Difference between revisions of "Book:Skills"

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Revision as of 20:14, 21 March 2010

Skills are the very bread and butter of doing something in role-playing. Skills represent your character’s knowledge, strengths, and specialties in comparison to everyone else. While a person may be able to perform a skill, even be decently good at it, a character with ranks in a skill is exceptionally and heroically good at it.

The Skill Check

A skill check is equally comprised of luck, ones innate ability, and relevant experience. In game terms, is comprised of the following:

A die roll

  • + ranks in the skill
  • + points in the relevant ability
  • + relevant bonuses from trumps, spells, items, etc.

The relevant ability is what a character might use in conjunction with the skill – Endurance with Swim for example. It's usually constant, but sometimes your GM might have you use a different ability. For example, if you're trying to stay afloat in strong current, not just swim a long distance, the GM might tell you to use Muscle instead.

The sum of the die roll, skill points, ability points, and any applicable bonuses is your total skill check.

Pass or Fail

To pass a skill check, you want the total number to meet or exceed a Difficulty Level determined by your GM. If your total is less than the Difficulty Level your character fails for that attempt at the task. Some tasks cannot be retried.

Teamwork

Skills marked with an asterisk (*) can have assistance added to them when a check is made. Decide on one ally to make the actual check. Each ally assisting in the activity can add their own ranks in the skill to the result (as well as any supernatural bonuses, like from spells or trumps). The GM should decide if there is a limit to the number of people who can assist a given task.

Skill Ranks

Like all things, skills are bought with Expoints. You can buy 1 skill rank for 2 Expoints. Magic school ranks cost 3 Expoints for every 1 rank. You can only have a maximum of 10 ranks in any skill without the purchase of the Legendary Skill trump (see the Trumps and Faults chapter for more information about this trump).

Skills represent knowledge or practical experience your character has. He or she didn’t just wake up the day after slaying a giant with inexplicable knowledge of opening locks. Like all upgrades to your character, the GM should have final approval on what your character learns and how he or she learns it. Without an available book, scroll, mentor, or loads of trial and error, your character has a slim chance of learning a skill.

There are two kinds of skills: standard skills, the ones listed in the table to the left, and special skills: weapon skills and magic skills.

Time

Some skill checks are instantaneous. That is, used during combat, they cost no Action Points (Chapter 9 gives a brief overview of how to use AP in combat). The skills that take no time to perform include Spot, Listen, Discern (sometimes), Focus, Lore, Occupation (for occupational knowledge only), and Estimate. Some skills are used as part of another action in combat. Some skills have AP costs inherently. A few can take days or weeks.

Take 5

On skill checks that carry no penalties for failure (see the Retries portion of the skill description) and your character is in no immediate danger, you can choose to take 5 instead of rolling. This is useful if a low roll might be too small, or a high score might not benefit anything, but the middle would probably work.

Take the Best

On skill checks that carry no penalties for failure and your character is in no immediate danger, you can choose to take 10 as if you had rolled it. (This does not count as a critical). As opposed to “Taking 5”, taking the best requires far more time. In game terms, your character keeps trying until the check is done perfectly. Usually, this means taking the time it might normally take for one attempt and multiplying by 10 or more.

Difficulty Levels

A Difficulty Level (DL) is the minimum target for success when making skill checks. The lower the number, the easier it is to complete the task. Many skills have some example DLs listed, but the GM should ultimately decide this number. As a quick tip, increase the DL by 5 for each major obstacle in the way of completing the task. Minor obstacles should increase it by 1 or 2. Effects that are helpful should similarly reduce it by the same amounts. The following table gives some examples of DLs and who might be able to meet them.

DL Who could do it?
0 Anyone
5 Even the village idiot
10 Your average person
15 Only people with related experience
20 Experts
25 Very lucky experts
30 One with maximum human potential
35 Someone with powers beyond human
40 A legendary hero (or villain)

Stupidly Impossible Tasks

Sometimes you might want to do something that absolutely defies all rhyme, reason, or logical sense. But even physics and logic are just guidelines in a fantasy game. DLs of ridiculous tasks should be 40 or higher and made by your GM. You might decide you want to try Climbing up a solid marble wall. Your GM laughs audibly and might say the DL for such a mockery of physics is 80. This chapter won’t list any DLs over 40. Since you can probably come up with far more ludicrous tasks than we can, we’ll leave it up to your GM to figure out their DLs.

Skills

Animal Control

Typically used with: Charm.

In short: command critters. A character with ranks in Animal Control is a comrade to furry creatures everywhere, whether they obey the call of the wild or live comfortably in our homes. You can use this skill to get on their good side, make them listen, and even issue commands. This skill can only be used against creatures of a bestial Nature, meaning you can't use it on legendary creatures, undead animals, or humanoids (no matter how stupid, ugly, or hairy they are).

In order to use Animal Control, the beast needs to be able to at least see, hear, or touch you.

Befriending

Opposed roll. You can make an Animal Control check to enhance your relationship with an animal and improve its Disposition toward you. Wild animals are generally going to begin as neutral or malign. Domesticated animals are often friendly or neutral. Depending on training, some domesticated animals would start as malign (e.g. guard dogs).

To make a furry friend, roll an Animal Control check opposed by the creature's Discern check. If your result is higher, you may improve their Disposition. For each 5 points of difference, you improve the creature's Disposition by one level. If your check is a Critical Failure, you actually worsen their Disposition by one level. You can only attempt this once per day per animal. Each attempt generally takes a few minutes.

