Standard Skills
Standard skills are common to everyone. They represent innate abilities and skills that most people employ on a regular basis from any walk of life.
Athletics (STR+DEX)
Athletics covers a range of physical activities, including climbing, jumping, and running. If an adventurer is wearing armour, the distances he can climb, run or jump are affected by the Armour Penalty. The Movement section on page 69 describes these effects.
Climbing
With the right surface (hand and footholds), the right equipment (ladders, ropes, pitons), and enough time, characters can climb any surface without the need for a roll. Under normal circumstances, use the following guidelines: hhClimbing a rough or rugged surface (branching trees, scaffolds, piles of rubble, and so on): Half the Armour Penalty (rounded up) is subtracted from the character’s base Movement.
If the result is zero or less, they are too encumbered by armour to climb.
-Climbing a steep surface (pitched roofs, steep hills, and so on): The Armour Penalty is subtracted directly from the base Movement. If the result is zero or less, they are too burdened by armour to climb.
Climbing a sheer surface (walls, cliff faces, and so on): Double the Armour Penalty is subtracted from the base Movement. As with previous situations, if the result is zero or less, the character cannot climb.
Tests should be made for treacherous surfaces (such as sheer cliffs or wet surfaces), and if a character is distracted, or even attacked, during his ascent or descent. A critical success permits the climber to scale the surface extremely quickly or avoid any hidden danger involved with the attempt. A failure merely indicates that the climb was aborted. A fumbled Climbing roll results in a fall; furthermore the character cannot attempt an Acrobatics roll (if he has that skill) to reduce falling damage. Simplified Difficulty Grades Whilst difficulty grades are designed to scale with character skill, some Games Masters may find applying penalties results in the slowing down of their game. As an alternative the following option is provided:
Simplified Difficulty Grade Table
Difficulty Grade |
Skill Modifier |
Very Easy |
+40% |
Easy |
+20% |
Standard |
None |
Hard |
-20% |
Formidable |
-40% |
Herculean |
-80% |
Simplified Difficulty Grade
Difficulty Grade Skill Modifier
Very Easy +40%
Jumping
A successful Athletics roll allows one to jump up to twice one’s own height horizontally or up to half one’s own height vertically (if the character has at least a five metres run-up available). If the jumper is jumping from a standing position then these distances are halved. Any jump of over half a character’s maximum distance results in him falling prone on landing. hh If wearing armour reduce the jump distance in metres by half the Armour Penalty to a minimum of one normal step. hh For every full 20% a character has in Athletics, he can add an extra metre to a horizontal jump, or 20cm to a vertical one, if he has space to perform a run up. On a critical success the character adds a further metre to his total distance, and remains upright on landing. A fumbled roll indicates the character has landed awkwardly. He must immediately make an Endurance roll. If the Endurance roll is a success 1 point of damage is sustained to one leg. If the Endurance test fails, then 1d4 points of damage is inflicted instead.
Running
A higher Athletics skill allows a character to run at a higher speed over short or long distances. hh For every full 25% a character has in Athletics, he can add an extra metre to his base Movement when sprinting, or half that when running over longer distances. In certain situations where space may be limited, such as Charging within a melee, the character can decide not to apply this bonus, and remain at his base racial or species movement. On a critical success the character adds a further metre to his Movement rate. A failure causes the runner to increase a level of fatigue. A fumbled roll indicates the character has pulled a muscle or torn a ligament, and must cease running. He must immediately make an Endurance roll. If the Endurance roll is a success 1 point of damage is sustained to one leg. If the Endurance test fails, then 1d4 points of damage is inflicted instead.
Throwing
Athletics can also be used for hurling large, unwieldy objects over distance or tossing smaller items with accuracy. Throwing is restricted for sports or improvised missile weapons - everything from small stones to bar stools. Weapons which are thrown using a specific technique to ensure it strikes point or blade first (rather than just achieving distance), such as javelins, axes or knives, use their Combat Style instead.
-A thrown object has a maximum range of one metre for every point the character’s STR exceeds the object’s SIZ.
