvers are covered by Climbing or Acrobatics. The skill is useful for securing prisoners or tying a boat to a dock.
Category: | Athletic • Endurance |
Optional Stats Used: | Co/Ag/St |
Exhaustion Points Cost: | 1 every 6 rounds |
Distance Multiplier: | 1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {St}
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.
Rowed vehicles are, in general, not particularly maneuverable, but they are more maneuverable than a sailing vehicle. It is possible to make relatively tight turns since each side of the vehicle can act of the other. Attaining speed in a rowed vehicle is more difficult than with a sailing vehicle, however.
The difficulty of a rowing maneuver is dependent on two factors: the speed of the vehicle and how sharp the maneuver is. Also, smaller vehicles (like rowboats) are more maneuverable than longships. The size of the vehicle may modify the difficulty of the maneuver by one level. The following examples assume that the vehicle is moving at a walking pace. Faster paces result in correspondingly more difficult maneuvers.
Partial and Near Successes indicate that the vehicle begins to rock and might take on water. Failure indicates that the vehicle performs no maneuver and slows by one pace category. Absolute and Spectacular Failures may indicate that the vehicle tips. It takes one round to accelerate one pace category (e.g., from jog to run).
These examples also assume a complete crew. Fewer rowers than normal will reduce the base speed by a similar amount. For example, a longship that requires 30 rowers has only 15. It moves at half speed. If there are fewer than one fourth of the necessary crew, the ship cannot move.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
More involved than picking locks, this skill enables the character to gain access to specialized locks used for high security systems such as vaults, in which the locking mechanisms are so complex that the locks must be destroyed, removed, or accessed by unusual but direct means. An example would be "peeling," in which the face of the safe's door is pried or peeled back so as to reach the mechanism. This skill takes a lot of time in some cases. This skill would also cover attempts to listen to the tumblers as a combination lock spins. {SD}
More involved than picking locks, this skill enables the character to open or deactivate specialized locks used for high security systems such as vaults, in which the locking mechanisms are so complex that the locks must be destroyed, removed, or accessed by unusual means. An example would be "peeling," in which the face of the safe's door is pried or peeled back to reach the mechanism. Application of this skill takes a lot of time in some cases. This skill also covers attempts to listen to the tumblers as a combination lock spins. {SD}
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for performing duties aboard a sailing vessel. {Co}
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.
This skill provides a bonus to maneuvering a wind-powered water vehicle. This skill needs to be developed separately for the following types ofvehicles: sailboat, yacht, catamaran, and multi-masted. {Ag}
Sailing vessels are, in general, not maneuverable, but they are much faster than rowed vessels. Even when sailing into the wind, many sailing vessels can move quite rapidly.
The difficulty of a Sailing maneuver is dependent on two factors: the speed of the vessel and how sharp the maneuver is. Also, smaller vessels (like river boats) are more maneuverable than galleys or long-ships. The size of the vessel may modify the difficulty of the maneuver by one level. The following examples assume that the vessel is moving at a walking pace. Faster paces result in correspondingly more difficult maneuvers.
If a Sailing maneuver fails, the boat fails to maneuver; it continues in the direction it was heading the previous round, decelerating one pace category, to a minimum of a walk. Absolute and Spectacular Failures might cause the ship to be damaged or capsized. Partial and Near Successes probably indicate that the boat takes on water.
The maximum attainable pace depends on whether or not the vessel is moving with the wind (dash), against the wind Gog), or perpendicular to the wind (sprint).
Condition | Modifier |
---|---|
No wind | The boat cannot maneuver |
Light Breeze | +10 (x0.5 movement) |
Strong Breeze | +5 (x0.75 movement) |
Light Wind | 0 (x1.0 movement) |
Strong Wind | -10 (x1.25 movement) |
Gale | -25 (x1.5 movement) |
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the design and maintenance of waste disposal and recycling systems for a given set of circumstances (e.g., city, environmental suit, etc.). {In}
N/A
Category: | Technical/Trade • Professional |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to attempts to recognize and treat various forms of mental disorder. This skill must be developed separately for each race. {Em}
N/A
Category: | Influence |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for knowing how to "fit in" and to behave correctly in an unfamiliar situation. This skill is used to determine such things as table manners, when to laugh at ajoke, politeness, social common sense, etc. The Anthropology skill may be used instead of Savior-Faire if the appropriate culture has been studied. {Em}
N/A
Category: | Athletic • Endurance |
Optional Stats Used: | Co/Ag/St |
Exhaustion Points Cost: | 1 every 12 rounds |
Distance Multiplier: | 0.1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {St}
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.
There are two major factors that determine the difficulty of a Scaling maneuver: the grade (angle) of the climb and the frequency of hand-holds. This skill is not as strenuous as Climbing, but slower and more difficult. (This prevents characters from performing sustained climbs on the ceiling.) Add one difficulty level if the surface is sandy, two if wet, three if oily and four if icy.
Category: | Crafts |
Optional Stats Used: | Ag/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill gives proficiency in secretarial skills, including calligraphy, taking dictation and librarian skills. {SD}
This skill gives proficiency in secretarial skills, including calligraphy, taking dictation and librarian skills.
The difficulty of a Scribing maneuver may depend on a number of factors: the clarity of the work being copied, the clarity of the speaker (dictation), the intricacy of the lettering being used, and the scribe's familiarity with the language.
Condition | Modifier |
---|---|
3-5 ranks in written language | -10 |
8+ ranks in written language | +10 |
Category: | Urban |
Optional Stats Used: | In/Pr/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 normally used in an urban type of setting. This does not cover locating of food or water. {Re}
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 normally used in an urban type of setting. This does not cover locating food or water.
his skill is generally used to locate items that have been discarded (and are therefore free) or are illegal. In either case, the difficulty of the maneuver depends on the rarity of the item. I f scrounging for a discarded item, the item's value must be taken into consideration; if scrounging for an illegal item, the penalty for selling the item is a key factor. In some cases, the GM may require a character to make a Scrounging maneuver in order to locate a part or component (since most dealers located using Contacting are purveyors of new merchandise).
Category: | Artistic • Passive |
Optional Stats Used: | Em/In/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Ag}
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.
The sculptor's goal is the representation of a real object, scene or person. This representation is usually realistic, but may be symbolic or emotive. The difficulty of the maneuver depends on the beauty and depth of expression of the piece of art to be produced. As a sculptor gains skill, he is able to incorporate greater detail. Some sculptors allow the stone or wood to express itself naturally; the sculptor is not sure of the final product until it is completed.
The perceived greatness of the work depends to a large extent on the audience. Without a rich sponsor, a sculptor leads a meager existence.
Condition | Modifier |
---|---|
Unfamiliar medium | -30 |
From posed image or person | +10 |
From memory | -30 (+ Memory stat bonus × 3) |
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Em}
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.
See Healing, Section 4.0.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for detemining the details of an observed security system. This could be identifying individual aspects (such as motion sensors, sound monilars, thermal monitors, etc.) and how they are linked up, or determining how many guards patrol an area and how often they make rounds. This skill would also cover making simple now charts of how the system operates, and ability to recognize backup systems. {SD}
Bonus for determining the details of an observed security system. This could be identifying individual aspects and how they are linked, or determining how many guards patrol an area and how often they make their rounds. This skill would also cover making simple flow charts of how the system operates, and recognizing backup systems. {SD}
N/A
Category: | Influence |
Optional Stats Used: | Pr/Em/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 persons 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. {In}
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.
Seduction is used to convince the target to succumb to his desires. If the target does not have a specific desire, no amount of seduction will change his mind. Unfortunately, there are very few people who do not have any base desires; fewer still who can repress these desires when faced with temptation.
The difficulty of a Seduction maneuver depends on the strength of the desire and the seriousness of the action. Some people cannot withstand the slightest temptation, while others can resist almost anything.
Category: | Awareness • Perception |
Optional Stats Used: | In/SD/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to detect animate traps, ambushes or assassinations in progress. Note that this is a passive skill, and should not be used when the player has indicated that he is actively searching for signs of ambush or assassins. Range is 10' per skill rank.
The existence of this as an acquirable skill indicates one’s ability to train one’s level of sensitivity to such things, but more active observation should be handled by the skills of Observation and/or Situational Awareness. {Em}
This skill provides a bonus to detect animate traps, ambushes or assassination in progress. Note that this is a passive skill, and should not be used when the player has indicated that he is actively searching for signs of ambush or assassins. Range is 10' per skill rank. The existence of this as an acquirable skill indicates one's ability to train one's level of sensitivity to such things, but more active observation should be handled by the skills of Observation and/or Situational Awareness.
This skill provides a penalty to Ambush maneuvers. This skill can also be used to detect traps as they are being triggered. If the result of the maneuver is some level of success, the character may be able to react before it's too late.
Efficacy of ambush | +30 to -70 |
N/A
Category: | Awareness • Senses |
Optional Stats Used: | In/SD/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is provides a bonus to the individual’s ability to discern detail and information through the use of a particular sense (i.e., sight, touch, etc.). Note that skill for each sense must be developed separately. {Pr}
This skill provides a bonus to the individual's ability to discern detail and information through the use of a particular sense (i.e., sight, touch, etc.). Note that skill for each sense must be developed separately.
Sense Awareness is used automatically to detect features of the environment. The difficulty of this maneuver depends on the size or strength of the stimulus in relation to background stimuli. A Dragon on the horizon is more noticeable than a pickpocket in a crowd. Even a Dragon cannot be seen, however, if it is far enough away.
Guidelines are provided for sight and sound. Other senses can be extrapolated from the examples given.