Calming

Difficulty roll. You can placate nearby animals and encourage them to resist the effects of a failed Guts, Mind Control, Sanity, or Virtue check. If the result of your Animal Control check exceeds the DL the animal needed to surpass, any consequences of their failed check are avoided. You can calm one animal for each rank of Animal Control (e.g. 6 ranks; 6 animals). Calming animals doesn't take any AP, since it happens in response to some other combatant's action. You can perform this action as many times per encounter as you wish, but each additional time adds a −1 penalty to your roll.

Training

Difficulty roll. This skill can be used to train domesticated or intelligent animals with one or more commands. Teaching an animal a command usually takes 5–7 days. If the check fails, the animal must be trained for an additional period and the check retried. If you have nowhere else to be, you can Take the Best on this check.

An intelligent animal (i.e. one that has an Intellect score of 2) like a rat, cat, dog, horse, or dolphin can learn several commands, sometimes dozens. Less intelligent animals like lizards can only learn a handful — usually just two or three. A domesticated animal can learn any of the following commands, or new ones with your GM's approval.

These have a DL of 20 to teach

Guard
The animal will stay and defend itself, you, someone you point out, or an object.
Sick 'Em
The animal will attack whatever you point out, but animals will not attack anything unnatural without extra coaxing.
Track
The animal can track by scent (if capable).

These have a DL of 16 to teach

Fetch
The animal will go get what you point out, or the first thing it sees if no specifics are given. You can point out an object or a person.
Search
The animal will go where you point and look for anything odd (or something specific if capable of tracking by scent).
Tricks
The animal can perform the usual stupid pet tricks.
Work
The animal will pull or bear a load.

These have a DL of 12 to teach

Come
The animal will come to wherever you are.
Down
The animal will back off and lay down out of harm's way.
Go
The animal will go to wherever you point.
Heel
The animal will follow and remain close.
Sit
The animal will sit down where it is (if its physiology allows for it).
Stay
The animal will remain where you point until you return and won't provoke any passersby.

Once a command has been taught, getting an animal to perform a command requires a DL 10 Animal Control check (the character who trained it can skip the check). Animals will only accept commands from creatures with whom they have a neutral or better Disposition.

Instructing

Opposed Roll. You can use this skill to corral, guide, and direct creatures you meet that haven't been trained. This could be steering a racoon into a cage, leading some sheep into a barn, or forcing a mountain lion to stay put. Since complicated commands require several days of patient training, the only commands you can issue are those with a DL of 12 or less to teach.

Make an Animal Control check against their Mind Control check. If your result is higher, the animal follows your command. An animal will not follow a command that puts it in harm's way unless it has been specifically trained to do so.

To be able to issue commands to an animal, its Disposition must be neutral or better. Anything worse, and your only choice is to scare it off, which requires an Intimidate check instead. If an animal has been elevated to the friendly Disposition, it will follow any reasonable command it can understand without you having to roll.

Riding

Difficulty roll. The Animal Control skill is also used when riding an animal suited for mounted travel or combat. If it has the strength to carry you, any wild animal that has been elevated to the friendly Disposition will let you climb aboard. Any domesticated animal bred for riding only needs to have a neutral Disposition toward you. Once you're in the saddle, the more complex the request, the higher the DL. Below are a few examples:

Example DL
Guide mount in proper direction 5
Encourage mount to change speed 10
Urge mount to leap (failure results in being thrown) 15

If you ride a mount into combat that hasn't been bred for war, it has to make a Guts check against a DL of 20 or flee in terror. Thankfully, you can calm a mount who fails this check as detailed above.

You need to make an Animal Control check if you try to push your mount past its limits, such as walking or galloping to the point of exhaustion, or forcing it to carry more weight than it's used to. Any time a mount has to make a Stamina check, you have to make an Animal Control check against the same DL to keep it moving. If you fail a check, the animal refuses to continue and comes to a halt. You can read more about overland movement and its Knockout effects in Chapter 12: Adventures.

Athletics

Gallows.svg

Typically used with: Muscle.

The physically inclined, the professional athlete, the hired brawn: all users and owners of the Athletics skill. The Athletics skill encompasses all forms of athletic prowess, from throwing a weight to jumping across a chasm.

Difficulty

The difficulty depends on the physical action being performed. Thus, it's up to the GM to determine appropriate numbers. Here are some examples. In the descriptions below where you see the phrase "if a character rolls a 30," take that to represent a character with 10 in Muscle, 10 ranks in Athletics, and rolls a 10.

Long Jump

Leaping across an open chasm or from rooftop to rooftop would be a good usage of Athletics for jumping.

For a long jump, the result of the skill check equals the number of feet the character can move. Thus, if a character rolls a 30, they can jump 30 feet. (To put it in perspective, the current world record for the long jump is 29.36 feet). Characters need a good running start to gain sufficient momentum to jump this far. If a sufficient distance is not completed, the GM should determine what impact it has on the distance. (For example, the record for standing longjump is a little over 12 feet. The GM may say that the result should be halved or thirded).

High Jump
High Jump DLs
DL Feet
5 1.25
10 2.5
15 3.75
20 5
25 6.25
30 7.5

A character may feel the need to leap over a fence or out of a pit. Here is an example of this usage of the skill.

For a high jump, the result of the skill check divided by 4 equals the number of feet the character can move vertically. Thus, if the character rolls a 30, they can jump 7.5 feet. (To put it in perspective, the current world record for the high jump is 8.03 feet).

Characters need a good running start to gain sufficient momentum to jump this high. If a sufficient distance is not completed, the GM should determine what impact it has on the distance. (For example, the record for the standing high jump is about 6 feet, so the GM may say that the result of the check divided by 5 equals the number of feet moved vertically).

Throwing

Your character may need to throw a weapon to a comrade or a bomb to an enemy.