Boating (STR+CON)
The Boating skill covers the operation of small floating craft on rivers, lakes, and close inshore. Appropriate vessels are generally boats, canoes or rafts which travel short distances, and are unsuited to the rigours of the open sea. Most are propelled using oars, paddles, punts or simple sails; or can even be towed by animals. Ships with large crews or designed for long, overseas journeys are covered under the Seamanship professional skill. The skill measures a character’s competence in propelling a boat in the right direction and dealing with adverse conditions. With no distractions and optimal conditions, a Boating roll is unnecessary, although lesser skilled characters may take longer to get where they need to as they manage the boat’s handling. A critical Boating success increases the vessel’s Movement rate by one tenth. A failed Boating roll implies the boat’s movement rate is halved or it failed to reach its intended destination; for instance navigating to an isolated rock positioned above a waterfall. A fumbled Boating roll indicates losing an oar, taking on water or some other serious inconvenience. If the weather is bad or the water violent, then a fumble causes the boat to capsize.
Brawn (STR+SIZ)
Brawn is the efficient application of technique when applying raw physical force. The skill covers acts of applied might, including lifting, breaking, and contests of strength.
Lifting
A character can lift and carry up to their STR in SIZ up off the ground, or drag double this amount, without needing a Brawn roll. As a mass equivalent, 1 point of SIZ equals, roughly, 5 kilograms. For every full 10% he possesses in the skill the character may add an extra point of SIZ or 5kg to his total. For SIZ or mass above this the character needs to succeed in a Brawn roll. The maximum weight a character can briefly lift is equal to twice their STR, plus whatever bonus they gain from their skill. Failing the Brawn roll may result in injury; the character must make a successful Endurance roll or suffer 1d3 points of damage to a random location below the head. Fumbling the Brawn roll automatically results in injury. Note that the size and shape of an object might make it impossible to lift, even if it is within the character’s weight capacity.
Breaking
A character can use Brawn to break objects with their bare hands – such as shoulder barging a wooden door. Take the character’s maximum lifting capacity in SIZ and apply that value to the Damage Modifier table on page 9 to determine how much damage can be inflicted with each Brawn attempt, remembering that failed rolls may result in injury.
Contests of Strength
Brawn rolls can also be used in opposed tests for breaking free from the grip of others, arm wrestling, and tugs of war. Such events are handled as a simple opposed roll. However, there comes a point where technique cannot overcome superior size and strength. In a contest, if a character’s Damage Modifier is smaller than his opponents, his Brawn roll suffers a penalty; a difference of one step raises the difficulty to Hard, whilst two steps increases it to Formidable, and so on. Naturally the penalty is suffered by his opponent if the character is the stronger.
Conceal (DEX+POW)
Conceal is the counterpoint to Stealth, being the concealment of large objects rather than the character themselves. For instance conceal could be used to hide a chariot behind some rocks, or sweep away the wheel ruts of the chariot so its path cannot be tracked. The skill is versatile in application, anything from hiding a scroll in a library to disguising the presence of a trap or secret passage. A critical success using Conceal indicates that the object has been hidden so cunningly that rolls attempting to discover it are one difficulty grade harder. A failed Conceal roll means that the object will automatically be found if actively searched for. A fumbled Conceal roll indicates that the attempt backfires spectacularly with the object falling, rolling, blowing out of its hiding place so blatantly (or otherwise revealed in an appropriate manner) that it draws the attention of everyone nearby.
Customs (INT x2)
Customs represents the character’s knowledge of his own community; its social codes, rites, rituals, taboos, and so on. The skill is used when it is essential to accurately interpret or perform any socially important custom or to behave in a particular way. A critical success with Customs indicates that the character has acted in an exemplary fashion or perceived a very subtle social nuance that will be of immediate or later value. A failed Customs roll results in wry humour or minor irritation. A fumbled Customs roll indicates that the character has badly failed to observe his community’s customs, and may have even given offence – whether intentional or not. The ramifications of a fumbled roll depend very much on the nature of the culture or community, and may thus have very different outcomes, ranging from harsh rebuke, through ostracism, exile or even violent punishment.
