SKILLS
SKILLS
Skills are predetermined actions that the character may do, but which require a certain amount of expertise. Unlike standard actions, there is a chance that the character's ability to perform these skills isn't good enough and that the character fails their attempt.
USING SKILLS
Skills function exactly as actions, with a certain amount of time allocated per skill. The difference lies in the chance of failure. Unlike an action which is simply declared, a skill must also be rolled. The roll is then checked against the difficuly check and the outcome decided.
DIFFICULTY CHECKS (DCs)
As with all dice rolls, to know if a skill was succesful, it must be rolled against a difficulty check. These are preset numbers that the skill value of the roll is used against. (See Dice Rolls)
MULTIPLE ABILITY SCORES
Should a skill benefit from multiple ability scores, the character chooses only one. These bonuses do not stack, and only the chosen ability score is used for the skill roll.
SKILL TYPES - NATURAL SKILLS
Natural skills are ones that relies more upon the character's natural inborn abilities. These skills aren't as heavily penalized for being untrained but don't get as much from mastery.
SKILL TYPES - LEARNED SKILLS
Learned skills can also be attempted by any character (as long as they aren't complex), although without learning the intricacies the characterwill have a much tougher task ahead. Learned skills have a heavier penalty untrained and relies upon mastery.
SKILL TYPES - TRADE SKILLS
Trade skills are very similar to learned skills, however are always complex and can only be used if they have a mastery point within. Characters without skills in these can only do imitations of the actual skills (such as proper dancing or crafting).SKILL TYPES - KNOWLEDGE SKILLS
While knowledge skills are much like learned skills for their penalty and mastery, they also gain further penalties depending on the character's upbringing, backstory and other knowledges. Mastery in a Knowledge skill only applies to a specific sub-category of knowledge.
Knowledge - World : Knowledge skills are split into two categories and any point put into said race or region category allows the character to roll for any minor category included. These minor categories can also be further mastered. Characters start with their own race and region of growth automatically
Knowledge - Magic : Knowledge Magic is split into 5 major categories, or spheres of magic, each with specific sub-spheres. Having knowledge of magic does not give a character magical abilities, but can be used for knowing or using magical items.
COMPLEX SKILLS
Any skill marked as Complex are too intricate for lesser minds. A complex skill requires that the character be of intelligence 3 or more.
LIMITED SKILLS
Skills marked as limited aren't able to be nearly as enhanced and gain much less from any mastery. If so marked, limited skills reduce any mastery bonus by half, rounded down.
Bonus Text!
SKILLS
NATURAL SKILLS
| Skill | Type- | Ability Scores | Action Length |
|---|---|---|---|
| Balance | - | Agi | Free/Immediate |
| Bluff | - | Wis/Cha | Standard |
| Charm | Limited | Ele | Swift |
| Climb | - | Str/Agi/Dex | Move |
| Hide | - | Dex/Ins | Standard |
| Intimidate | Limited | Str/Con/Cha | Swift |
| Inspire | Limited | Cha | Standard |
| Jump | Limited | Agi | Move |
| Listen | Limited | Ins | Free/Immediate |
| Move Silently | - | Agi/Dex/Ins | Move |
| Search | - | x Ins/Int/Wis | 10+ Full Turns |
| Sense Motive | - | Ins/Int/Wis | Immediate |
| Spot | Limited | Ins | Swift |
| Tumble | - | Agi | Move |
LEARNED SKILLS
| Skill | Type | Ability Scores | Action Length |
|---|---|---|---|
| Appraise | - | Ins/Int | 1+ Full Turn |
| Disable Device | Complex | Dex/Int | 5+ Full Turns |
| Disguise | - | Dex/Cha | 10+ Full Turns |
| Forage Food | - | Ins/Wis | 10+ Full Turns |
| Forge Copy | Complex | Dex/Int | 5+ Full Turns |
| Handle Animal | Complex | Ins/Wis | Standard |
| Heal | Complex | Int/Wis | Full Turn |