For objects that are 1 pound or lighter (an apple, a baseball, a dagger), the result of the roll times 15 should be the number of feet the object is thrown. Thus, if a character rolls a 30, the object can be thrown 450 feet.

Traditionally, an Olympic games hammer weighs 16 pounds. The result of the roll times 10 should be the number of feet the object is thrown. Thus, if a character rolls a 30, they can toss a 16lb. hammer 300 feet. (To put it in perspective, the current world record for the hammer throw is 284.58 feet).

A shot put weighs the same as the hammer, but it gets much less momentum. When held at the base of the neck and pushed out with the arm, the roll times 3 should equal the number of feet thrown. Thus, if a character rolls a 30, they can toss a 16lb. shot 90 feet. (To put it in perspective, the current world record for the shot put is 75.87 feet).

A heavy object can be thrown much shorter a distance. For a 60 pound object, the result of the roll should be the number of feet thrown. Thus, if a character rolls a 30, they can toss a 60 pound weight 30 feet. (To put it in perspective, the world record for throwing a 56 pound weight is 36 feet).

An Olympic javelin weighs just under 2 pounds. The result of the roll times 10 should be the number of feet the javelin is thrown. Thus, if a character rolls a 30, they can throw a javelin 300 feet. (To put it in perspective, the current world record for the javelin throw is 297 feet).

Lifting

The strong man in the party is best for picking things up and hauling them around.

For a character to lift a great amount of weight, he or she does have to be concerned about the stress it puts on the body including to the skeleton and internal organs. For a dead lift (lifting a weight from the ground to waist level) the result of the roll times 30 should be the number of pounds lifted. Thus, if a character rolls a 30, they can lift 900 pounds. (To put it in perspective, the current world record for dead lift is 939 pounds).

Time

The amount of time a feat of athleticism takes really depends on the task. A long or high jump itself really only takes 1 AP, but the amount of time to run should be included. Throwing an object should be 1 AP. Ask your GM for specifics.

Bluff

Typically used with: Persuasion.

In short: lie. Characters with ranks in the Bluff skill are fake as hell. They weasel their way out of trouble with baldfaced deceptions. Most people exhibit physiological responses when they lie, so part of a good Bluff check represents your ability to suppress these signals. If you want to win at cards, stay out of prison, or run for public office, you have to lie like a rug.

Deceiving

Opposed Roll. A Bluff check can be used to look another character in the eyes and lie to their face. Anybody can try to fib, but a solid Bluff check makes it believable. Bluff can be used to mislead others for many purposes including passage ("I'm the emperor, you fool! Let me pass!"), false innocence ("It was like that when I got here"), or boasting ("I'm dating the prince").

Tell your lie and make a Bluff check. The creature to whom you tell this lie makes a Discern check. If their result meets or exceeds yours, they don't believe you. If your result is highest, they buy it hook, line, and sinker. While you can't retry a failed Bluff check (fool me once…), you can try a different Bluff on the same subject (fool me twice…).

Feinting

Opposed Roll. You can lie with your attacks just as well as you can with your words. See the "Feinting" entry in the Tactics section of Chapter 10: Combat. If a character is difficult to hit due to an impressive Evasion Roll, you can make a Bluff check to create an opening in their defense. This takes as much AP as using the weapon normally does. The defender makes a Discern check. If your result is highest, the difference between the results can be added to your next Attack Roll.

Distracting

Opposed Roll. You can use this Skill to force any elemental, humanoid, or legendary creature to lose focus and look away. For instance, by pointing adamantly and shrieking "what the hell is that?!" This presents a brief opening for Stealth or Thievery checks while their attention is drawn away. Make a Bluff check opposed by their Discern check. If your result is highest, the other creature looks off toward the nonexistent disturbance and gains the distracted condition for a single round. If your opponent rolls a Critical Failure, they gawk at nothing for one round — the first attack that comes their way during this time catches them wide-eyed (see Chapter 10: Combat).

Climb

Typically used with: Muscle.

In short: hang on. Awe your onlookers with your fearsome wall-scaling abilities. Clutch onto a bucking bronco. Catch a wet bar of soap. Any great feat of strength using your hands and fingers only (or feet and toes, for that matter) is what the Grip skill is all about. Grip can be used to effectively ascend or descend vertical distances as well as maintain solid holds on objects or creatures.

Climbing

You can roll a Grip check to climb out of a pit, up a tree, down a cliff, over the city walls, or across a ledge. The tougher the surface is to climb, the higher the DL.

The ladder into a tree house should be DL 5, and a sheer cliff face should be DL 30. A smooth, flat surface is basically impossible for mortals to Climb short of using magic spells. If you use climbing equipment, you gain a +4 bonus to the Grip check. A device such as magnetic boots, while not magical, allow for climbing of flat, metal surfaces at a DL of 10.

If you fail the check, you fall from your starting point. Not so bad at the bottom, but deadly from the top. See the Guard skill about falling damage.

Depending on how far you're climbing, your GM may ask you for Stamina checks or risk falling. If you're trying to go especially fast (or at least faster than someone else), you'll also want to roll a Dash check. If you're carrying something or someone, you also want to roll a Might check.

Once you start climbing, you gain the grabbed condition (in this case you're wrestling the wall). It's really hard to climb and fight at the same time. A character cannot perform any action that requires the use of two hands (e.g. swing a greatsword) unless, say, the character has more than one set of arms.

Catching

If you want to snatch something out of the air as it zooms past, you can roll a Grip check. The tougher the object is to grab, like being slippery or heavy, the higher the DL. The object needs to be within arm's reach, otherwise you have to roll a Gymnastics or Dash check to get near it first.