Sight: An average human can spot a single man-sized figure at a distance of 500 yards. Below are the average distances at which various objects can be discerned. Details cannot be discerned until the object is one category closer. ver by ±10:
Object Size | Average Distance to Discern |
---|---|
Minute | 10 feet |
Tiny | 100 feet |
Small | 100 yards |
Man-Sized | 500 yards |
Large | 1000 yards |
Huge Creature | 1 mile |
Small Dwelling | 1 mile |
Medium Dwelling | 3 miles |
Huge Dwelling | 5 miles |
For example, spotting a Dragon at a range of one half mile gets a bonus of +10. Noticing a minute detail at 30' gets a penalty of -20. If the object is moving, there is an additional bonus of +10.
Sound: An average human can discern a normal conversation from 50 feet away. Below are the average distances at which various volumes can be discerned. Details cannot be discerned until the object is one category closer. Each factor modifies the maneuver by ±10:
Type of Sound | Average Discante to Discern |
---|---|
Very Quiet Sound | 5 feet |
Whisper | 10 feet |
Normal Conversation | 50 feet |
Yelling | 50 yards |
Trumpet or Drum | 200 yards |
Gun-shot | 500 yards |
Small Airplane | 1 mile |
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus when attempting to read and interpret information from shipboard sensor displays (or any other gauges or displays that provide information). Appropriate computer programs may further enhance one's ability. {In}
N/A
Category: | Crafts |
Optional Stats Used: | Ag/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill gives a bonus to performing service duties, such as those of a valet, maid, butler, etc. {SD}
This skill gives a bonus to performing service duties, such as those of a valet, maid, butler, etc.
The difficulty of a service maneuver depends on the demeanor of the person being served. Cheerful people are much easier to please than are cranky codgers. Note that a maneuver is made only if the server is interested in pleasing the target. Otherwise, treat the maneuver as an automatic failure.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {SD}
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 prebuilt mechanisms that are set into place.
The difficulty of this maneuver depends on the amount of effort involved in hiding the trigger. The difficulty of this maneuver determines the difficulty of the Detect Traps maneuver needed to discover the trap.
This ability is required to set traps inside a castle. This is reflected in the character's TL.
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This provides a bonus to static maneuvers involving sewing or weaving. These skills includes fashioning garments, blankets, etc., as well as repairing such items. {In}
This provides a bonus to static maneuvers involving sewing or weaving. These skills include fashioning garments, blankets, etc. as well as repairing such items.
The difficulty of a Sewing/Weaving maneuver depends on the intricacy of the final product. The durability of the garment also modifies the difficulty of the maneuver.
Category: | Special Attacks |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Undescribed skill suggested by Talent Law
Category: | Crafts |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Ship-building suggested as a skill but not described. RMSR suggests it as a craft.
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Re}
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.
The difficulty of this maneuver depends on the quality of the structure under siege. Successful siege engineering will (over time) result in the destruction of the building's defenses. Each successful week of siege engineering reduces the DB of the structure by 5. If the DB is ever reduced to -50, the building is demolished. A successful siege engineering maneuver can also prevent attempts to re-supply.
This skill represents the character's actual ability to understand good offensive with, and defenses against, siege engines. This is reflected in the character's SL.
Category: | Communication |
Optional Stats Used: | Re/Me/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus when using any form of signal communications. This skill is a specialized form of linguistics and linguistics guidelines apply. {Me}
This skill provides a bonus when using any form of signal communications. This skill is a specialized form of linguistics and linguistics guidelines apply.
Treat this skill as a language, subject to the following modifications:
N/A
Category: | Subterfuge • Attack |
Optional Stats Used: | Ag/SD/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is used in conjunction with an Ambush static maneuver. A successful Ambush static 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 any noise. {In}
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) result 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.
The difficulty of a Silent Attack maneuver depends on how armored the attacker and victim are. It is also facilitated by a cushioned surface.
N/A
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 that language; this skill merely allows the memorization and reproduction of a song. {Me}
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.
A singer attempts to reproduce, faithfully and emotionally, a piece of music. The intensity of the emotion and musical complexity of the song determines the difficulty of the maneuver. The impact of the performance is limited by the greatness of the composition, although a talented singer can increase the impact of even a simple song.
Each Partial Success reduces the resulting fame by 20%, each Near Success, by 10%. An Absolute Success increases the fame by 20%. (See Section 5.1).
This skill must be developed separately for each style of music to be learned. Examples
include classical, baroque, romantic, jazz, rock, etc.
Condition | Modifier |
---|---|
Per rank in spoken language below 4 | -10 |
Improvisation | -30 |
Category: | Awareness • Senses |
Optional Stats Used: | In/SD/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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, Scouting Awareness is used by the point man in a squad of soldiers to be alert to possible enemy approaches, traps, Sleep Awareness might aid in sleeping lightly to prevent being taken unawares, etc. Urban Awareness might aid in staying alert for muggers, oncoming vehicles, etc. Skill with Situational Awareness must be developed for each situation, as determined by the GM. {In}
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, Scouting Awareness is used by the point man in a squad of soldiers to be alert to possible enemy approaches, traps; Sleep Awareness might aid in sleeping lightly to prevent being taken unawares; Urban Awareness might aid in staying alert for muggers, oncoming vehicles, etc. Skill with Situational Awareness must be developed for each situation as determined by the GM.
If a character has the Situational Awareness (Ammunition) skill, he may choose to make a static maneuver along with his firing action (no declaration needed; no additional percentage activity). If the static maneuver is successful, he may roll the ammunition expenditure roll (d10+4) twice and take the result he wants.
This skill is used primarily for orientation rolls and to avoid surprise. When in a potential surprise situation, each character should make a Situational Awareness maneuver. The total of the maneuver roll indicates the amount of activity that character has to use during the round of surprise. The difficulty is generally Medium.
An orientation roll is required whenever a situation changes dramatically (e.g., following a teleport, the arrival of a new combatant, etc.). The total of the maneuver roll indicates what percentage of activity the character can devote to a reaction. His remaining activity must assume that no change has occurred. The difficulty depends on how dramatic the change was.
Note that it is reasonable for both sides of an encounter to be surprised by the other.
Note also that a character who fails this maneuver can only act during the deliberate phase. Near and Partial Success indicates that the character can act during the normal phase. A complete Success allows the character to act during any phase.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Ag |
Exhaustion Points Cost: | 1 every 60 rounds |
Distance Multiplier: | 2 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for skating maneuvers. This may also (at GM’s discretion) be used to help one stay up right on slippery or icy surfaces without skating equipment. {Ag}
This skill provides a bonus for Skating maneuvers. This may also (at GM's discretion) be used to help one stay upright on slippery or icy surfaces without skating equipment.
This skill is used to perform moving maneuvers while on skates. If the character's goal is artistic, the Dancing skill should be used, modified by the character's Skating maneuver.
The difficulty of a Skating maneuver depends on the speed of the skater and the sharpness of the maneuver. Each 180° of rotation while maneuvering adds one to the difficulty level. For example, a triple rotation adds six to the difficulty.
A character can decelerate one pace category per round or accelerate two pace categories without a maneuver roll.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Co |
Exhaustion Points Cost: | 1 every 60 rounds |
Distance Multiplier: | 2 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for skiing maneuvers. This may also (at GM’s discretion) be used to help one stay on one’s feet when sliding down an incline without skiing equipment. {Co}
This skill provides a bonus for skiing maneuvers. This may also (at GM's discretion) be used to help one stay on one's feet when sliding down an incline without skiing equipment.
The goal of a skier is navigating a slope without falling. Whereas this sounds simple, it can be quite difficult when the slope is steep or uneven, or when the skier is trying to slow down or turn. Accelerating is not difficult, but the maximum pace depends on the grade of the slope.
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {In}
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.
his skill is used either to remove a skin in order to turn it into leather or to remove a pelt intact for direct sale. The difficulty of the former depends on the toughness of the hide. The difficulty of a Skinning maneuver depends on the frailty of the hide and the amount of the pelt to be preserved.
Category: | Athletic • Gymnastics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for all skydiving maneuvers, performing maneuvers while in freefall, and for the use of various different forms of parachutes. {Ag}
Bonus for all skydiving maneuvers, performing maneuvers while in freefall, and for the use of various forms of parachutes. {Ag}
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 of the static maneuver roll is over 100 as a percentage times racial sleep requirement. Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25). {SD}
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 racial sleep requirement. Physical prodding allows one to make a static maneuver to leave the trance, as does a painful strike (modify by +25).
This skill does not use the normal static maneuver resolution procedure. Instead, the maneuver is successful if the result of the maneuver roll is above 100 and fails (i.e., the character requires extra sleep) if the maneuver is below 100. Note that Elves usually sleep by using this skill.
N/A
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Sniping allows an attacker using a single shot projectile to adjust a critical roll against an unaware target. This skill is used exactly like the Ambush skill (in the Subterfuge • Attack skill category), except that this skill affects only missile weapons. {Ag}
Sniping allows an attacker using a single shot projectile weapon to adjust a critical roll against an unaware target. This skill is used exactly like the Ambush skill (in the Subterfuge • Attack skill category) except that this skill affects only missile weapons. {Ag}
N/A
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the study of group interaction under various conditions (e.g., stress, peer pressure, fear, etc.). This skill may be used to predict the reaction of a given group under designated conditions, to specific actions or topics of discussion, etc. This skill may also be used to determine how to induce a desired reaction from a specific group. {Em}
Bonus for the study of group interaction under various conditions like stress, peer pressure, fear, etc. This skill may be used to predict the reaction of a given group under designated conditions, to specific actions or topics of discussion, etc. This skill may also be used to determine how to induce a desired reaction from a specific group. {Em}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for setting acoustic stability in a given area. This skill also allows an intimate understanding of sound and the ability to manipulate it differently for various purposes (e.g., with the proper equipment, one could use sound waves as a weapon or destructive force, or create effects similar to a soothing massage). {In}
N/A
Category: | Awareness • Senses |
Optional Stats Used: | In/SD/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for allowing one to be aware of his surroundings without the aid of sight. Blindness accrues a -100 modification; Spatial Location Awareness (SLA) provides a bonus to offset that penalty (the adjusted modification may actually rise as high as +10 through the use of this skill). This skill is usually used by the blind. If a non-blinded individual possesses this skill, they must reorient to use this skill (requires minimum of one round). If the individual fails this roll, he is treated as blinded for that round. For each round the individual is left undisturbed or uses only 20% of hisactivity, hemay add +5 to the orientation roll each round. This +5 is cumulative (to a maximum of +50) provided there is no interruption of the individual’s concentration. This skill is blocked by intervening barriers. {Pr}
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; Spatial Location Awareness provides a bonus to offset that penalty (the adjusted modification may actually rise as high as +10 through the use of this skill). This skill is usually used by the blind. If a non-blinded individual possesses this skill, they must reorient to use this skill (requires individual fails this roll, he is treated as blinded for that round. Each round that the individual uses 80% of his activity to concentrate, he receives a special modification of +5 to his Spatial Location Awareness skill bonus. For each continuous, uninterrupted round of concentration, this modification increases by +5 (to a maximum of +50). The use of this skill is blocked by intervening barriers.