| Persuade | - | Cha | Full Turn |
| Pick Lock | Complex | Dex | Full Turn |
| Pick Pocket | Complex | Dex | Standard |
| Ride | - | Agi/Ins/Wis | Swift |
| Swim | - | Str/Agi | Move |
| Track | - | Ins/Int/Wis | Full Turn |
TRADE SKILLS
| Skill | Type | Ability Scores | Action Length |
|---|---|---|---|
| Cook | Complex | Dex/Int 5+ | Full Turn |
| Draw/Paint | Complex | Dex/Int 5+ | Full Turn |
| Fish | Complex | Dex/Int 5+ | Full Turn |
| Perform | |||
| - Act | Complex | Wis/Cha 5+ | Full Turns |
| - Dance (Wild) | - | Agi 5+ | Full Turns |
| - Dance (Court) | - | Cha 5+ | Full Turns |
| - Instrument | Complex | Dex/Cha 5+ | Full Turns |
| - Sing | - | Cha 5+ | Full Turns |
| - Speech | Complex | Cha 5+ | Full Turns |
| Smith | Complex | Dex 5+ | Full Turns |
| Stonework | Complex | Dex 5+ | Full Turns |
| Weave | Complex | Dex 5+ | Full Turns |
| Woodwork | Complex | Dex 5+ | Full Turns |
KNOWLEDGE SKILLS
| Skill | Type | Ability Scores | Action Length |
|---|---|---|---|
| Region (Area category) | |||
| - Nature | - | Ins/Int | Full Turn |
| - Geography | Complex | Int | Full Turn |
| - Politics | Complex | Int | Full Turn |
| - Myths | Complex | Int | Full Turn |
| - Factions | Complex | Int | Full Turn |
| - History | Complex | Int | Full Turn |
| - Religions | Complex | Int | Full Turn |
| Race (Type category) | |||
| - Politics | Complex | Int | Full Turn |
| - Myths | Complex | Int | Full Turn |
| - Factions | Complex | Int | Full Turn |
| - History | Complex | Int | Full Turn |
| - Religions | Complex | Int | Full Turn |
KNOWLEDGE SKILLS MAGIC SPHERES
| Skill | Type | Ability Scores | Action Length |
|---|---|---|---|
| Arcane | |||
| - Arcanum | Complex | Int | Full Turn |
| - Force | Complex | Int | Full Turn |
| - Illusion | Complex | Int | Full Turn |
| - Enchantment | Complex | Int | Full Turn |
| Elemental | |||
| - Fire | Complex | Ins/Int/Wis | Full Turn |
| - Water | Complex | Ins/Int/Wis | Full Turn |
| - Earth | Complex | Ins/Int/Wis | Full Turn |
| - Air | Complex | Ins/Int/Wis | Full Turn |
| Light | |||
| - Protection | Complex | Int/Wis | Full Turn |
| - Judgement | Complex | Int/Wis | Full Turn |
| - Restoration | Complex | Int/Wis | Full Turn |
| - Divination | Complex | Int/Wis | Full Turn |
| Distortion | |||
| - Nectomantic | Complex | Int | Full Turn |
| - Daemonic | Complex | Ins/Int/Wis | Full Turn |
| - Shadow | Complex | Int | Full Turn |
| - Blood | Complex | Int | Full Turn |
| Spirit | |||
| - Lunar | Complex | Ins/Wis | Full Turn |
| - Solar | Complex | Ins/Wis | Full Turn |
| - Fey | Complex | Ins/Wis | Full Turn |
| - Soul | Complex | Ins/Wis | Full Turn |
| - Plant | Complex | Ins/Wis | Full Turn |
| - Guidance | Complex | Ins/Wis | Full Turn |
INTERACTIONS
NATURAL SKILLS
| The creature's ability to balance on ledges or tight areas that cannot be simply bypassed by walking. | |
| Checks | Per Move action. |
| Difficulty Check | Per obstacle. |
| Armour Penalty | No |
| Combat Uses | None. |
| Additional | Inherent Focus : Increase the difficulty check by 3 if the creature is in combat or doing an additional action. |
| Critical Success | Move your full movement. |
| Success | Move half your movement. |
| Partial Success | Fail to move, but don't fall off. |
| Fail | Fall off, but hang on. |
| Critical Fail | Fall off completely. |
| The creature's ability to lie and subvert situations to their own advantage. | |
| Checks | Per opponent, per situation. |
| Difficulty Check | Opponent's Sense Motive skill value. |
| Armour Penalty | No |
| Combat Uses | None. |
| Additional | None. |
| Critical Success | The opponent trusts you, divulging even more information |
| Success | The opponent believes you. |
| Partial Success | The opponent believes you, but is suspicious of you. |
| Fail | The opponent knows you are lying. |
| Critical Fail | You reveal unintended pieces of information. |
CHARM - ELEGANCE- LIMITED SWIFT ACTION
| The creature's ability to use their attractiveness as a base persuasion or to be focused upon. | |