If you're climbing, you can try to catch an object or creature that falls from above you. If you fail, whatever it was continues falling. If you roll a Critical Failure, you follow suit in proper arm-flailing fashion.

Grabbing

You can roll a Grip check to grab onto another creature ("Get over here!"). Any time you try to grab a creature, combat begins and the GM should make everyone roll Reaction. See the "Grabbing" entry in the Tactics section of Chapter 10: Combat. Your opponent can prevent or escape your Grab by surpassing your Grip check with a Might check (if they're strong) or a Thievery check (if they're agile). As long as you have a hold on them, you both gain the grabbed condition.

Contests of strength between creatures of different Size favor the larger creature. In these opposed combat rolls, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a kulgeri attempts to Grab a firnoy, the kulgeri receives a +8 bonus to his Grip check.

Disarming

You and another combatant can vie for the same held object ("It's my locknar"). If you make a successful Called Shot attack to the defender's held object, you make opposed Grip checks. Whoever has the strongest grasp gets to keep it. See the "Disarming" entry in the Tactics section of Chapter 10: Combat.

If a larger creature attempts to disarm a smaller one, the larger one receives a +4 bonus to this check for each point of Size difference.

Resisting Disarms

When someone tries to disarm you in combat, you roll a Grip check and they roll either a Thievery check (if they use a weapon) or a Grip check (if they use hand-to-hand). See the "Disarming" entry in the Tactics section of Chapter 10: Combat. Certain types of weapons, especially those that require two hands to use, grant a +2 bonus to the Grip check. If you meet or exceed the opponent, you keep your weapon.

If a smaller creature attempts to disarm a larger one, the larger one receives a +4 bonus to this check for each point of Size difference.

Disable*

Gallows.svg

Typically used with: Insight.

The Disable skill is used to circumvent, sabotage, solve, or disarm a nasty obstacle or puzzle. The best friend of thieves everywhere, Disable can be used to open locks, diffuse bombs, sabotage machinery, or disarm a trap (magical or otherwise).

Difficulty

The difficulty for a Disable check depends on the quality of the object being Disabled.

Example DL
Disable an overly simple trap 10
Disable a standard trap or simple lock 15
Disable a magical trap (+2 to DL for each spell level – ex. Level 3 = +6) 20
Disable an overwhelmingly complex bomb or piece of machinery 25

The following table lists situational bonuses and penalties to the Disable check.

Situation Check
Character is utilizing tools geared specifically for disabling the given type of obstacle (i.e. magical lock picks, a bolt-cutter, a crowbar etc.), or has working knowledge of how the obstacle is made (e.g. Occupation: Locksmith). +10

If the character reaches or exceeds the DL, the obstacle is disabled. If the character surpasses the DL by 5, he or she can leave the obstacle seemingly untouched. If the character surpasses the success requirement by 10 or more, the character can re-set it after his or her party has circumvented it.

Retry

Disable attempts can be retried as many times as necessary, however, if consequences come with failure (read: the obstacle blows up in your face), such consequences are incurred and may possibly be incurred again after each failed attempt.

Discern

Typically used with: Insight.

In short: figure it out. Discern is all about sizing up a person or situation. A powerful general stands high over a battlefield deducing his opponent's objectives. A judge hears a defendant's case, and then determines if he's telling the truth. A powerful wizard sees through the disguise of an assassin posing as one of his servants. All of these are perfect examples of the use of the Discern skill.

You can't retry Discern checks; you either figure it out or you don't. However, you can try to Discern something different about the same subject.

Revealing Deception

When another character attempts to deceive you, using either a Bluff or Disguise check, you must make a Discern check to see through their falsehoods. If you meet or exceed the other character's check, you can tell fact from fiction. If your result is lowest, you believe the lie, but it doesn't necessarily mean that you trust the liar wholeheartedly.

When someone impersonates a specific character, and you actually know the person being portrayed, you gain a bonus to your Discern check. This is based on your Disposition toward the one being impersonated.

Example Bonus
Benign/Malign +2
Friendly/Hostile +6
Enamored/Hateful +8

Understanding Intent

You can make a Discern check to figure out others' mood, goals, motivation, or reasoning. By reading body language, tone of voice, behavior, and other social clues, you can figure out why a person is performing an action, how they're feeling about a situation, or what their next move may be. The higher your roll, the more specific or accurate your gut feeling. This works just as well in combat as it does conversation, and it works just as well for allies as it does enemies.

If your result is 5 or higher, you can determine a creature's Disposition toward yourself or another creature. Unless, of course, they're hiding their true feelings, in which case you need to reveal their deception as described above.

Maintain Disposition

When another character attempts to improve your feelings about himself or another, you can decline the friend request. You must make a Discern check to oppose a Negotiate, Perform, or Seduce check made to improve your Disposition. Creatures of a bestial nature must make a Discern check to oppose an Animal Control check for the same purpose. If your result meets or exceeds theirs, your Disposition remains unaffected. If their result is higher, your Disposition improves one level for each 5 points of difference. If the opponent makes a Critical Failure, your Disposition toward them actually worsens one level.

A character can also attempt to worsen your bond deliberately. They make a Taunt check to worsen your Disposition and you must make a Discern check to avoid being offended. If your result meets or exceeds theirs, your Disposition remains unaffected. If their result is higher, your Disposition worsens one level for each 5 points of difference.

Analyzing Strategy

You can ascertain the strategy of entire armies. If your Discern check exceeds the commander's Leadership check, you can determine a single aspect of the battle strategy before it unfolds. Some of the possible information one could Discern from battles include: a place, object, or person a combatant is guarding; the next plan of attack; a likely escape or fall-back point.