Dance (DEX+CHA)
Just about every culture uses dance in some way – either as recreation or as part of important rituals. It might be a court dance, a war dance, or a simple set of movements accompanying a prayer or ceremonial chant. The Dance skill measures a character’s ability to move rhythmically and accurately (to a reasonable degree) when called upon to do so. A critical success results in a dance that is expressive, fluid, and perhaps deeply affecting for those who witness it. The dance is as persuasive as any Influence roll, and can be used as such in situations resting on communication and personal credibility. Alternatively any subsequent Influence test is given a bonus equal to the critical score of the Dance skill. Of course, a critical Dance roll may very well result in tumultuous applause, and tokens of admiration and appreciation.
A failed Dance roll signifies a lacklustre performance. A fumbled Dance is clumsy to both the dancer and those who watch it. The dancer trips or stumbles. Passion is lost, the execution is weak, and the dance fails to convey what it is meant to. Any skills resting on communication and personal credibility will suffer a penalty at the discretion of the Games Master.
Deceit (INT+CHA)
Deceit covers all instances where a character attempts to mask the truth and offer a deceit of some kind; barefaced lying, misleading a guard or even bluffing (or cheating) during a card game. The skill also covers instances where hiding true emotions or motives is necessary (feigning pleasure when one is bitterly disappointed perhaps, or attempting to seem welcoming and open when the opposite is true). Deceit forms a counterpart to the Insight skill, and can be used to oppose Insight rolls when others are attempting to discern either truth or motive. On a critical success the character has pulled off the deceit convincingly to the point where the truth will not be questioned in the future by those who are subject to the deception – unless something happens to expose the truth. A failed Deceit roll indicates that the character lacked conviction or believability, prompting further investigation. A fumbled Deceit roll represents a miserable failure to deceive – one so transparent that others may have difficulty believing the character at a future time.
Drive (DEX+POW)
Drive covers the control of wheeled or drawn vehicles, whether by one or more beasts of burden or more esoteric means: such as carts, carriages, chariots or sleds. Drive rolls are needed when a character wants to do something out of the ordinary with a vehicle – traverse treacherous terrain, jump obstacles, and so on. A roll is also necessary if the vehicle being driven is drawn by different beasts than the driver is used to (horses instead of oxen, for example) or there are more or fewer beasts teamed together to pull the vehicle (a fourhorse wagon when the character is used to a two-horse team). In cases where either the beasts or their number are radically unfamiliar, a tiger drawn chariot for example, then the roll should be made more difficult. Where two or more vehicles are contesting with each other, perhaps to overtake or force another off the road, the drivers should determine the result with an opposed Drive test.
A critical Drive roll either increases the vehicle’s Movement rate by one tenth or permits the driver to perform some feat of skilful or flamboyant driving. A failed Drive roll halves the vehicle’s movement. A fumbled Drive roll indicates either that the vehicle has broken down in some manner (wheel comes off or the harness breaks for example), or if the vehicle is engaged in a high speed or dangerous manoeuvre, it becomes unstable and overturns. An overturning vehicle requires all occupants to make a successful Acrobatics or Evade roll to leap clear of the wreckage, or sustain an amount of falling damage commensurate with its speed (see page 78).
Endurance (CON x2)
Endurance is a character’s capacity to endure physical stress, pain, and fatigue. It measures the body’s ability to deal with potentially damaging or debilitating conditions, and is a general gauge of resilience, stamina, and metabolism. Endurance, like its counterpart Willpower, is used in any number of ways, but most specifically to resist the possible effects of injuries, including harmful poisons and disease. In most cases Endurance is used in Opposed Tests but there are some circumstances where it is used as a standard skill roll. A critical Endurance roll usually indicates that the character has managed to shrugoff the worst possible assault on his body. In the case of injury he is often able to act when ordinarily he might be incapacitated. A failed Endurance roll results in the character succumbing to whatever stress or injury it has been put under. A Fumbled roll means that the character is overwhelmed by the circumstances and becomes incapacitated. In the case of disease or poison he automatically fails any further resistance rolls against it.
Evade (DEX x2)
Evade is used to escape from observed, impending danger, and can be used against ranged weapons (by diving for cover, for example), avoiding traps, changing the engagement distance in combat, and generally getting out of the way of a potential physical hazard. It can also be used as a resistance roll for certain types of magic. Usually Evade will be opposed by another roll, but it may also be a standard roll in its own right. Trying to negate damage by leaping clear of a crashing vehicle, as mentioned in the Drive skill, is an example of a standard Evade roll. The typical circumstances for opposed rolls are as follows:
Avoiding Missiles
Evade is opposed by the Combat Style of the attacker.