| Checks | Per opponent, per situation. |
| Difficulty Check | Opponent's Will score. |
| Armour Penalty | No |
| Combat Uses | Pleasing Distraction : Charm may be used as a standard action in combat against all targets within 15 tiles. Allies have +3 to their Will for this. |
| Additional | Heart Smitten : Increase the difficulty check by 10 if the opponent would not usually consider the charmer attractive. |
| Critical Success | The opponent gains charm points equal to your Elegance score + 5 - their Will (Min 1). |
| Success | The opponent gains charm points equal to your Elegance score + 2 - their Will (Min 1). |
| Partial Success | The opponent gains charm points equal to your Elegance score - their Will (Min. 1). |
| Fail | The opponent loses all charm points and dislikes you. |
| Critical Fail | The opponent loses all charm points and dislikes you immensly, seeing you as a threat. |
CLIMB - STRENGTH - AGILITY OR DEXTERITY MOVE ACTION
| The creature's ability to climb rough surfaces, be it walls or cliffsides. | |
| Checks | Per Move action |
| Difficulty Check | Per obstacle. |
| Armour Penalty | Yes |
| Combat Uses | None. |
| Additional | Inherent Focus : Increase the difficulty check by 3 if the creature is in combat or doing an additional action. |
| Critical Success | Move your full movement. |
| Success | Move half your movement. |
| Partial Success | Fail to move, but don't fall. |
| Fail | Fall 3 + the DC - your Climb skill tiles. (Min 1) |
| Critical Fail | Fall off completely. |
Bonus Text!
INTERACTIONS
HIDE - DEXTERITY OR INSTINCT - STANDARD ACTION
| Description | The creature's ability to hide and remain in the shadows. |
| Checks | Declaration - No roll required. |
| Difficulty Check | Opponent's Spot and Search checks. |
| Armour Penalty | No |
| Combat Uses | None. |
| Additional | Open Daylight : Hide checks cannot be used while in plain sight, in the open or while being directly looked at. |
| Critical Success | - |
| Success | - |
| Partial Success | - |
| Fail | - |
| Critical Fail | - |
INTIMIDATE - STRENGTH, CONSTITUTION OR CHARISMA - LIMITED SWIFT ACTION
| Description | The creature's ability to create unease or even fear within others. |
| Checks | Per opponent, per situation. |
| Difficulty Check | Opponent's Will score. |
| Armour Penalty | No |
| Combat Uses | Battlecry : Intimidate may be used as a standard action in combat against all targets within 15 tiles. Allies have +4 to their Will for this. |
| Additional | Sizable Terror : Increase or decrease the Difficulty check by 3 peru size smaller or greater than the opponent. |
| Critical Success | The opponent gains fear points equal to 5 + your chosen ability score - their Will (Min 1). |
| Success | The opponent gains fear points equal to 2 + your chosen ability score - their Will (Min 1). |
| Partial Success | The opponent gains fear points equal to your chosen ability score - their Will (Min. 1). |
| Fail | The opponent loses 3 fear points. This does not affect allies. |
| Critical Fail | The opponent loses all fear points. This does not affect allies. |
INSPIRE - CHARISMA - LIMITED STANDARD ACTION
| Description | The creature's ability to inspire allies and rekindle their hope. |
| Checks | Per target. |
| Difficulty Check | Target's fear points + 5 |
| Armour Penalty | No |
| Combat Uses | Bolster : Inspire may be used as a standard action in combat for all allies within 5 tiles. |
| Additional | None |
| Critical Success | Target loses fear points equal to 3 + your chosen ability score - the DC (Min 1). |
| Success | Target loses fear points equal to your chosen ability score - the DC (Min 1). |
| Partial Success | Target loses 1 fear point. |
| Fail | Target doesn't lose any fear points. |
| Critical Fail | Target gains 3 fear points. |
JUMP - AGILITY - LIMITED MOVE ACTION
| Description | The creature's ability to jump over obstacles of height and distance. |
| Checks | Per Move action |