Disguise

Typically used with: Presence.

In short: play dress-up. If a character wants to look like someone else, or at least not look like herself, the Disguise skill is a necessary tool. The fugitive blending in with the locals, the super spy posing as the (recently, tragically deceased) king, and the undercover martial artist gathering secrets from a rival clan all make use of the Disguise check to its fullest.

Be careful when you're incognito — people might expect specific knowledge of you. Often times you'll need to be good at both Bluff and Lore to really sell that you're someone else.

Impersonating

You can make a Disguise check to assume the guise of another, whether that's a specific person, a class of person (e.g. aristocrat, commoner), or a type of occupation (e.g. city guard, beggar). It's all about how you carry yourself: your demeanor, your voice, your mannerisms. You may be able to look like somebody else, but without ranks in Disguise or points in Presence, you probably won't be fooling anybody.

Gather together your outfit and make a Disguise check. As long as you're adopting that persona, people you meet get a chance to see through your charade. They make Discern checks against your original Disguise check. If yours is higher, your new persona is convincing. If they meet or exceed your roll, they figure out that you're pretending ("Is that a wig?"). You can't retry a failed Disguise check, but you could go find a different outfit and try that one instead.

The following table lists situational bonuses and penalties to the Disguise check.

Situation Check
Different gender −2
Different race −4
Per point of Size difference −5
Employing a Disguise Kit +4

Penalties and bonuses are cumulative. For example, a male firna, 4 feet tall and 60 pounds (Size −1), with a Disguise Kit, attempting to pass for a female kulgeri, 8 feet tall and 300 pounds (Size 1), would take a −12 penalty to Disguise.

Collecting Information

The Disguise skill can also be used to blend in for the purposes of recon and gathering intelligence. Instead of actively conversing with the populace, you conform to the dress code and hide in plain sight, soaking up the topics of conversation. In this case, an average and forgettable appearance is a good thing while you eavesdrop. The higher the result, the more obscure the information you can gather. Hiding among the populace takes several hours. If you opt to Take the Best on this check, it could take days.

Example DL
The location of major landmarks, names of local celebrities 5
Current events, rumors, and gossip 10
The location of a specific individual, item, or place 15
Guarded, illegal, or illicit information (e.g. where to buy stolen goods, how to break into a particular building) 20
Highly secret, personal, or valuable information (e.g. who the king's mistress is, where the rebel hideout is, the route the princess takes when she ventures into the city) 30

Dodge

Typically used with: Agility.

In short: get out of the way. Those who excel at Dodging are rather difficult to hit. Every incoming attack a character notices can be thwarted with a successful Dodge check. Less agile combatants may instead elect to evade attacks by parrying, but not all dangers can be smacked away with a weapon!

Evading Attacks

Opposed Roll. When another combatant attacks you, and you see it coming, you have a free chance to defend yourself. Even from arrows and fireballs. See the Defending section of Chapter 10: Combat. Your enemy rolls an attack, and you make an Evasion Roll, which is either a Dodge or a Parry. If your Evasion Roll meets or exceeds the Attack Roll, the attack misses.

If you have gained the prone condition or the grabbed condition, you take a −4 penalty to Evasion Rolls. If you have gained the the immobilized condition, or the unconscious condition, you automatically fail Evasion Rolls. You also automatically fail the Evasion Roll when an attack catches you wide-eyed (see Chapter 10: Combat).

Characters who fail to remove themselves from harm's way need to roll a Guard check to see exactly how much hurt gets laid out.

Avoiding Hazards

Difficulty Roll. The GM can institute a DL for a danger that has no opposed roll, like a collapsing ceiling beam or arrows from that devious trap you just triggered. If you can't get out of the way, it could mean you have to roll a Guard check to determine the damage done. A hazard could have other effects, like a deadly poison, a stream of corrosive acid, or it might just kill you outright.

For instance, if your adventuring party springs a trap and the floor collapses, the GM might ask for a Dodge check at a DL of 15. The characters who pass the check leap to safety. Those who fail plummet into the darkness below.

Escape

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Typically used with: Agility.

Escaping is a skill that some revere as an art. Famous entertainers hailing from all over the world have presented routines of complicated escape. Knowledge of escaping comes from intense practice and occasionally a trick up the sleeve (i.e. lock picks, a file, or a blow torch). Characters with such items and are in the correct situation can get a +3 circumstantial bonus to the check. Characters can also use Escape to slip out of another character's Grab.

Difficulty

The difficulty depends on complexity of the given binding.

Example DL
Rope binding Check
Net 15
Crawling through a narrow space 20
A set of simple manacles 25
A masterful set of manacles 30

Opposed Rolls

A player can use the Escape skill in response to another character's Grab check. Also, when a character escapes a rope binding, it is in direct opposition to a relevant skill check involving rope use (Lore – Knotwork, Occupation – Sailor, the captor's own Escape, etc.)

Retry

Escape checks can be made until the character succeeds. Your GM may or may not allow you to Take the Best on this check.

Focus

Typically used with: Intellect.

In short: think about it. If your character is attempting to do something requiring great mental concentration while in the midst of battle, for instance spellcasting, using a Special Power, or perhaps using another skill, it's time for a focus check. Focus represents your arduous mental discipline to ignore spells, attacks, rough environs, and the like to get things done. It can also be used to remember details about past events or specific people. Note that you must have noticed whatever detail it is you try to recall. If your character didn't perceive it, she won't have a memory of it. You can justify buying ranks in this skill by having your character learn memory improvement and concentration techniques.