This skill can be used to sense objects at a distance of 2' per skill rank. There are no other modifications to the skill; it is used only to offset the penalty for blindness. The GM may still decide that some skills cannot be performed while blind (e.g., Stone Evaluation).
Being effectively blind | -100 |
N/A
Category: | Communications |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is used for the quick assimilation of data from a written (readable) format. A successfu maneuver allows reading the material at two to three times the normal speed with full memory of the text. A failure indicates a distraction of some sort, the attempt fails, and normal reading speed takes over. The GM may choose to allow another attempt with a negative modifier. {Me}
This skill is used for the quick assimilation of data from a written (readable) format. A successful maneuver allows reading the material at two to three times the normal speed with full memory of the text. A failure indicates a distraction of some sort, the attempt fails, and normal reading speed takes over. The GM may choose to allow another attempt with a negative modifier. {Me}
N/A
Category: | Power Manipulation |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is primarily used by illusionists to create more vivid illusions with greater detail and similarity to real life. Spell Artistry allows an illusionist to mimic specific individuals down to minute details or to make scenes blend flawlessly with the surrounding environment. A secondary use o f this skill is to allow all spells to have adjustable visual effects upon casting. The actual parameters of a spell cannot be changed, but the basic appearance can be modified in an artistic or unique way. For example, a fire bolt could sprout wings and a fiery dragon's head as it flies at its target. The spell will do no extra damage and have no additional effect but to increase the style of the casting to impress and frighten viewers.
N/A
Category: | Self Control |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to extending concentration upon a spell, to maintaining concentration in the face of distractions of various kinds, and to regaining the correct state of mind for resuming concentration upon a spell. {SD}
See Section 7.1 in Mentalism Companion for detailed rules.
N/A
Category: | Lore • Magical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to recognize and understand spells. When a character realizes that he has been targeted by a spell, this skill enables him to recognize the spell being used against him. When attempting to recognize an unfamiliar written spell, the character must be able to read the language used. {Me}
This skill provides a bonus to recognize and understand a spell. When a character realizes that he has been targeted by a spell, this skill enables him to recognize the spell being used against him. When attempting to recognize an unfamiliar written spell, the character must be able to read the language used.
This skill requires 100% activity the round it is used. A character can reduce this to a minimum of 60% by taking a penalty of -1 for every percentage point below 100%. This skill cannot be used to read runes, although it can be used to assist a character in deciphering a magical tome or libram.
The realm of the spell determines the difficulty of the maneuver. Use of this skill assumes that two rounds were spent preparing the spell. If more or less time is spent preparing the spell, the difficulty of the maneuver is modified by one difficulty level for every round of difference. Instantaneous spells have a straight -30 mod.
Instant spell cast | -30 |
Category: | Power Manipulation |
Optional Stats Used: | Em/In/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows user to modify spells within or beyond basic parameters. Each individual spell list requires separate skill development (as with Riding or Weapon skills). 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 roll for a successful Spell Mastery using the Power Manipulation Static Action Table. The result may indicate success or failure, as well as provide a modifier to the Spell Casting Static Maneuver Roll. {Pr}
This skill allows the user to modify spells within or beyond basic parameters. Each individual spell list requires separate skill development (as with Riding or Weapon skills). 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.
GM may decide to allow a character to develop skill in spell mastery based on a category of magic as opposed to a specific list. This more accurately reflects the character's understanding of a particular type of magic. Spell mastery by category also allows the use of this skill in regards to spells or rituals.
This skill is often used to increase the range, duration or area of effect of a spell, although there are a number of different uses. This skill can be used to incorporate a visual illusion into the spell. (For example, a Shock Bolt with the head of an eagle or Demon.) It can be used to tweak the effects of a spell. (For example, modifying a bolt so that it strikes the target directly, without arcing from the caster to the target.) This skill can also be used to add new parameters to a spell. (For example, a wall that can slowly advance.) Spell Mastery can be used to lessen the effects of a spell, or to improve the caster's control over the spell's force. The possibilities are limited only by the spell caster's imagination (and the GM).
The difficulty of the maneuver depends on how dramatic the change is. In addition, the following modifiers may also be applied:
Change to Parameter | Modifier |
---|---|
2x range, duration, area of effect, or damage | -20 |
3x range, duration, area of effect, or damage | -30 |
4x range, duration, area of effect, or damage | -40 |
5x range, duration, area of effect, or damage | -50 |
Each additional x1 | -10 |
Change of Range | Modifier |
Self to Touch or Touch to 10' | -30 |
Change to Duration | Modifier |
None to 1 round | -50 |
Concentration to 1 minute/level(c) | -50 |
Concentration to 1 round/level(c) | -20 |
CHange to Area of Effect | Modifier |
+1 target | -30 |
Target to 10'R | -50 |
Change to Damage | Modifier |
+1 critical severity | -30 |
Modifying the Range | |
x2 Normal | -20 |
x3 Normal | -30 |
x4 Normal | -40 |
x5 Normal | -50 |
Each additional x1 | -10 |
Touch to 10' | -30† |
Caster/Self to Target/Touch | -30† |
Modifying the Area of Effect | |
x2 Normal | -20* |
x3 Normal | -30* |
x4 Normal | -40* |
x5 Normal | -50* |
Each additional x1 | -10* |
* Only for Areas of Effect that are not simply “target.” For additional “targets” use: | |
+1 target | -30 |
“target” to 10'R | -50§ |
Modifying the Duration | |
x2 Normal | -20 |
x3 Normal | -30 |
x4 Normal | -40 |
x5 Normal | -50 |
Each additional x1 | -10 |
No duration to 1 round | -50‡ |
Concentration to 1round/level (c) | -20‡ |
Concentration to 1 minute/level (c) | -50‡ |
† — may use a range multiplier afterwards | |
‡ — may use a duration multiplier afterwards | |
§ — may use an area of effect multiplier afterwards |
Category: | Power Manipulation |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill is used to determine how accurately a caster places a non-attack spell. Targeting applies to the accurate placement of walls, center points of a radius effect, as well as for striking a correct target in a crowded situation. The GM should modify the roll based on the difficulty of the placement as well as the stress of the casting situation along the following guidelines:
N/A
Category: | Power Manipulation |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Spell trickery is the ability to prepare and cast spells unobtrusively. This covers all secretive casting, from casting from a hiding place to casting on someone with whom you are conversing. The total skill roll minus 100 is the penalty applied to a target's chance of observing the spell casting attempt.
N/A
Category: | Spells |
Optional Stats Used: | Realm Stat |
Exhaustion Points Cost: | 1 every 2 rounds (1 every 6 rounds if conecntrating to maintain spell) |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
A character's skill rank for a spell list determines which spells on that list he may cast. In addition, if certain restrictions are not met, a character's skill bonus for a spell's list can affect the casting of that spell.
A character learns spells by developing skill ranks for the spell list that the spell is on. A character knows all of the spells on a list that have a level less than or equal to his skill rank for that spell list.
Normally, a character may cast any spell on a list that has a spell level that is less than or equal to his skill rank for that list (Le., any spell he knows). A character must use Power Points to cast a spell.
Category: | Athletic • Endurance |
Optional Stats Used: | Co/Ag/Qu |
Exhaustion Points Cost: | 1 every 60 rounds |
Distance Multiplier: | 1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. This skill is used when making moving maneuvers based on pace as described in Section 22.1.2. {Qu}
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.
sing this skill to maneuver on a flat, smooth surface (like a race-track) is detailed in Section 16.0 of RMFRP (p. 51). Unfortunately, characters rarely find themselves on ideal running surfaces. The following examples assume that a character is dashing with a weight penalty of -1 to -10 (normally a Medium maneuver). Adjust other situations accordingly.
Category: | Subterfuge • Stealth |
Optional Stats Used: | Ag/SD/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Stalking is the ability to move using silence, camouflage, and shadows to conceal your presence; Hiding is the same ability used when not moving. {SD}
Stalking is the ability to move using silence, camouflage, and shadows to conceal your presence; Hiding is the same ability used when not moving.
This skill involves moving from one location to another without being seen or heard. A character attempting to stalk should make two maneuver rolls, one for sound and one for sight. Should either fail, the thief has been spotted. In some situations, only one maneuver roll may be necessary (e.g., approaching a target from behind, silenced, while invisible, etc.).
The difficulty of remaining unseen should be referenced under Hiding. The difficulty of remaining silent depends on how armored the thief is, and how noisy the ground is. This maneuver roll should be modified by double the Missile Attack Penalty (RMFRP, p. 215) of the armor worn.