| Difficulty Check | Per obstacle. |
| Armour Penalty | Yes |
| Combat Uses | None |
| Additional | None |
| Critical Success | Make the jump and move again at half movement. |
| Success | Make the jump. |
| Partial Success | Barely make the jump and catch the ledge. |
| Fail | Catch yourself before jumping. Don't move. |
| Critical Fail | Fail the jump and fall prone/fall down. |
LISTEN - INSTINCT - LIMITED FREE/IMMEDIATE ACTION
| Description | The character's ability to focus on listening for specific noises and filtering out unnecessary sounds. |
| Checks | Per Move action |
| Difficulty Check | 1 per tile distance. Opponent's move silently skill. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Resonate : Yelling lowers the difficulty by 30, shouting by 15 and whispering doubles the difficulty check. |
| Critical Success | You hear the exact location of the sound. |
| Success | You hear the sound/conversation and its approximate location. |
| Partial Success | You hear noise, but nothing specific. |
| Fail | You don't hear anything. |
| Critical Fail | You think you hear something else... |
INTERACTIONS
MOVE SILENTLY - AGILITY, DEXTERITY OR INSTINCT MOVE ACTION
| Description | The creature's ability to not be heard whilst moving. |
| Checks | Declaration - No roll required. |
| Difficulty Check | Opponent's Listen check. |
| Armour Penalty | Yes |
| Combat Uses | None |
| Additional | None |
| Critical Success | - |
| Success | - |
| Partial Success | - |
| Fail | - |
| Critical Fail | - |
SEARCH - INSTINCT, INTELLIGENCE OR WISDOM - 10+ ROUNDS
| Description | The creature's ability for seaching the area and finding small details. |
| Checks | Once per action. Cancelling early automatically fails. |
| Difficulty Check | Per obstacle |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Scrutiny : Increase the check result by 1 per doubling of time period searched. |
| Critical Success | You successfully find everything in that area. |
| Success | You find something in the location. |
| Partial Success | You find traces, but nothing specific. Increase further check results by 1. |
| Fail | You find nothing. |
| Critical Fail | You hinder the evidence. Increase the difficulty check by 1 forever. |
SENSE MOTIVE - INSTINCT, INTELLIGENCE OR WISDOM - SWIFT OR IMMEDIATE ACTION
| Description | The creature's ability to sense what others are feeling or thinking to do, usually used when one thinks they are being lied to. |
| Checks | Declaration - No roll required. |
| Difficulty Check | Opponent's Bluff or Persuade skills. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | None |
| Critical Success | - |
| Success | - |
| Partial Success | - |
| Fail | - |
| Critical Fail | - |
SPOT - INSTINCT - LIMITED STANDARD ACTION
| Description | The creature's ability to notice larger details or incoming dangers before they occur. |
| Checks | Once per action. |
| Difficulty Check | Per obstacle. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | None |
| Critical Success | You notice additional details. Gain +1 to the next roll against the target outside of combat. |
| Success | You notice the target/opportunity/happening. |
| Partial Success | You notice something out of the corner of your eye. |
| Fail | You fail to notice anything. |
| Critical Fail | You are distracted, and think you notice something that isn't there. |
TUMBLE - AGILITY MOVE/IMMEDIATE ACTION
| Description | The creature's ability in acrobatic movements and to fall gracefully. |
| Checks | Once per action/reaction to falling. |
| Difficulty Check | 3 per tile of Falling distance. |
| Armour Penalty | Yes |
| Combat Uses | None |
| Additional | None |
| Critical Success | Increase falling distance by 5 tiles. |
| Success | Increase falling distance by 3 tiles. |
| Partial Success | Increase falling distance by 1 tile. |
| Fail | Take the full falling damage. |
| Critical Fail | Increase damage taken from the fall by 1 lethal damage per instance of distance. |
Bonus Text!