Difficulty

If the player is performing some complicated task, and is trying to ignore damage or spell effects to continue performing said task, the DL is either equal to the DL of impending saves, or if damage is dealt, use 15 + 1/HP lost. If the character is being Grabbed, the DL is equal to the opponent's Grab check (Keep in mind that spells requiring gestures are usually impossible while being Grabbed.)

Below are some set DLs for environmental turbulence:

Example DL
Light rain or wind, a ship's normal rocking, horseback riding 10
Heavy rain, a ship's rocking in a storm, riding at full gallop, minor earthquake 20
On deck during an ocean storm, major earthquake 30
Being pulled into a nearby tornado, on the edge of an erupting volcano 40

If a Focus is failed, you fail the task at hand. If the task is spellcasting or using a special power that requires magic points or spirit points, the points are wasted.

If the Focus is to recall past details, The difficulty for a the check depends on the length of time since the event and how noticeable the detail you wish to recall was.

Example DL
Recalling what you had for dinner 3 days ago 0
Recalling the name of the tavern 5
Recalling the name of the waitress 10
Recalling a verse from a song the minstrel in the corner was singing 20
Recalling what your friends ordered, how long before it was out, and the total on the check 30

Opposed Rolls

If the Focus is in response to a spell, special power, or Grab check, you must make two checks — one as per usual in response to the attack, and the Focus at the same DL to see if you ruin what you're doing.

Gymnastics

Typically used with: Agility.

In short: move or steady your body. The Gymnastics skill is used to determine a character's ability to balance, leap, cartwheel, dive, flip, tumble, somersault, kip-up, roll, and other acrobatic maneuvers.

Balancing and Tumbling

When you find yourself on a tightrope or pitching ship, you can roll a Gymnastics check to steady your weight and keep from falling. Similarly, you can use this skill to land a couple of cartwheels and a back handspring. If you're a gymnast or a break dancer, this usage of Gymnastics is for you. The higher the DL, the more difficult the maneuver. Staying balanced in a sailboat might be DL 5, whereas a flawless Olympic floor routine might be DL 30.

If you gain the prone condition, it takes 2 AP to stand up. However, you can use Gymnastics to kip up from the ground in 1 AP with a DL 15.

Balance is important in the saddle, too! With a DL 12, you can steady yourself while mounted if you're trying to line up a shot. With a DL 18, you can roll safely from the back of a mount slain in battle and prevent yourself from being trapped underneath.

You can use Gymnastics to slip right past a foe blocking your way, but it's risky. Make a Gymnastics check if you try to pass through the space occupied by an opponent. The DL is 20. For every point of difference in Size from the creature you're prancing past, you receive a +2 bonus on the Gymnastics check. It's easier for a bigger creature to vault over a smaller one, and it's easier for a smaller one to dive under a larger one. This means a human gets +10 on the check if they're tumbling past a juren, and a kulgeri gets +4 on the check if they're leaping over a firnoy. If you fail the check, your movement stops adjacent to your opponent.

Resisting a Trip

You can roll a Gymnastics check to keep from being tripped. See the "Tripping" entry in the Tactics section of Chapter 10: Combat. To try to knock you down, your opponent rolls a Might check. If your Gymnastics check meets or exceeds their Might, you remain standing. If you fail, you gain the prone condition.

Contests of strength between creatures of different Size favor the larger creature. In these opposed combat rolls, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a firnoy attempts to Trip a kulgeri, the kulgeri receives a +8 bonus to his Gymnastics check.

Horizontal Jump

You can roll a Gymnastics check to leap across an open chasm or from rooftop to rooftop. The result of the skill check equals the number of feet the character can move. Thus, if a character rolls a 30, they can jump 30 feet. (For perspective, a world record for the long jump is 29.36 feet).

Characters need a good running start to gain sufficient momentum to jump this far. If you don't build up enough speed beforehand, the GM should determine what impact it has on the distance. (For example, a record for standing long jump is over 12 feet. The GM may say that the result should be halved or thirded).

Vertical Jump

High Jump DLs
DL Feet
5 1.25
10 2.5
15 3.75
20 5
25 6.25
30 7.5

Leap over a fence or out of a pit. The result of the skill check divided by 4 equals the height the character can jump. Thus, if the character rolls a 30, they can jump 7.5 feet. (For perspective, the current world record for the high jump is 8.03 feet). Characters need a good running start to gain sufficient momentum to jump this high. If you don't build up enough speed beforehand, the GM should determine what impact it has on the distance. (For example, the record for the standing high jump is about 6 feet, so the GM may say that the result of the check divided by 5 equals the height you can jump).

Landing

Gymnastics can be used to soften a fall (for instance, by righting yourself in mid-air, grasping an awning, or tumbling properly once you land). For every 5 points of your Gymnastics check, you can subtract 5 feet from the distance fallen. If there's anything left over, you can make a Guard check to turn some of the falling damage into steps down the Knockout Track. The rest comes straight out of your HP.

Hide

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Typically used with: Cunning.

Quick, hide, someone's coming! A character with ranks in hide knows the best place to stick him or herself when the chips hit the fan. You cannot use the Hide skill unless there is an actual place to hide; barring supernatural or racial camouflage, one cannot hide in plain view. A shadow will do as a place to hide, but if the opponent attempting to Spot you can see in the dark or in low light, it’s just as useless as if you were in the middle of a room.

You can attempt to move up to half your allowed speed while hiding at no penalty. A character can move his or her full speed while hiding taking a −10 penalty on the check (keep in mind that penalties would apply on a Sneak check also). While hiding, any directional attack or ability (an arrow, a beam spell, etc.) will reveal your location. You can perform such a maneuver and attempt to hide again.

