AVORKARTH

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

BALANCE - AGILITY - MOVE ACTION

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.

BLUFF - WISDOM OR CHARISMA - FREE/IMMEDIATE ACTION

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
SkillType 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