Pace Modifier | |
Crawl (i.e., 0.25 x Base) | +10 |
Creep (i.e., 0.5 x Base) | +0 |
Walk | -10 |
Jog | -25 |
Run | -50 |
Sprint, Fast Sprint, Dash | -75 |
Category: | Outdoor • Environmental |
Optional Stats Used: | SD/In/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for determining dates, directions, and locations when the stars are visible. May provide a bonus to one’s navigation skills. {Me}
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.
This skill is commonly used to provide a subsequent maneuver bonus to Navigation or Orienteering. In addition, this skill can be used to recognize constellations, tell time, or provide a bonus to Astrology. This skill cannot be used if there is significant cloud cover, and does not provide nearly the detail provided by Astronomy.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Ag |
Exhaustion Points Cost: | 1 every 30 rounds |
Distance Multiplier: | 0.5 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for maneuvering on stilts or other extensions to one’s height. {Ag}
This skill provides a bonus for maneuvering on stilts or other extensions to one's height.
The difficulty of walking on stilts depends on the height of the stilts (as a ratio of the character's height). Divide the height of the stilts by the character's height and reference the result below. If the ground is uneven or rocky, the maneuver may be modified by up to two difficulty levels.
Per foot over 5' | -2 |
N/A
Category: | Lore • Technical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and identifying stones. Also will give information on famous, magical, powerful, historic, legendary or cursed types of stone. Skill lore is developed separately for each culture or region as applicable to GM’s world scheme. {Me}
This skill provides a bonus for recognizing and identifying stones. Also will give information on famous, magical, powerful, historic, legendary or cursed types of stone. Skill is developed separately for each culture or region as applicable to the GM's world scheme.
Also used for the identification and recognition of the common crystal catalysts.
The skill provides the character with knowledge about the stones found in a specific region. Unlike many Lore skills, the GM will probably not be able to provide the player with information prior to play.
The rarity of a given stone must first be determined. Common rocks (like sandstone or clay) probably have a rarity of 1. Precious stones have a higher rarity rating, magical and enchanted stones, the highest rarity rating. See Section 5.8 (p. 17) for more information about Lore maneuvers.
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for working with stone and creating sculptures, writings, or any other form of inscription or relief. {In}
This skill provides a bonus for working with stone and creating sculptures, writings, or any other form of inscription or relief.
The difficulty of stone-working depends on the intricacy of the final product. Even a large, bulky product might require very detailed workmanship in order to function properly (e.g., an ornate carving). Like many Crafts skills, this skill assumes that the craftsman has an adequate supply of tools. Without the necessary implements, there is little a craftsman can do. (Increase all maneuvers by at least 3 difficulty levels.)
The following is a partial listing of stone crafts, each of which is a separate skill that must be developed separately:Category: | Urban |
Optional Stats Used: | In/Pr/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {Em}
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.
This skill is used to win the trust of a criminal or underworld society. It includes knowing the slang, who to hate and who to respect. A successful maneuver is required when a character interacts with a person who has legitimate reason to fear the law. If the maneuver is not successful, the criminal will not interact with the character for fear of discovery. Law enforcement officials need this skill to infiltrate criminal organizations.
Once a character is a member of a given organization, he need make a maneuver roll only when interacting with other organizations, or with the leaders of his own organization. The difficulty of the maneuver depends on how much the criminal has at stake. (The guildmaster of the assassin's guild probably doesn't trust anyone.) The GM may adjust the difficulty of the maneuver if the character has been particularly faithful to the organization or individual.
Category: | Martial Arts • Striking |
Optional Stats Used: | St/Ag/St |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the basic and most simple forms of a formal “hard” martial art. These forms must be learned before an individual may progress to the higher degrees, as it represents the fundamentals of the art. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5.{St}
This skill represents the basic and most simple forms of a formal "hard" martial art. These forms must be learned before an individual may progress to the higher degrees, as it represents the fundamentals of the art. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5 (AL, p. 98).
This skill represents the attacking forms of the "hard" martial arts. This; skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. Accompanied by a Weapon Style skill or Martial Arts Style skill, this skill can exceed the Degree 1 limitation. All criticals should be rolled on the Martial Arts Strikes Critical Table. {St}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Martial Arts • Striking |
Optional Stats Used: | St/Ag/St |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the intermediate forms of a “hard” martial art. Note that this skill is more effective than the Striking Degree 1 skill. Because this skill builds on the previous Degree of this art, the ranks of this skill cannot exceed the ranks the character has in Striking Degree 1. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5.{St}
This skill represents the intermediate forms of a "hard" martial art. Note that this skill is more effective than the Striking Degree 1 skill. Because this skill builds on the previous degree of this art, the ranks of this skill cannot exceed the ranks the character has in Striking Degree 1. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5 (AL, p. 98).
This skill represents the attacking forms of the "hard" martial arts. This; skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. Accompanied by a Weapon Style skill or Martial Arts Style skill, this skill can exceed the Degree 1 limitation. All criticals should be rolled on the Martial Arts Strikes Critical Table. {St}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Martial Arts • Striking |
Optional Stats Used: | St/Ag/St |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the advanced forms of a “hard” martial art. Note that this skill is more effective than the Striking Degree 2 skill. Because this skill builds on the previous Degree of this art, the ranks of this skill cannot exceed the ranks the character has in Striking Degree 2. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5.{SD}
This skill represents the advanced forms of a "hard" martial art. Note that this skill is more effective than the Striking Degree 2 skill. Because this skill builds on the previous degree of this art, the ranks of this skill cannot exceed the ranks the character has in Striking Degree 2. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5 (AL, p. 98).
This skill represents the attacking forms of the "hard" martial arts. This; skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. Accompanied by a Weapon Style skill or Martial Arts Style skill, this skill can exceed the Degree 1 limitation. All criticals should be rolled on the Martial Arts Strikes Critical Table. {St}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Martial Arts • Striking |
Optional Stats Used: | St/Ag/St |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the most advanced forms of a “hard” martial art. Note that this skill is more effective than the Striking Degree 3 skill. Because this skill builds on the previous Degree of this art, the ranks of this skill cannot exceed the ranks the character has in Striking Degree 3. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5.{SD}
This skill represents the most advanced forms of a "hard" martial art. Note that this skill is more effective than the Striking Degree 3 skill. Because this skill builds on the previous degree of this art, the ranks of this skill cannot exceed the ranks the character has in Striking Degree 3. Criticals should be rolled on the Martial Arts Strikes Critical Strike Table 4.5 (AL, p. 98).
This skill represents the attacking forms of the "hard" martial arts. This; skill uses the Arms Law Martial Arts Strikes Attack Table and may not exceed the Degree 1 damage threshold. Accompanied by a Weapon Style skill or Martial Arts Style skill, this skill can exceed the Degree 1 limitation. All criticals should be rolled on the Martial Arts Strikes Critical Table. {St}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Strikes Attack Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Self Control |
Optional Stats Used: | SD/Pr/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 yourself. Failure may result in greater disorientation than before the use of this skill. {Pr}
This skill provides a bonus for maneuvers attempted while stunned. If this bonus is used to modify a stunned maneuver, the normal modifier of triple SD stat bonus is not used.
Spectacular Failure | +3 rounds of stun |
Absolute Failure | +2 rounds of stun |
Failure | +1 rounds of stun |
Unusual Failure | +1 rounds of stun |
Partial Success | +0 rounds of stun |
Near Success | -1 rounds of stun |
Success | -2 rounds of stun |
Absolute Success | -3 rounds of stun |
Unusual Success | -5 rounds of stun |
Stun accrued | Difficulty | Modification |
1 | Medium | +00 |
2 | Hard | -10 |
3 - 4 | Very Hard | -20 |
5 - 7 | Extremely Hard | -30 |
8 - 9 | Sheer Folly | -50 |
10+ | Absurd | -70 |
N/A
Category: | Self Control |
Optional Stats Used: | SD/Pr/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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.
This skill can be attempted once per round. If the result of the maneuver roll is at least Near Success, the character may act that round. Additional rounds of stun are removed from the end (i.e., a character must make a Stun Removal maneuver each round until there are no rounds of accrued stun.)
Maneuver Result | Change |
---|---|
Spectacular Failure | +3 rounds of stun |
Absolute Failure | +2 rounds of stun |
Failure | +1 rounds of stun |
Unusual Failure | +1 rounds of stun |
Partial Success | +0 rounds of stun |
Near Success | -1 rounds of stun |
Success | -2 rounds of stun |
Absolute Success | -3 rounds of stun |
Unusual Success | -5 rounds of stun |
N/A
Category: | Combat Maneuvers |
Optional Stats Used: | Ag/Qu/SD |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. The foe is assumed to be “of kind” (usually humanoid) and not “Large” or “Super-large.” The OB of a subduing attack can not exceed the attacker’s Subdual skill bonus (e.g., a Fighter with an OB of +120 and a Subdual bonus of +70 would only be able to apply a +70 OB to his attack). Instead of rolling criticals on the Critical Table indicated by the Weapon Attack Table, the AL Subduing Critical Table 4.9 should be used. {SD}
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. The foe is assumed to be of kind (usually humanoid) and not Large or Super Large. The OB of a subduing attack cannot exceed the attacker's Subdual skill bonus (e.g., a Fighter with an OB of +120 and a Subdual bonus of +70 would only be able to apply +70 OB to his attack). Instead of rolling criticals on the critical table indicated by the weapon attack table, the AL Subduing Critical Table 4.9 (p. 102) should be used.
See Martial Arts Companion.
Category: | Power Manipulation |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows a caster to specify an exact creature to be summoned with a summoning spell. This allows the caster to summon a horse as opposed to a four legged hooved animal. A failure indicates the caster summons a generic creature of the type specified. Absolute failure indicates a random summoning (GM's choice). I f the caster gets an absolute success, then he may specify a specific creature that he knows by name. The following modifiers apply.