You cannot hide while being directly observed. It would take a distraction or Bluff ("What in the world could that be?!") to get your onlookers to give you an opportunity to hide.

Difficulty

Hide attempts are usually opposed by a Spot, so there are no set difficulties. Below are some situational penalties and bonuses to the Hide check:

Situation Check
Moving full speed −10
Running −20
Invisible +30

Opposed Rolls

Hide attempts are opposed by a Spot or Search check.

Intimidate*

Typically used with: Presence.

In short: compel through fear. Street thugs and interrogators have one thing in common: an ability to cow others to do things. Using Intimidate puts the ball in your court (whether or not you've actually got game or not). This check doesn't necessarily mean a growl, scream, or overt display of power. Sometimes a meaningful glance at the bloody weapon at your side is enough. Those who you successfully cow are much, much more likely to do what you ask.

Scaring

You can use Intimidate during combat to instill a sense of fear into a single opponent. Make an Intimidate check opposed by the creature's Guts check. If your check is higher, the creature gains the rattled condition (meaning it takes a −2 penalty on all rolls during the encounter). If the creature's check is a Critical Failure, they surrender or flee the fight immediately.

Intimidating another combatant takes 4 AP. A single opponent can only be intimidated in this manner once per encounter. You may attempt to Intimidate any creature that hasn't gained the unfeeling condition. Most bestial creatures that fail the check will attempt to run from you regardless of a Critical Failure, but if they're backed into a corner or otherwise incapable of fleeing, the claws come out and they defend themselves at all costs.

Coercing

Whether it's torture, armed robbery, or law enforcement, you can make an Intimidate check to force an unwilling creature to follow your instructions. There's no point in coercing allies into obeying your commands — anyone whose Disposition is benign or better will help you anyway. Make an Intimidate check opposed by their Guts check. If your check is higher, the creature gives into your demands out of fear. Each attempt generally takes a few minutes. As soon as you leave their presence, their Disposition toward you falls one level. You may attempt to coerce any creature of an elemental, humanoid, or legendary Nature. You may also attempt to coerce any fabricated, plantlike, or undead creature with an Intellect higher than 1.

You need to present tangible consequences for their refusal to comply, like threats of punishment, violence, retribution, or sabotage, and you need to be capable of "making good" on those threats. You can't use this Skill to force a creature to endanger itself. Be careful when you bully others into submission. It's possible you'll attract the attention of the authorities or garner resentment and vengeance from dangerous people.

In combat, you can coerce your opponent into surrendering, holding their fire, or letting you go. This action takes 4 AP. See the "Diplomacy" entry in the Socializing section of Chapter 10: Combat.

Leadership

Typically used with: Charm.

In short: take command. Characters with ranks in Leadership have an unshakable aura of confidence and authority about them. All great generals, kings, and ringleaders make use of this Skill. You can use it to motivate others into action or calm them in a pinch.

You may use Leadership against any creature of an elemental, humanoid, or legendary Nature. You may also use Leadership against any fabricated, plantlike, or undead creature with an Intellect higher than 1.

Motivating

Your unwavering morale is a comfort to others in the face of adversity. You can use this Skill to galvanize those nearby to resist the effects of a failed Guts, Sanity, Mind Control, or Virtue check. Make a Leadership check and a rousing call: "snap out of it!", "pull yourselves together!", or "don't listen to them!". If the result of your Leadership check exceeds the DL the ally needed to surpass, any consequences of their failed check are avoided. You can calm one creature for each rank of Leadership (e.g. 3 ranks; 3 comrades). Motivating allies doesn't take any AP, since it happens in response to some other combatant's action. You can perform this action as many times per encounter as you wish, but each additional try adds a −1 penalty to your roll.

Taking Charge

When danger rears its ugly head, folks tend to look your way to assume control. Whether the wisdom to make the right choice comes from your own ability to Discern or from a trusted advisor, your eminence convinces others that your commands must be the right course of action. Make a Leadership check opposed by their Mind Control check. If your check is higher, the creature respects your authority and executes any of your instructions. Unlike other Skill checks which coax others into following suggestions, you can use Leadership to issue commands that endanger those you're commanding. So long as the situation is dire and the loss of life and limb is a certainty, those who submit to your command will endanger themselves for the greater good. Each attempt generally takes a few minutes. Once you part ways, they'll carry out any final orders to the best of their ability.

Your own allies don't need to be commanded — anyone whose Disposition is friendly or better will follow you to death and glory. Creatures whose Disposition is benign or neutral might need the extra coaxing, though. Anyone whose Disposition is malign or worse automatically passes their Mind Control check ("You're not the boss of me!") unless your orders will directly benefit their own interests. If you have ties to an organization and hold a formal position of power, you don't need to make a Leadership check to issue commands to your subordinates unless your requests are grossly outside the organization's motives.

In combat, you can command your opponent to surrender, hold their fire, or let you go. This action takes 4 AP. See the "Diplomacy" entry in the Socializing section of Chapter 10: Combat.

Recruiting

You can use this Skill to recruit any creature with a Disposition of neutral or better into your retinue (see the "Retinue" entry in the Fame and Fortune section of Chapter 12: Adventures). As long as your proposition doesn't contradict the creature's Motivation, Alignment, or personal obligations and responsibilities, make opposed Leadership checks to hash out the details. If your result is higher, they join the club. If their result meets or exceeds yours, they turn you down. You can attempt this once per day per creature. Each attempt generally takes a few minutes.

Enlisting a character into your retinue grants you a direct report that follows your orders as long as they're pleased with the arrangement and you compensate them fairly — that means you need things like loose cash, food, housing, supplies, mentorship, or a share of the profits. From the moment you enlist their services, they serve you however you deem fit: tagging along, guarding the base, or cleaning your apartment. If you successfully recruit a character with their own retinue, you gain all of the forces who wish to remain and pledge their loyalty.