Thwarting a Trap
Evade is opposed either by the trap’s Potency or its original designer’s skill rating at the time the trap was made or set.
Evading a Harmful Spell
Opposed by the spell caster’s score in the casting skill.
Manoeuvering in Combat
Opposed by the attacker’s Evade skill.
Again, like Endurance, Evade is most often used in Opposed Tests. When used as a standard test, a critical Evade roll ensures that the evader retains some form of advantage or composure afterwards, such as avoiding all damage or slipping completely clear of further danger. A failed roll usually means the character suffers whatever misfortune they were attempting to avoid. If the Evade roll is fumbled, then the character has left himself wide open to the hazard, for instance sustaining maximum damage from a trap or ending up prone, and vulnerable to a follow up event. The effects of Criticals and Fumbles during combat is a special case (see the rules for Evading in the Combat chapter, page 103).
First Aid (DEX+INT)
First Aid measures a character’s ability to treat minor injuries and stabilise severe ones. First Aid may be applied only once per specific injury. Thus a character that is slashed twice in the leg may have each wound treated separately. If suffering some form of bodily harm which simultaneously affected several body areas at once, such as being burned by Dragon Breath, then a First Aid attempt is permitted for each individual location. A character can self-administer First Aid, although depending on the circumstances (such as the location of the wound, its degree of severity and so forth) the roll may be subject to a greater degree of difficulty. Applying First Aid takes 1d3 minutes. Neither party can do anything else during the treatment. When tending life threatening trauma, the patient is temporarily stabilised until the result of the
First Aid Actions
Injury Successful Treatment
Asphyxiated
The victim begins breathing again.
Bleeding
The blood flow is staunched.
Impaled
The impaling item is removed without causing further damage to the victim.
Unconsciousness
As long as the unconsciousness is not the result of poisons or narcotics then the injured party is restored to awareness.
Minor Wound Treatment restores 1d3 hit points to the injury.
Serious Wound
Treatment restores the location to partial functionality.
Major Wound
A successful First Aid roll on a location suffering from a Major Wound does not return any Hit Points, nor restore functionality; but it does stabilize the area, and prevent immediate death resulting from the damage. More skilled healing is required to treat Major Wounds.
application is known. An injury that has had a previous form of First Aid applied cannot benefit from First Aid again, whether successful or not, until it has fully healed. First Aid relies on having appropriate equipment – bandages, at the very least – available for the treatment. These can be improvised (a torn cloak to make a bandage or sling, for example) if necessary. A critical First Aid improves the result of the treatment. On a Minor Injury it recovers 1d6 Hit Points, on a Serious Injury it recovers 1d3 Hit Points, and on a Major Injury it restores partial functionality (if possible), and permits it to heal naturally. A fumbled First Aid attempt causes more harm than good: the injured location suffers a further 1 point of damage, potentially increasing the severity of the injury.
Influence (CHA x2)
Influence measures a character’s ability to persuade others. It is
used in a wide variety of situations; from changing someone’s mind,
through to bribing an official or guard.
Influence rolls are typically opposed by the Perception, Willpower
or another Influence skill, depending on the circumstances,
and are modified by how much a character is trying to influence
behaviour. Attempting to persuade a close friend to loan you their
horse may be relatively easy. Getting a usually incorruptible bureaucrat
to accept a bribe is more difficult.
A critical success indicates that the character has been incredibly persuasive,
so much so that not only is the character successful in what he is trying to attain
but his next Influence test with the same person, no matter when it takes place,
is one grade easier than the circumstances would normally dictate (A Standard
roll becomes an Easy roll, for example, or a Hard roll becomes a Standard one).
A failure merely means that the persuasion was refused, with no subsequent
issues.
On a fumble not only does the Influence roll fail; it also insults or offends
the person being influenced. The specific reaction depends on the individual and
the situation. It also means that further Influence attempts with this individual
become one difficulty grade harder.
Insight (INT+POW)
Insight is the ability to read or intuitively define another’s verbal
and non-verbal behaviour (such as body language or the manner of
speech) to establish their motives and state of mind. Insight is used
to determine if someone is telling a lie (and it can be opposed by the
other person’s Deceit skill), or to predict how someone feels about
a particular situation. Insight can equally be applied to particular
situations as well as other people: is that tavern a haven for trouble?