N/A
Category: | Combat Maneuvers |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | Default |
Standard Skill | N/A |
Restricted Skill | N/A |
Suppression fire means that you are firing your gun into an area; not in an attempt to hit anything specific, but just to put a lot of bullets in the area (generally to keep people from moving around in that area). To perform a suppression fire action, you must have at least 5 rounds of ammunition in your gun (the optional rules for variable ammunition expenditure can apply here; see Section 3.3.5). A suppression fire maneuver requires 30% activity.
The skill is not described, but listed.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Co |
Exhaustion Points Cost: | 1 every 12 rounds |
Distance Multiplier: | 2 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to surfing maneuvers. This includes body surfing, board surfing, and channel surfing. {Co}
This skill provides a bonus to Surfing maneuvers. This includes body, board, and channel surfing.
The goal of a surfer is the successful completion of a maneuver performed while suspended above the surface of the water. The surfer is largely at the whim of the waves, but he can change orientation within the waves. The difficulty of any maneuver depends on the height of the wave and the complexity of the maneuver performed inside the wave. Increase the difficulty of the maneuver by one for every 5 feet of waves.
Category: | Technical/Trade • Professional |
Optional Stats Used: | Re/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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.). {Em}
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.).
See Healing, Section 4.0.
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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. {SD}
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.
This skill is useful in a number of different contexts. It can be used by criminals or spies to case an establishment; the criminal is seeking information about the frequency and consistency of various activities. Conversely, guards use this skill to maintain an extended watch. As long as the guard is attentive, he can use his Surveillance skill to notice potential disturbances.
This skill is also used to tail another person. The pursuer maintains a safe distance in order not to be seen. A successful maneuver indicates that the target has not been lost, and has no (additional) reason to suspect anything. Failure indicates that the target has shaken his tail (the pursuer). Partial and Near Successes indicate that the pursuer has not lost the target, but the target may notice his tail.
Category: | Outdoor • Environmental |
Optional Stats Used: | SD/In/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for living in a specific dangerous or hostile environment. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of an environment (e.g., blistering heat, cold, pressure, unusual animals typical of the environment, etc.). It does not include food gathering, although it does include the knowledge necessary to find water. Skill must be developed in each type of environment (e.g., desert, jungle, arctic, water, etc.). The GM may rule that unusually hostile environments may also be covered by this skill (e.g., vacuum, underwater, elemental planes of fire, etc.). {In}
This skill provides a bonus for living in a specific dangerous or hostile environment. Note that this skill encompasses only those methods needed to stay alive against the actively dangerous elements of an 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. Skill must be developed in each type of environment (e.g., desert, jungle, arctic, water, etc.). The GM may rule that unusually hostile environments may also be covered by this skill (e.g., vacuum, underwater, elemental planes of fire, etc.).
The difficulty of a Survival maneuver depends on the harshness of the environment. The more dangerous the environment, the more frequently the character must make a maneuver to avoid taking damage. This maneuver should be made at least once a week, and no more frequently than once an hour.
Category: | Combat Maneuvers |
Optional Stats Used: | Ag/Qu/Pr |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows an individual to perform elaborate maneuvers with his weapon, including flourishes and feats of weapon control. This skill may, at the GM’s discretion, be used to recover control of a fumbled weapon (only possible if a fumble result has indicated that the wielder has “lost control” of a weapon, not “dropped” it), and may be used to perform unusual maneuvers with one’s weapon. Note that fumbles resulting froms washbuckling attempts may not be negated by further use of this skill. {Pr}
This skill allows an individual to perform elaborate maneuvers with his weapon, including flourishes and feats of weapon control. This skill may, at the GM's discretion, be used to recover control of a fumbled weapon (only possible if a fumble result has indicated that the wielder has "lost control" of a weapon, not "dropped" it), and may be used to perform unusual maneuvers with one's weapon. Note that fumbles resulting from swashbuckling attempts may not be negated by further use of this skill.
This skill can be used in a number of ways. The most obvious is the recovery of a fumbled weapon. This skill can also be used for fantastic weapon flourishes. This can be used to intimidate an opponent or impress them with your skill.
Category: | Martial Arts • Sweeps |
Optional Stats Used: | Ag/St/Ag |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the basic and most simple forms of a formal “soft” martial art. These forms must be learned before an individual may progress to the higher degrees, as it represents the fundamentals of the art. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6. {Ag}
This skill represents the basic and most simple forms of a formal "soft" martial art. These forms must be learned before an individual may progress to the higher degrees, as it represents the fundamentals of the art. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6 (AL, p. 99).
This skill represents the attacking forms of the "soft" martial arts. This skill uses the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold. This skill accompanied by a Weapon Style skill or Martial Arts skill can exceed these limitations. All criticals should be rolled on the Martial Arts Sweeps Critical Table. {Ag}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Sweeps Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Martial Arts • Sweeps |
Optional Stats Used: | Ag/St/Ag |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the intermediate forms of a “soft” martial art. Note that this skill is more effective than the Sweeps Degree 1 skill. Because this skill builds on the previous Degree of this art, the rank of this skill cannot exceed the ranks the character has in Sweeps Degree 1. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6. {Ag}
This skill represents the intermediate forms of a "soft" martial art. Note that this skill is more effective than the Sweeps Degree 1 skill. Because this skill builds on the previous degree of this art, the ranks of this skill cannot exceed the ranks the character has in Sweeps Degree 1. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6 (AL, p. 99).
This skill represents the attacking forms of the "soft" martial arts. This skill uses the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold. This skill accompanied by a Weapon Style skill or Martial Arts skill can exceed these limitations. All criticals should be rolled on the Martial Arts Sweeps Critical Table. {Ag}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Sweeps Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Martial Arts • Sweeps |
Optional Stats Used: | Ag/St/Ag |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the advanced forms of a “soft” martial art. Note that this skill is more effective than the Sweeps Degree 2 skill. Because this skill builds on the previous Degree of this art, the rank of this skill cannot exceed the ranks the character has in Sweeps Degree 2. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6. {SD}
This skill represents the advanced forms of a "soft" martial art. Note that this skill is more effective than the Sweeps Degree 2 skill. Because this skill builds on the previous Degree of this art, the ranks of this skill cannot exceed the ranks the character has in Sweeps Degree 2. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6 (AL, p. 99).
This skill represents the attacking forms of the "soft" martial arts. This skill uses the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold. This skill accompanied by a Weapon Style skill or Martial Arts skill can exceed these limitations. All criticals should be rolled on the Martial Arts Sweeps Critical Table. {Ag}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Sweeps Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Martial Arts • Sweeps |
Optional Stats Used: | Ag/St/Ag |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill represents the most advanced forms of a “soft” martial art. Note that this skill is more effective than the Sweeps Degree 3 skill. Because this skill builds on the previous Degree of this art, the rank of this skill cannot exceed the ranks the character has in Sweeps Degree 3. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6. {SD}
This skill represents the most advanced forms of a "soft" martial art. Note that this skill is more effective than the Sweeps Degree 3 skill. Because this skill builds on the previous degree of this art, the ranks of this skill cannot exceed the ranks the character has in Sweeps Degree 3. Criticals should be rolled on the Martial Arts Sweeps Critical Strike Table 4.6 (AL, p. 99).
This skill represents the attacking forms of the "soft" martial arts. This skill uses the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold. This skill accompanied by a Weapon Style skill or Martial Arts skill can exceed these limitations. All criticals should be rolled on the Martial Arts Sweeps Critical Table. {Ag}
Optional Rule [Core]: If the character has 10 or more skill ranks, he can use the Degree 2 damage threshold on the Martial Arts Sweeps Table rather than the Degree 1 damage threshold, but he must suffer a special -20 modifier.
See Martial Arts Companion.
Category: | Athletic • Endurance |
Optional Stats Used: | Co/Ag/SD |
Exhaustion Points Cost: | 1 every 6 rounds |
Distance Multiplier: | 0.5 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to swimming maneuvers. Skill rank 1 will prevent the character from drowning in water over his head, provided there are no encumbrance or other penalties. Further skill ranks will enable the character to make headway against a current, to stay afloat for longer periods of time without touching ground, to swim longer distances, to move faster in the water, and to make maneuvers in the water. For this skill, MMPs are tripled. The GM should assign high difficulty to swimming in armor. Suggested difficulties are:
Plate | Absurd |
Chain | Extremely Hard |
Rigid Leather | Very Hard |
Soft Leather | Hard |
Heavy Clothes | Medium |
Other factors, such as treacherous water, might increase the difficulty. {SD}
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.
The difficulty of a Swimming maneuver depends on the current and height of the waves. Note that a character can hold his breath for a number of rounds equal to his Constitution stat divided by 10.
Category: | Lore • Magical |
Optional Stats Used: | Me/Re/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus on manipulating and using symbols in conjunction with the appropriate symbol spells. Also allows non- magical research in defining and identifying new “Symbols” to add to his repertoire of symbol spells. Note that the GM may decide to allow this skill to help interpret dreams. {Em}
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 identifying new symbols to add to his repertoire of symbol spells. Note that the GM may decide to allow this skill to help interpret dreams.
Required for drawing appropriate symbols for use with the Symbolic Ways spell list. Each rank of Symbol Lore allows the character to draw a symbol that can be used with the same rank spell from Symbolic Ways. This skill also gives the caster a chance to decipher what spell is imbedded in a symbol, and, if the symbol is not constant, what parameters can set is off.
Symbol Lore is used to identify the spell imbedded in a symbol by another caster. The GM might also allow this skill to be used to design new symbols. Reduce the difficulty level by one if the caster is attempting to identify the spell, not learn it. Note that a caster can memorize one symbol for every rank of Symbol Lore, plus his Memory bonus. (For example, if T'mar has an Memory bonus of +4 and 5 ranks of Symbol Lore, he could memorize 9 different symbols.)