INTERACTIONS
LEARNED SKILLS
APPRAISE - INSTINCT OR INTELLIGENCE 1 ROUND
| Description | The creature's ability to judge the worth of a rare or unique item. |
| Checks | Per Item |
| Difficulty Check | Per Item |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Just a Guess : Appraise checks with Instinct increase the difficulty check by 1. |
| Critical Success | Know the exact price, +1 on any knowledge checks for the item. |
| Success | Know the approximate worth. |
| Partial Success | The guessed worth is slightly lower. |
| Fail | The guessed worth is halved. |
| Critical Fail | The guessed worth is wrong at 1/10th the worth. |
DISABLE DEVICE - DEXTERITY OR INTELLIGENCE - COMPLEX 5+ ROUNDS
| Description | The creature's ability to disable mechanical devices, negating their use or effectiveness. |
| Checks | Per obstacle. |
| Difficulty Check | Per obstacle. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Taking Time : Increase the check result by 1 per doubling of time period searched. |
| Critical Success | The mechanism is dismantled and you may take a few parts intact. |
| Success | The mechanism is disabled. |
| Partial Success | The mechanism is disabled momentarily. |
| Fail | Nothing happens. |
| Critical Fail | The device activates again and further difficulty checks are increased by 1. |
DISGUISE - DEXTERITY - COMPLEX 10+ ROUNDS
| Skill | DISGUISE - DEXTERITY - COMPLEX 10+ ROUNDS |
| Description | The creature's ability to hide their original looks and appear as another. |
| Checks | Declaration - No roll required. |
| Difficulty Check | Opponent's Sense Motive or Spot. |
| Armour Penalty | Yes |
| Combat Uses | None |
| Additional | Disguise Issues : Age (-1), Gender (-3), Size (-5 per larger, -8 per smaller), Species (-10). |
| Materials : The disguise needs appropriate materials. The disguise is at -3 per material missing, per the GM's discretion. | |
| Critical Success | - |
| Success | - |
| Partial Success | - |
| Fail | - |
| Critical Fail | - |
FORAGE FOOD - INSTINCT OR WISDOM 10+ ROUNDS
| Description | The creature's ability to find food in the wilderness or areas of difficulty. |
| Checks | Once per day. |
| Difficulty Check | Per area. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Survival of the Pack : Hunger points reduced may be split with party members. |
| Critical Success | Reduce hunger by the chosen ability score |
| Success | Reduce hunger by half the chosen ability score. |
| Partial Success | Reduce hunger points by 1. |
| Fail | You find nothing. |
| Critical Fail | You eat something offputting. Gain 2 hunger. |
FORGE COPY - DEXTERITY OR INTELLIGENCE - COMPLEX 5+ ROUNDS
| Description | The creature's ability to duplicate lettering and symbols. |
| Checks | Once per item. |
| Difficulty Check | Per item |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Linguistic Issue : Further increase the difficulty by 3 per complexity of the language bieng copied if the forger doesn't know the language. |
| Critical Success | The forgery's DC is the skill's value +5 |
| Success | The forgery's DC is the skill's value. |
| Partial Success | The forgery's DC is the skill's value -2. |
| Fail | The forgery's DC is the skill's value - 5. |
| Critical Fail | The forgery's DC is the skill's value - 10. |
INTERACTIONS
HANDLE ANIMAL - INSTINCT OR WISDOM - COMPLEX 1 ROUND
| Description | The creature's ability to take care of tamed animals, as well as the ability to teach them tricks. |
| Checks | Per creature. |
| Difficulty Check | Creature's will + instinct/2. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Wild : Wild animals are immune to Handle Animal. |
| Critical Success | The animal gets +1 to their asked task. |
| Success | The animal does as commanded. |
| Partial Success | The animal does as commanded, but at -1. |
| Fail | The animal fails to understand the command. |
| Critical Fail | The animal gets irritated and increases further DCs for the day by 1. |
HEAL - INTELLIGENCE OR WISDOM - COMPLEX X HOURS
| Skill | HEAL - INTELLIGENCE OR WISDOM - COMPLEX X HOURS |
| Description | The creature's ability to mend wonunds. |
| Checks | Once per day per target. |
| Difficulty Check | 5+ total wounds - hours taken. |
| Armour Penalty | No |
| Combat Uses | First Aid : Heal can be used as a standard action to stop bleeding out at a difficulty check of 5 +/- 1 per target's size difference. (Smaller is easier, larger is harder). |
| Additional | None |
| Critical Success | The target removes 5 additional minor wounds when next they heal. |
| Success | The target removes 3 additional minor wounds when next they heal. |
| Partial Success | The target removes 1 additional minor wound when next they heal. (-1 if larger, doubling per size difference) |
| Fail | The target heals nothing. |
| Critical Fail | Worsen the wound. The target takes 1 minor wound. |
PERSUADE - WISDOM OR CHARISMA - FULL ROUND
| Description | The creature's ability to change the mindset of others and convince them of a certain viewpoint. |
| Checks | Once per target. |
| Difficulty Check | Opponent's Sense Motive |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Diplomacy : Persuasion through wisdom gains +/- 1 per reputation level. |
| Critical Success | The target is persuaded. Increase reputation by 1. |
| Success | The target is persuaded. |
| Partial Success | The target will begrudgingly think about it. |
| Fail | The target disagrees to the persuasion. |
| Critical Fail | The target feels insulted and is angered. |
PICK POCKET - DEXTERITY OR INTELLIGENCE - COMPLEX STANDARD ACTION
| Description | The creature's ability to steal from another without them noticing |
| Checks | Once per round. |
| Difficulty Check | Opponent's Spot |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Small Advantage : Reduce the difficulty per item size smaller than you. |
| Critical Success | Grab an additional random item of equal size if available and if wanted. |
| Success | Grab the item you were trying to. |
| Partial Success | Grab a random item of equal size, with a chance of grabbing the item you were trying to. |
| Fail | Fail the pick pocket. |
| Critical Fail | The target notices you tried to pick pocket them. |
Bonus Text!