Could the bandits be planning an ambush in the nearby hills?
On a critical success the Insightful character gains an in-depth understanding
of the other person’s current motives, thoughts and feelings. Using either Deceit
or Influence against that person in a subsequent roll is one grade easier than
circumstances would dictate (Easy rather than Standard; Standard rather than
Hard, for example).
A failure simply means the character cannot discern anything specific at that
time. On a fumble, the character completely misjudges the person’s motives and
actions. The Games Master should offer the character a series of private, deliberately
misleading hints regarding the person’s motivations and likely actions. It also
makes consequent Deceit and Influence rolls one difficulty grade harder.
Locale (INT x2)
Locale measures a character’s understanding of local flora, fauna,
terrain, and weather in the area where he has spent the majority
of his life, usually within his community. The character knows the
common plants, trees and animals, their properties and behaviour:
where the best fish can be found; the movements of game creatures;
where to find shelter; the likely weather for the season, and the most
common regional dangers. In neighbouring, yet unfamiliar locations
Locale should be made one or more grades harder.
A critical success guarantees the character finds what he is looking for in
abundance or knows precisely what something is. Subsequent skill rolls related
to the subject of that Locale roll (Survival, for instance, or Track) become one
grade easier.
A failure implies too little evidence to unambiguously identify or predict, or
that whatever is being searched for cannot be found.
A fumble means the information needed is not just unobtainable but utterly
misunderstood. Subsequent skill rolls dependent on that use of Locale become one
grade harder.
Native Tongue (INT+CHA)
Native Tongue is the ability to speak one’s own language, the one
learned whilst growing up in one’s home culture. It measures articulation,
eloquence, and the depth of the speaker’s vocabulary.
Unlike other skills, Native Tongue is not rolled against directly.
Instead it is treated as a static representation of overall fluency, limiting
the level of conversational interaction. This is described in more
detail under the Language skill on page 47, but starting characters
usually begin play fully fluent in their mother tongue.
The skill can be used in two ways. Firstly it can help to understand
dialects of neighbouring peoples which share a common linguistic
basis or origin. In such cases the skill is treated at least one
grade harder, potentially affecting the character’s fluency. Secondly,
it can be used as a cap on verbal skills which require a good grasp of
language. See Capping Skills on page 50.
Perception (INT+POW)
Perception is used for both passive observation and focussed detection;
whether hunting for something specific, a general scan of an
area or simple awareness of their surroundings. Specific conditions
– darkness, for example – may affect the difficulty grade of the skill
roll depending on the primary senses being utilised. Strong scents
might make an olfactory Perception roll Easy rather than Standard,
whereas trying to eavesdrop on a conversation in a crowded and
noisy tavern would make the roll Hard.
A critical Perception roll reveals things that otherwise would not have been
detected in addition to that which the roll was being used for.
Failure indicates nothing in particular was discerned.
Fumbling a Perception roll means that even the most blatantly obvious things
are overlooked or misconstrued, potentially increasing the difficulty of subsequent
skill checks. For instance, a fumbled Perception roll when trying to spot a trap
might make an Evade roll Hard or even Formidable rather than Standard.
Ride (DEX+POW)
Ride covers the ability to control and remain mounted on those
creatures that are trained to be ridden. The skill can be applied to
a diverse range of beasts, everything from mules to elephants; even
flying or swimming creatures such as giant eagles or dolphins.
Riding an unfamiliar species is always one difficulty grade
harder; whilst riding a species of a different medium (a horseman
riding a dragon, for example) is two grades harder. Wild, untamed
creatures cannot be ridden in a constructive manner until they have
been broken and trained to be riding beasts.
A critical Ride result allows the rider to perform a feat of flamboyant riding
(such as a jump or wingover) or temporarily increase his mount’s Movement by
one tenth.
A failure causes the mount to drop a level of fatigue.
A fumbled roll means that an accident occurs; either to the rider (who might
fall off) or the mount whom suffers some form of injury, going lame or breaking
one of its limbs for example.