Category: | Martial Arts • Striking |
Optional Stats Used: | St/Ag/Qu |
Exhaustion Points Cost: | 1 every 2 rounds |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This is the skill of diving at a person in order to bring them to the ground in 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. The Arms Law Martial Arts Strikes Attack Table 3.8 is used with a maximum result equal to an equivalent Striking Degree 1 attack, and Grappling Criticals are used. If a struggle continues after a successful tackle, the Wrestling skill should be used instead. {Qu}
This is the skill of diving at a person in order to bring them to the ground in 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. The Martial Arts Strikes Attack Table 4.5 (AL, p. 98) is used with a maximum result equal to an equivalent Striking Degree 1 attack, and Grappling criticals are used. If a struggle continues after a successful attack, the Wrestling skill should be used instead.
See Martial Arts Companion.
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for playing games which contain very little chance element, such as Chess or Go. {SD}
This skill provides a bonus for playing games that contain very little element of chance, such as Chess or Go.
Resolving a Tactical Games maneuver is different from resolving other maneuvers. It is not possible to perform a Tactical Games maneuver unless one has an opponent. Each player should secretly determine the difficulty of the maneuver they are attempting. Whichever player succeeds at the most difficult maneuver, wins a point. A Partial Success reduces the difficulty by two levels, a Near Success, by one. An Absolute Success increases the difficulty by one level, an unusual by two. A given game may require the accumulation of multiple points before a winner is determined.
Example: Laern and Taelen are playing Genesis (the game of Life). This game is played to three points. On the first round, both players attempt a Medium maneuver. Both succeed; neither gains a point. On the second round, both attempt a Hard maneuver. Laern succeeds; Taelen does not. Laern gets a point. The next round, Laern attempts a Light maneuver, and Taelen, a Hard maneuver. Laern gets an Absolute Success, increasing his maneuver to Medium. Taelen gets a Partial Success, reducing his maneuver to Light; Laern wins a second point. Finally, both attempt a Hard maneuver. Laern gets a Near Success and Taelen a Partial Success. Laern wins a third and final point.
Category: | Technical/Trade • Vocational |
Optional Stats Used: | Me/In/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
These skills provide bonuses for perceiving and planning appropriate and effective strategy in tactical military situations. Skill with each tactical situation must be developed separately. {Re}
These skills provide bonuses for perceiving and planning appropriate and effective strategy in tactical military situations. Skill with each tactical situation must be developed separately.
This skill is used to provide an army or group of combatants with a bonus to their OB. If the maneuver roll is successful, the combatants can receive the subsequent maneuver bonus as a bonus to their OB, provided they follow the tacticians' plans. The difficulty of such a maneuver depends on the odds against the tactician.
Like Tactical Games, only one side or the other can gain any benefit from this skill. Whichever side succeeds (Partial Success or better) the more difficult maneuver gets the subsequent maneuver bonus. If the maneuvers are of equal difficulty, neither side get the indicated bonus. The examples below indicate the simplest maneuver that a tactician can attempt (i.e., he can voluntarily increase the difficulty of the maneuver).
The following is a partials listing of types of tactics:
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for conveying information in the form of stories or fables in an engaging manner. This is primarily for the purpose of entertainment or subtle instruction; attempts to inform or influence large groups of people should use Influence • Public Speaking instead. This skill may be used for improvisation or to relate memorized stories. This may (GM’s discretion) also be used when attempting to memorize a new story. {Me}
This skill provides a bonus for conveying information in the form of stories or fables in an engaging 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. This skill may be used for improvisation or to relate memorized stories. This may (GM's discretion) also be used when attempting to memorize a new story.
This skill is used for entertaining an audience. The ultimate goal is successfully conveying a story in an entertaining manner. Longer, less exciting stories are more difficult to tell. Only a true showman can make a lecture about genealogy interesting.
A character can generally memorize one epic adventure for every skill rank of Tale Telling.
Condition | Modifier |
---|---|
7+ ranks in spoken language | +10 |
Elves | +10 |
Halflings | +15 |
Improvisation | -30 |
Category: | Special Attacks |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
If this skill is used successfully, the targetter can reduce his range penalties for a given missile attack. The first requisite for using this skill is that the declared attack must be made during the Deliberate Action Phase of the combat round (which means that the attack must be resolved as one of the last actions in the combat round).
In addition, to use this skill, the character must have an optical sighting device on his weapon (e.g., a scope of some kind). All sighting devices are assigned a Targetting Class (basically ranged from I to VII; though it is rumored that some ultra-tech military scopes might be classed higher). The Targetting Class of the sight determines the maximum that the range penalty can be reduced; multiply the class by 5 to determine the maximum reduction to range penalties that the particular sight provides.
The character makes a maneuver roll and if the result is successful, the range penalty for the current attack is reduced by the minimum of his skill bonus or the sighting device's Targetting Class times five. {SD}
If this skill is used successfully, the targetter can reduce his range penalties for a given missile attack. The first requisite for using this skill is that the declared attack must be made during the Deliberate Action Phase of the combat round (which means that the attack must be resolved as one of the last actions in the combat round).
In addition, to use this skill, the character must have an optical sighting device on his weapon (e.g., a scope of some kind). All sighting devices are assigned a Targeting Class (ranged from I to VII), which represents the maximum that the range penalty can be reduced. Multiply the class by 5 to determine the maximum reduction to range penalties that the particular sight provides.
The character makes a maneuver roll and if the result is successful, the range penalty for the current attack is reduced by the lesser of his skill bonus or the sighting device's Targeting Class times five. {SD}
N/A
Category: | Crafts |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Skill is suggested but not described (Craft)
Category: | Subterfuge • Mechanics |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for manipulating one's tax forms in order to keep from paying taxes, or to make a profit at the government's expense. {In}
Bonus for manipulating one's tax forms to keep from paying taxes, or to make a profit at the government's expense. {In}
N/A
Category: | Influence |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
A character with teaching has a knack for explaining difficult concepts in an understandable way. This skill should be used whenever the character wishes to convey a concept, idea, theory, or plan that could otherwise confuse the target. In general, this gives a bonus for the amount of material successfully taught to a target. Bonuses or penalties may be used as modifiers depending upon language barriers, cultural or racial differences, intelligence of student, complexity of material, distractions, etc. This skill must be used any time a character wishes to impart specific knowledge to another. This skill also allows a target to learn taught material faster than normally would be allowed.
N/A
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/SD |
Exhaustion Points Cost: | 1 every 30 rounds |
Distance Multiplier: | 0.2 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for maneuvering along narrow surfaces. {SD}
This skill provides a bonus for maneuvering along narrow surfaces.
The difficulty of this maneuver depends entirely on the width of the surface upon which the character is walking and the speed of the wind.
Condition | Modifier |
---|---|
Balancing Pole | +10 |
Tightrope Sole Shoes | +10 |
Surface (GM discretion) | +30 to -70 |
Light Breeze | -10 |
Strong Breeze | -20 |
Light Wind | -30 |
Strong Wind | -50 |
Gale | -100 |
3' wide | +30 |
2' wide | +20 |
1' wide | +10 |
6" wide | 0 |
3" wide | -10 |
1" wide | -20 |
.5" wide | -30 |
.2" wide | -50 |
.1" wide or less | -70 |
Wind (No wind to hurricane force) | +00/-70 |
Surface (sticky to icy slick surface) | +30/-70 |
Balancing Pole | +10 |
Tightrope Sole Shoes | +10 |
Category: | Awareness • Senses |
Optional Stats Used: | In/SD/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 referents are available (e.g., underground,in a jail cell, etc.), it is significantly more difficult to estimate the pasage of time. Also, after sleep or unconsciousness one typically requires the use of external referents 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. {Em}
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.
A Time Sense maneuver has few difficulty modifiers. If the maneuver is successful, substract the amount of the maneuver roll over 100 from 100 (e.g., 125 results in 100-25 = 75). Treat results below 0 as O. The result is the accuracy of the information provided by the GM. (Continuing the above example, ±75%.) The GM should not provide a range, since that might offer more information than is appropriate.
No external referents | -40 |
Right after sleep/unconsciousness | -20 |
N/A
Category: | Crafts |
Optional Stats Used: | N/A |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Totem Making suggested as a skill but not described. It is suggested as the craft of making Totems. Depending on culture and religion this can be derived from, or a combination of, Wood-crafts, Metal-crafts, Leather-crafts and Stone-crafts
Category: | Awareness • Searching |
Optional Stats Used: | In/Re/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for tracking maneuvers and following of a trail left by someone or something such as foot prints, broken branches, crushed grass, hanging pieces of cloth, etc. The skill Reading Tracks gives the tracker the information about the tracks. {SD}
This skill provides a bonus for Tracking maneuvers: following a trail left by someone or something such as foot prints, broken branches, crushed grass, hanging pieces of cloth, etc. The Reading Tracks skill gives the tracker more detailed information about the tracks.
This skill is used to find and follow a set of tracks. No other information is provided by this skill. This skill should also be modified as if it were an Athletic maneuver with regards to pace modifiers (i.e., plus one difficulty level per pace above walk).
The difficulty of this maneuver depends on the freshness of the tracks and the surface in which the track was made. For each hour that has elapsed since the track was made, subtract 10 from the maneuver roll.
Category: | Lore • Technical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides knowledge of trade-related affairs. Trade routes, customs laws, exchange rates, traditions and rituals, etc. are all encompassed by this skill. {Me}
This skill provides knowledge of trade-related affairs. Trade routes, customs laws, exchange rates, traditions and rituals, etc. are all encompassed by this skill.
This skill provides characters and players with knowledge about economic and market forces. This knowledge can be used to invest wisely, or determine the best market for a particular good. Additional knowledge provides the character the ability to make long term predictions. The difficulty of the maneuver depends on how familiar the character is with the market, and how far ahead the character is speculating.