INTERACTIONS
RIDE - AGILITY, INSTINCT OR WISDOM SWIFT ACTION
| Description | The creature's ability to ride upon mounts, tamed or untamed, without falling off. |
| Checks | Once per creature |
| Difficulty Check | Mount's (Agility + Instinct)/2. Increase by +3 if attempting to do an additional action. |
| Armour Penalty | Yes |
| Combat Uses | None |
| Additional | Riding Companion : If the mount is willing to have a rider upon it, decrease the DC by 10. |
| Critical Success | You no longer take penalties for additional actions while riding. |
| Success | You ride the mount successfully |
| Partial Success | You ride the mount successfully, but with a -1 to all other rolls while riding. |
| Fail | You fall off. |
| Critical Fail | You fall off and take -1 on your next ride check. |
SWIM - STRENGTH OR AGILITY - LIMITED MOVE ACTION
| Description | The creature's ability to move through and float in liquid based bodies. |
| Checks | Once per action. |
| Difficulty Check | Per Situation * |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | Environmental Challenges : The DC is as follows : - Still waters - 5 - Rough waters - 8 - Rapids - 13 - Large ocean waves - 15 - Stormy ocean - 18 - Waterfall pull - 20 - Whirlpool - 25 |
| Critical Success | Move at full speed. |
| Success | Move at half speed. |
| Partial Success | Don't move, but don't sink. |
| Fail | Begin sinking. |
| Critical Fail | Thrash, making the situation worse. Increase the DC of the next roll by 1. |
TRACK - INSTINCT, INTELLIGENCE OR WISDOM 1 ROUND
| Description | The creature's ability to follow a target's whearabouts and previous paths. |
| Checks | Once per round. |
| Difficulty Check | Opponent's size/weight (GM's discretion). |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | None |
| Critical Success | Find tracks with the exact direction. |
| Success | Find related tracks with an approximate direction. |
| Partial Success | Find related tracks, but are unable to discern the direction. |
| Fail | Find no related tracks to the search |
| Critical Fail | Follow the wrong tracks. |
Bonus Text!
INTERACTIONS
TRADE SKILLS
Unlike the traditional Natural and Learned skills, which each have singular specific checks and results, trade skills all roll off of the same challenges.
INSPIRATION TRADE SKILLS
These skill have a potential to increase the rolls of the target by inspiring them to greater heights. If multiple inspiration trade skills are used, the highest DC beaten is used. The bonuses given by DC's also give all previous tier bonuses.
| Checks | Once per day |
| Difficulty Check |
Choose from a difficulty of Fine or higher: Terrible -1 to all roll results Uninspired - 1 to all roll values Basic - No bonuses or penalties 5 - Fine +1 Will for the day. (+1 per tier) 8 - Beautiful +1 to one's highest skill value 12 - Graceful +1 to all skill attempt values. 17 - Elegant +1 to all roll values 23 - Alluring +2 to all roll values 30 - Enthralling +1 to all roll results 45 - Divine Increase all previous bonuses by 1. |
| Armour Penalty | Acting and Dances only. |
| Combat Uses | None |
| Additional | See Trade Skill Bonuses. |
| Critical Success | The inspiration is even greater than intended. Increase the attempted performance by 1 stage. |
| Success | The inspiration is as attempted. |
| Partial Success | The performance was almost as intended, reduce the inspiration to 1 stage lower than your skill value. |
| Fail | The performance failed to be as intended, reduce the performance by 2 stages lower than your skill value. |
| Critical Fail | The performance fails. Reduce the attempted performance to 3 stages lower than your skill value. |
“There is no treasure quite like living the moment, with the exception of delicious food.” - Falgrii saying
CRAFT TRADE SKILLS
These skill are used to create things of astonishing quality. While each trade has its own use, they will not be listed here in extreme detail as the variety of objects that can be created are too many to list, and it is mostly up to the DM to say what the result entails.