Sing (POW+CHA)
Carrying a tune is covered by Sing, anything from monotonous
chants through to complex arias. Singing is an inherent part of
most cultures, a prime source of entertainment, and perhaps used
in its rituals. Important songs might be used for courting, inspiring
soldiers before battle, or simply recounting a historical deed. The
skill reflects the user’s ability to maintain rhythm, keep in key and
remember the correct words.
A critical Sing success can have one of several effects. If singing to earn
money, increase by half again the amount earned due to the audience’s appreciation
of the performance. If being used to impress someone, a follow-up Influence
or similar skill become one difficulty grade easier to make.
A failed Sing roll signifies a bland performance. If fumbled, then the song was
off-key, out of tune, and poorly received. Halve the earnings and any attempts to
influence or deceive afterwards become one grade harder.
Stealth (DEX+INT)
Hiding out of plain sight, or moving with minimal sound are covered
by the Stealth skill. Cover and conditions, such as darkness or
loud background noise, improve the grade of the skill according to
specifics of the environment. Similarly adverse conditions, such as
a lack of cover or a quiet night will decrease the skill’s grade. Circumstances
also affect the difficulty of the attempt. For instance, a
warrior wearing heavy armour can easily conceal themselves behind
a wall providing they stand still or move very slowly, whereas moving
quickly might cause their armour to jingle.
A critical roll means that any subsequent attempts to use skills to locate the
character; follow him, observe him, and so forth are one grade harder.
A failure indicates that they are blatantly obvious, providing someone is bothering
to locate them.
On a fumble the Stealth attempt has backfired and signals the character’s
presence rather than disguises it, or causes them to suffer some accident or misfortune;
such as hiding on a window ledge then being knocked off when someone
opens the shutter to investigate the strange noise.
Swim (STR+CON)
Without development the ability to swim is limited to being able to thrash around, and keep one’s head above the water for a short time. Higher Swim percentages indicate being able to negotiate deeper and stronger waters, with less risk of drowning. Making a Swim roll therefore depends entirely on the conditions. Rough seas, strong currents, white water and rip-tides all reduce the grade of the skill no matter what the character’s affinity for water might be. Under normal conditions a character’s maximum swimming speed per round is equal to their base Movement rate, plus an extra metre for every full 20% they possess in Swim. A critical Swim roll allows the character to add a further metre to his Movement rate. Failing a Swim roll has no immediate consequences, save that the character gains a level of Fatigue. If a Swim roll is fumbled then controlled movement ceases as the swimmer begins suffering cramps or is overwhelmed by turbulent conditions; future Swim rolls become one grade more difficult. From that moment on, all the swimmer can do is try to keep their head above water until help arrives or they become exhausted, at which point they’ll likely start to drown. See the rules for Asphyxiation on page 71.
Unarmed (STR+DEX)
Unarmed is a universal Combat Style common to all characters, measuring the ability to defend oneself without the aid of weapons. The Unarmed skill covers the brawling and wrestling techniques known by that culture. However there are, of course, specific styles that enhance the ability to fight without weapons, offering advantages to those who learn them as a separate Combat Style. As Unarmed is a Combat Style its critical and fumble effects are covered by the rules for combat, as detailed in the Combat chapter.
Willpower (POW x2)
Willpower is a measure of a character’s ability to concentrate, channel his force of will in a particular direction, or harden his psyche to possible mental shock. It is also a measure of personal resolve. The skill is used in all manner of situations where mental resilience is required, and this includes resisting magic. Although not a measure of sanity it can be used to endure traumatic events that would shake even the sanest, stable mind. Willpower is the mental counterpart to Endurance. Again, like Endurance and Evade, Willpower is most often used in Opposed Tests. When used as a standard test, a critical Willpower roll indicates that the character has hardened his mind and spirit to the extent that no further attempts to influence him, or shake his resolve, will work. In the case of resisting magic, a critical success means that no further mentally afflicting spells cast by the opponent have any effect on the character for the remainder of that encounter. The effects of failing a Willpower roll depend on the situation and circumstances – usually temporary capitulation to whatever is being done to him. A fumbled Willpower roll means that the character is utterly overwhelmed. His will is broken, and he has no means of resisting whatever it is that assails him mentally or spiritually. In the case of resisting shock or spells a fumbled Willpower roll means that the psychological effect of the spell becomes permanent until healed.