Category: | Influence |
Optional Stats Used: | Pr/Em/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 found in Gamemaster Law. {SD}
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 found in Gamemaster Law.
This skill is detailed fully in Gamemaster Law.
Category: | Technical/Trade • General |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to maneuvering a self-powered rail vehicle. This skill needs to be developed separately for the following types of vehicles: steam-powered and diesel-powered. {Ag}
Category: | Power Manipulation |
Optional Stats Used: | Em/In/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
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 +0 modifier. If the penalty is reduced to zero, the character must still make the maneuver roll.
The character's total skill bon us 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 +0 modifier. If the penalty is reduced to zero, the character must still make the Spell Casting static maneuver.
This skill is self explanatory.
Example: If a character is an Essence user and wearing AT 13, he has a penalty of -40 to his Spell Casting Static Maneuvers. He may apply his Transcend Armor skill to this penalty to reduce it to zero.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/Re |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to build complex mechanisms designed to injure or immobilize other creatures. Note that this skill is the actual building of the mechanism, not the effective placement or setting of a trap. {Re}
This skill provides a bonus to build complex mechanisms designed to injure or immobilize other creatures. Note that this skill is the actual building of the mechanism, not the effective placement or setting of a trap.
The difficulty of this maneuver depends on the complexity (number of moving pieces) in the trap. Simple traps include a pit trap. Complex traps might involving a room rotating above a pool of acid after all entrances automatically lock. Mter 10 minutes, the trap resets itself.
A Setting Traps maneuver may be required before or after the trap is built depending on the circumstances.
This skill is required in order to build traps. This is reflected in the character's TL.
Category: | Crafts |
Optional Stats Used: | Ag/Me/Em |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus to trapping skills, including setting simple snares, identifying animal runs, and a knowledge of the values of various furs, skins, etc. {Em}
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.
This skill is similar to Hunting. The character uses this skill to identify good locations in which to trap animals whose fur can be sold for profit. A successful maneuver indicates that the trapper has found a suitable location; a Setting Traps maneuver is necessary to actually trap the animals.
As a general rule, a trapper can obtain enough food for one person for one day every strategic turn. If the trapper is interested in a specific pelt, he will obtain one pelt every week of salable quality for every strategic turn he spends checking his traps each day. (Thus, a trapper that spends 8 hours a day working will obtain 2 pelts per week.)
Category: | Subterfuge • Stealth |
Optional Stats Used: | Ag/SD/Pr |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for any maneuvers involving slight of hand; confusing sight tricks and slight-of-hand diversions. {Pr}
This skill provides a bonus for any maneuvers involving slight-of-hand, confusing sight tricks, and other diversions.
Trickery is most commonly used by stage magicians to make objects appear or disappear, as if "by magic." It can also be used to distract an opponent or to improve one's chances of cheating. The difficulty of the maneuver depends on the size of the object being hidden, and the dexterity required to cause the object to reappear. Spectacular tricks require specially designed props.
Category: | Combat Maneuvers |
Optional Stats Used: | Ag/Qu/Ag |
Exhaustion Points Cost: | 1 every 4 rounds |
Distance Multiplier: | 0.5 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill provides a bonus for evading a attack by using a tumbling maneuver. The skill rank (not the skill rank bonus) is added to the DB. This skill is rolled for during the round that the skill is actively used. Individual may not parry, use a shield, or attack while using this skill. {Ag}
This skill provides a bonus for evading an attack by using a tumbling maneuver. The skill rank (not the skill rank bonus) is added to the DB. This skill is rolled for during the round that the skill is actively used. Individual may not parry, use a shield, or attack while using this skill.
See Martial Arts Companion.
Category: | Athletic • Gymnastic |
Optional Stats Used: | Ag/Qu/Ag |
Exhaustion Points Cost: | 1 every 6 rounds |
Distance Multiplier: | 1 |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for horizontal dives, rolling, vaulting maneuvers, or swinging on stationary objects. Also 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. {Ag}
This skill provides a bonus for horizontal dives, rolling, vaulting maneuvers, or swinging on stationary objects. It can also 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.
This skill is used to complete a Gymnastics maneuver while on the ground. Whereas this is often done gracefully, a successful Tumbling maneuver does not indicate how beautiful the maneuver was. If beauty and grace are important, a Dancing maneuver should be made.
The difficulty of a Tumbling maneuver depends on the surface upon which the character is tumbling and the amount of physical strength and agility required to complete the maneuver. Adding extra tricks to the following maneuvers increases the difficulty by one for each such trick.
Condition | Modifier |
---|---|
Padded mat | +10 |
Flat ground | 0 |
Rough ground | -10 |
Numerous obstacles | -25 |
Category: | Combat Maneuvers |
Optional Stats Used: | Ag/Qu/SD |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows a combatant to fight with two weapons simultaneously. He is allowed to make 2 weapon attacks for each melee attack action, and may engage two opponents providing neither opponent is receiving any positional combat modifiers for their OB (e.g., If either opponent is receiving +15 for Flank Attack or +20 for Rear Attack the individual cannot attack both opponents in the same round).
Two Weapon Fighting skill must be developed for each individual two-weapon combination (e.g., shortsword/
handaxe, rapier/dagger, etc.). A character's skill rank with a two-weapon combination may not exceed his skill rank of either of the individual weapons (e.g., if a Fighter has 5 skill ranks with a dagger and 9 skill ranks with a short sword, he may only have 5 skill ranks with his short sword/dagger two-weapon combination). The OB for each weapon attack is equal to the skill bonus for the Two Weapon Fighting skill for the combination of those two weapons.
Against 1 Opponent: There is no negative attack modification against one opponent.
Against 2 Opponents: There is -20 modification to both attacks.
Parrying: The user must reduce both weapon OBs by the same amount (i.e., the amount of his parry). Against one opponent, the user increases his DB by the amount of his parry. Against two opponents, the amount of his parry must be split between the two opponents as the user sees fit.
Using the off-hand: Each weapon combination is considered to have been developed for each specific weapon in a specific hand. For example, a Rogue trained in a rapier/dagger combination might have decided to use the rapier left-handed and the dagger in his right. Switching either weapon to the other hand incurs the normal -20 penalty for use with the off-hand. {SD}
This skill allows a combatant to fight with two weapons simultaneously. He is allowed to make two weapon attacks for each melee attack action, and may engage two opponents providing neither opponent is receiving any positional combat modifiers for their OB (e.g., If either opponent is receiving a +15 for flank attack or +20 for rear attack the individual cannot attack both opponents in the same round).
Two-weapon Combat skill must be developed for each individual two-weapon combination (e.g., short sword/ handaxe, rapier/dagger, etc.). A character's skill rank with a two-weapon combination may not exceed his skill rank of either of the individual weapons (e.g., if a Fighter has 5 skill ranks with a dagger and 9 skill ranks with a short sword, he may only have 5 skill ranks with his short sword/dagger two-weapon combination). The OB for each weapon attack is equal to the skill bonus for the Two-weapon Combatskill for the combination of those two weapons.
This skill allows a combatant to fight with two weapons simultaneously. He is allowed to make two weapon attacks for each melee attack action, and may engage two opponents providing neither opponent is receiving any positional combat modifiers for their OB (e.g., if either opponent is receiving a +15 bonus for Flank Attack or a +20 bonus for Rear Attack the attacker would not be able to strike both opponents in the same round).
Two Weapon Fighting skills must be developed for each two-weapon combination (e.g., shortsword/handaxe, rapier/dagger, etc.). The OB for each weapon attack is equal to the skill bonus for the Two-Weapon Fighting skill for the combination of those two weapons or one of the individual weapon OBs, whichever is the lesser bonus.
Against 1 Opponent: There is no negative attack modification against one opponent.
Against 2 Opponents: There is a -20 modification to both attacks.
Parrying or Special Attacks: The user must reduce both weapon OBs by the same amount (i.e., the amount of his parry or special attack). Against one opponent, the user increases his DB by the amount of his parry. Against two opponents, the amount of his parry must be split between the two opponents as the user sees fit.
Using the off-hand: The two-weapon combination is developed for a specific weapon and hand combination. For example, a Rogue trained in a rapier/dagger combination might have decided to use the rapier left-handed and ihe dagger in his right. Switching either weapon to the other hand incurs the normal -20 penalty for using the off-hand for each weapon.
This skill is self-explanatory. See RMFRP page 113 for details concerning fighting two opponents, parrying, and using the off-hand.
Category: | Lore • Magical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing and (with the proper magic and materials) creating Undead. {Me}
This skill provides a bonus for recognizing and (with the proper magic and materials) creating Undead.
This skill provides a character with information about Undead, 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 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).
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the design of structures to withstand the forces of the deep ocean. This skill includes all plans for altering the sea floor for whatever reasons deemed necessary (e.g., leveling off a portion of the sea floor for construction or kelp farming, and designing it to prevent destruction due to currents, or substrata motion, etc.). {In}
N/A
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for designing of cities and for determining a city's needs and solving the problems of its operational systems (e.g., city systems might include transportation, sanitation, water). This skill also includes the ability to study maps or aerial views of city and distinguish the various parts of the city, main travel routes, power supply depots, and the separation of the different systems involved in the city's operation. Attempting to identify a specific part of the city, such as the governing section (city hall, courthouse, etc.), use the skill would be cinsidered a static maneuver. {In}
N/A
Category: | Technical/Trade • General |
Optional Stats Used: | Re/Me/Ag |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows the user to properly apply herbs that have already been prepared for use. {Ag}
This skill allows the user to properly apply herbs that have already been prepared for use.