| Checks | Once per day |
| Difficulty Check | Object dependant. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | See Trade Skill Bonuses. |
| Critical Success | A mistake is a happy accident. The object is an even greater masterpiece than intended. |
| Success | The object is created accordingly. |
| Partial Success | The object is created, but twice the materials were used. |
| Fail | The object is a failure and no materials remain. |
| Critical Fail | The object costs twice the material value. |
TRADE SKILL BONUSES
Trade skills often also grow the creature's ability in a few other skills, though not as quickly as if they had focused solely on that one aspect. Increase the related skills by half the value of the trade skill, rounded down. Limited skills still apply their further halving to this bonus.
TRADE SKILL BONUSES| Skill | Type | Bonuses |
|---|---|---|
| Act | Inspiration | Bluff, Disguise, Persuade |
| Dance (Wild) | Inspiration | Balance, Charm, Jump |
| Dance (Court) | Inspiration | Bluff, Disguise, Persuade |
| Illustrate | Inspiration | Forge Copy, Sense Motive, Spot |
| Instrument | Inspiration | Persuade, Listen, Appraise |
| Sing | Inspiration | Bluff, Charm, Persuade |
| Speech | Inspiration | Bluff, Persuade, Sense Motive |
| Cook | Craft | Know. Nature, Forage, Track, Spot, Appraise |
| Smith | Craft | Know. Geo, Spot, Appraise, Disable Device, Search |
| Stonework | Craft | Know.Geo./Nature, Appraise, Spot, Search |
| Weave | Craft | Know. Nature, Spot, Appraise, Forage, Search |
| Woodwork | Craft | Know.Nature, Appraise, Forage, Spot, Search |
INTERACTIONS
KNOWLEDGE SKILLS
Knowledge skills can overlap, and any creature may roll all the knowledge skills they think will give information and are not limited to rolling a single knowledge skill per query. Each knowledge facet will give different answers.
KNOWLEDGE SKILLS
| Checks | Once per knowledge |
| Difficulty Check | Per query. |
| Armour Penalty | No |
| Combat Uses | None |
| Additional | See below. |
| Critical Success | The knowledge is well known to the creature. Gain an additional piece of information for free. |
| Success | The queried knowledge is satisfied and known. |
| Partial Success | The knowledge is somewhat known, but the answer known is vague at best. |
| Fail | The knowledge is unknown. |
| Critical Fail | The character thinks the answer is something that is not even relevant. |
SIMILAR KNOWLEDGE - REGION
Very Similar : Creatures may attempt Knowledge : Region checks for sub-skills a similar aspect, such as a Knowledge : Nature check for a different region of desert, although with a -1 penalty
Somewhat Similar : Knowledge skills that share a bit of a similar aspect, like a river to a lake, take a -2 penalty.
Barely Similar : Knowledge skills that are too different but still in the same sphere, such as knowledge of deserts versus knowledge of forests take a -4 penalty.
SIMILAR KNOWLEDGE - RACE
Same sub-race : Creatures may attempt Knowledge : Race checks for unknown races of the same species (human variation against another human variation), although with a -1 penalty
Known species : If the species are known to one another but not of the same species (humans and aelvenkin), the penalty is instead -3.
Conflicted species : If the races are known to one another but not in good standing (humans and goblinkin), the penalty is dropped to -5.
Unknown/Mythical species : If the species barely know or are unknown to one another (humans and faefolk), the penalty is -10.
SIMILAR KNOWLEDGE - MAGIC
Different Sphere : Creatures may attempt Knowledge : Magic checks for spheres other than their own, although with a -5 penalty.
“The realm is vast beyond imagining, with ancient knowledge and forgotten ruins or ruins to be ‘round every corner.” -Talon Kiel, adventurer