A Using Preparing Herbs maneuver must be made whenever attempting to use a magical herb. Success indicates that the herb has full effect. Lower results indicate the herb has lesser or no effect. Absolute Failure might indicate an allergic reaction, or worse.
Category: | Subterfuge • Mechanics |
Optional Stats Used: | In/Ag/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for handling, caring and storing of poisons. Allows individual to use poison without accidentally poisoning himself or rendering the poison useless. {SD}
This skill provides a bonus for handling, caring and storing of poisons. Allows individual to use poison without accidentally poisoning himself or rendering the poison useless.
A Using/Removing Poison maneuver must be made whenever attempting to use a poison. Success indicates that the poison has full effect. Lower results indicate the poison has lesser or no effect. If the maneuver fails, the must himself make a RR vs. the poison. This skill must also be used to successfully remove poison from a weapon. (Poisons cannot be removed from food.)
Category: | Artistic • Active |
Optional Stats Used: | Pr/Em/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for speaking without appearing to do so. A successful skill roll will make the individual’s voice seem to originate somewhere other than himself, to a distance of up to 1'/level. {SD}
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'/level.
The difficulty of a Ventriloquism maneuver depends on the volume of the noises being thrown. This skill is often used with Mimicry in order to carryon a two-way conversation with oneself.
Condition | Modifier |
---|---|
Language utilizes excessive labial sounds | -20 |
With props | +15 |
Distance voice is "thrown" | -5 for every 1' away |
Category: | Lore • Academic |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the appreciation and in-depth understanding of work of art. This skill includes the ability to effectively criticize a work of art. This skill encompasses all art forms of the visual nature (e.g., painting, sculpture, light shows, etc.). {In}
Bonus for the appreciation and in-depth understanding of works of art. This skill includes the ability to effectively criticize a work of art. This skill encompasses all art forms of the visual nature. {In}
N/A
Category: | Lore • Obscure |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing the vital points ofattack on a foe. This knowledge is very specialized and is often guarded jealously. The study of vital points is very complex and takes into account the time of day, season, and emotional state of the target in some of the more advanced and esoteric techniques. This skill must be taken for each general type of foe (i.e., humanoid, reptile, etc.). A successful Vital Points Lore static maneuver against an opponent can allow the practitioner to modify his next critical roll by 2 points during melee combat in the current or following round. This skill requires a 25% activity action in the round that it is attempted. {Me}
N/A
Category: | Lore • Magical |
Optional Stats Used: | Me/Re/Me |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus on manipulating and using wards in conjunction with the appropriate ward spells. Also allows non-magical research in defining & identifying new “Wards” which to add to his repertoire of ward spells. {Me}
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\oCidd to his repertoire of ward spells.
Required for drawing appropriate wards for use with the Warding Ways spell list. Each rank of Warding Lore allows the character to draw a ward that can be used with the same rank spell from Warding Ways. This skill also gives the caster a chance to decipher what spell is imbedded in a ward and possibly what parameters can set it off.
Warding Lore is used to identify the spell imbedded in a ward by another caster. The GM might also allow this skill to be used to design new wards. Reduce the difficulty level by one if the caster is attempting to identify the spell, not learn it. Note that a caster can memorize one ward for every rank of Warding Lore, plus his Memory bonus.
Category: | Weapon |
Optional Stats Used: | Varies |
Exhaustion Points Cost: | 1 every 2 rounds (melee) or 1 every 6 rounds (missile) |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Skill with a weapon provides the character with an Offensive Bonus (OB) with that weapon.
Category: | Science/Analytical • Engineering |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
The design and modification of weapons. Each different class of weapon must be developed as a different skill. For example, Explosives Engineering, Missile Artillery, Mounted Projectile Weapons, Nuclear Weapons, and Firearms would be different classes within this skill. {In}
N/A
Category: | Combat Maneuvers |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | N/A |
Restricted Skill | Default |
This skill allows the wielder to become more skilled in combat with his chosen weapon. The Advanced Weapon Style skill incorporates the most difficult combat techniques. The Advanced Weapon Style skill bonus represents the offensive bonus of the character while using his weapon in the manner prescribed by the weapon style. Each weapon style must be developed separately. Refer to Section 8.0 for more on weapon styles. {Ag}
N/A
Category: | Combat Maneuvers |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill allows the wielder to become more proficient at fighting with his chosen weapon. The Basic Weapon Style skill incorporates very effective combat techniques. The Basic Weapon Style skill bonus represents the offensive bonus of the character while using his weapon in the manner prescribed by the weapon style. Each weapon style must be developed separately. Refer to Section 8.0 for more on weapon styles. {Ag}
N/A
Category: | Lore • General |
Optional Stats Used: | Special |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for recognizing a particular weapon style. This skill allows the user to anticipate the most common types of attacks of a weapon style as well as recognize the respected masters of weapon styles. Successful lore static maneuvers may allow the user to anticipate attacks of a person using a weapon style. A successful Weapon Style Lore static maneuver will give a special +2 bonus to the initiative roll for the duration of the combat, provided the opponent continues to use the same weapon style. This skill requires 25% activity action in the round that it is attempted. Obscure, secret, or forgotten weapon styles will impose a negative modifier on the use of this skill. {Me}
N/A
Category: | Science/Analytic • Technical |
Optional Stats Used: | Type |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
Bonus for the repairs and maintenance of weapons and weapon systems as well as defensive systems. Each field of weapons should be developed as a separate skill. For example, Explosive Engineering, Missile Artillery, Mounted Projectile Weapons, Nuclear Weapons, and Firearms would be different classes within this skill. {Ag}
Bonus for the repair and maintenance of weapons and weapon systems, as well as defensive systems. Each field of weapons should be developed as a separate skill. For example, Explosives, Missile Artillery, Mounted Projectile Weapons, and Firearms would be different classes within this skill. {Ag}
Category: | Outdoor • Environmental |
Optional Stats Used: | SD/In/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for determining local weather for next 24 hours. {In}
This skill provides a bonus for determining local weather for the next 24 hours.
The difficulty of Weather Watching depends on how far into the future the character wants to forecast. Note that even if the maneuver is successful, the character will often not get specific information. The GM may decide to inform the player of the percentage chance of rain when making long-term predictions, rather than when it will rain.
Category: | Athletic • Brawn |
Optional Stats Used: | St/Co/St |
Exhaustion Points Cost: | 1 every round |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 only 10% activity may be performed and the individual’s DB is reduced to zero. {St}
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.
In order to calculate the amount of weight a character can lift from the ground to above his head use the following formula (Treat non-postive St bonuses as one.):
Max Lift = (body wt. ÷ 2) + (temp Strength stat x Strength stat bonus) ÷ 5
Thus, an average human (with a strength of 50 who weighs 200 lbs.) can lift 110 lbs. An exceptional human (with a strength of 90) can lift 190 lbs. An incredible human (with a strength of 100) can lift 300 lbs. With a good Weight-lifting maneuver, that person would be an Olympic contender.
Combined with Power-throwing, this skill allows characters to use any large object as a weapon.
Condition | Modifier |
---|---|
Flat, level surface | +5 |
Weight is unevenly distributed | -20 |
Easy hand-holds | +10 |
Extra prep round | +10 |
N/A
Category: | Crafts |
Optional Stats Used: | Ag/Me/In |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill provides a bonus for fashioning any object out of the required amount of wood, bone or similar material. {In}
This skill provides a bonus for fashioning any object out of the required amount of wood, bone or similar material.
The difficulty of Wood-crafts depends on the intricacy of the final product. An ornate carving is more difficult than a simple dwelling. Like many Crafts skills, this skill assumes that the craftsman has an adequate supply of tools. Without the necessary implements, there is little a craftsman can do. (Increase all maneuvers by at least 3 difficulty levels.)
The following is a partial listing of wood crafts, each of which is a separate skill that must be developed separately:Category: | Martial Arts • Sweeps |
Optional Stats Used: | Ag/St/SD |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
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 assumed that injury is not the intent). Attacks are resolved on the Arms Law Martial Arts Sweeps Attack Table 3.9 with a maximum result equivalent to that of a Degree 1 attack, and Grappling criticals are used. {SD}
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). Attacks are resolved on the Martial Arts Sweeps Attack Table 4.6 (AL p. 99) with a maximum result equivalent to that of a Degree 1 attack, and Grappling criticals are used.
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, though injury may result. This skill may be used to immobilize an opponent who does not wish to be immobilized, but it is assumed that injury is not the intent. Attacks are resolved on the Arms Law Martial Arts Sweeps Attack Table and may not exceed the Degree 1 damage threshold on the Martial Arts Sweeps Attack Table. All criticals are resolved as Grappling criticals. {SD}
Optional Rule [Core]: If the wrestler's body size is considerably larger than his opponent's, he may use the Degree 2 threshold on the Martial Arts Sweeps Attack Table. If the wrestler's body size is considerably smaller than his opponents, he suffers a special modifier of-20 to his OB and he must use the Degree 1 damage threshold on the Martial Arts Sweeps Attack Table.
See Martial Arts Companion.
Category: | Lore • Obscure |
Optional Stats Used: | Varies |
Exhaustion Points Cost: | N/A |
Distance Multiplier: | N/A |
Occupational Skill: | N/A |
Lifestyle Skill: | N/A |
Everymans Skill: | N/A |
Standard Skill | Default |
Restricted Skill | N/A |
This skill should be used by the GM to insert Lores dealing with unusual or rare races not listed here. This skill may also be used to simulate esoteric Lores developed by those races. {Me}
This skill should be used by the GM to insert Lores dealing with unusual or rare races not listed here. This skill may also be used to simulate esoteric Lores developed by those races.
This skill is treated like whatever other Lore skill it is replacing.
Example: The Shimmiebops of Dimension X have their own Philosophy which is radically different from our own . The GM rules that learning Shimmiebop Philosophy falls under Xeno-lore.
Varies.