Concealing Strategy

Once you and your strategists have devised combat plans, you can make sure the orders are carried out in such a way that your opponents cannot successfully analyze the actions of your military. Make a Leadership check. Any opponents can make a Discern check to interpret your plans based on the behavior of your units. If their result is higher, they figure out one aspect of your plans. Some of the possible information one could Discern from battles include: a place, object, or person a combatant is guarding; the next plan of attack; a likely escape or fall-back point.

Linguistics

Typically used with: Insight.

In short: read, write, and speak. For all you cunning linguists out there, the Translate skill brings you what you enjoy most: figuring out all them funny words! Translate can be used to get the gist of writing or speech that you otherwise don't understand. It is also used to communicate with beings who don't speak or understand your language. Just as Discern is used to determine intent through behavior, Translate is used to determine intent through communication.

Your character starts the game knowing the "Common" language as well as a single language from their homeland. When you buy a rank in Translate, your character gets the added bonus of learning to speak, read, and write in a new language. Once you have learned a language, there is no need to roll a Translate check when reading or speaking that language. Talk to your GM about which languages might be available for your character to learn.

If you fail a Translate check, you don't know the interpretation. If you roll a Critical Failure, you come up with an incorrect answer that you believe wholeheartedly. You can't retry failed Translate checks, nor can you Take the Best on Translate checks.

Deciphering Text

You can make a Translate check to decipher the meaning of a passage of text. This could be an old engraving, an ancient moldy scroll, or the sign over a tavern in a distant land. Characters should include ranks from an Occupation which is relevant to the translation (e.g. a scribe perusing an old tome, a diplomat validating treaties, a chemist reading the label on that weird vial of goo you brought back from an adventure). The higher the result, the more accurate your interpretation.

Example Result
You're not even close 5
You understand a tiny part of it 10
You get a general impression 15
You understand most of it, save for some details 20
You understand its correct literal translation, but idioms are lost on you 25
You've got it exactly down to the cultural references and word inflection 30

If the text is illegible to any degree, or the writing is vastly different from anything you've ever seen before, your GM should give you a penalty on the Translate check. The amount of time it takes to perform the translation certainly depends on the amount of text there is to translate. It takes about 1 minute to translate a page of text verbally and 5–10 minutes to neatly transcribe one.

Communicating

A Translate check comes in handy when you want to convey or interpret a spoken message in a language you don't speak. This involves analyzing or leveraging the tone of voice, body language, pantomime, and even drawings in the dirt. The higher the result, the more accurate your interpretation. The above table lists suitable examples and results for this usage of Translate as well.

Using Translate to communicate verbally could take as much time as needed to get the message across. Combat is not the place to conduct linguistics studies, but simple and important directives can be communicated just as easily as regular speech, and can be done without using AP. Anything complicated or detailed that requires your full attention would require you to spend 4 AP per attempt.

Determining Origin

By analyzing the precise details of a person's speech patterns and vocabulary, you can roll a Translate check to determine the speaker's linguistic origins. You can also perceive socioeconomic status and infer someone's occupation, nationality, affluence, or proficiency (e.g. the soft vowels indicate they come from money, spent years sailing, and hail from the northeast). The higher the result of your Translate check, the more accurate your pinpointing. A roll of 5 means you're not close at all, a roll of 15 means you're close but not specific, a roll of 30 means you've got it exactly down to the street address of their birthplace.

Using Translate to glean origin details takes no time at all; you either get it or you don't. However, you need to be able to hear your target clearly, so the GM may ask for a Perception check in case the sound is too far away. Characters with the deafened condition or who fail the Perception check automatically fail the Translate check.

Lipreading

Through careful observation of someone's mouth as they speak, you can attempt to interpret the words you cannot hear. Make a Translate check. The higher your roll, the more accurate your interpretation. However, if you don't already speak the language, you won't know the meaning and can't attempt to guess without the sound.

Using Translate to eavesdrop on distant conversations takes as much time as the conversation itself does. You must pay complete attention, so your GM should ask for a Perception check in case there are obstacles or distance between you and the speaker.

Listen

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Typically used with: Cunning.

Characters with ranks in Listen are cognitive masters, picking up the sounds that the rest of us don't or can't. This skill can be used to hear characters Sneaking around, eavesdrop on conversations, or overhear the minute sounds around you.

For the cognitive skills, The GM might want to inform rollers of successful checks of what was seen or heard in private or with notes for the suspension of disbelief.

Difficulty

If not in response to a Sneak check the difficulty is as follows: the softer the noise, the further away, the more obstacles in between, the harder it is to hear something. As such, below are some example modifiers for Listen difficulties.

Example DL
Noise is incredibly quiet (a pin drop) +15
Noise is incredibly loud (a fierce battle) −15
Sound on other side of wooden door +5
Sound on other side of stone or iron door or wall +15
Per 10 feet of distance +1


Here are some situational penalties to the Listen check.

Situation Check
Listener is surrounded by moderate ambient noise (a tavern) −5
Listener is surrounded by extreme ambient noise (a battle) −15

Noises in water take −5 to the distance penalty as sound travels further in water than air. Similarly, sounds traveling through solid matter, the ground for example, take a −10 to the distance penalty.

Opposed Rolls

Sneak checks are always opposed by Listen checks.

Time

Trying to hear something you did not previously takes 3 AP.

Lore

Typically used with: Insight.

In short: know the answer. Knowledge is power to those who know. Those with ranks in Lore are learned scholars, unquestionable fountainheads of knowledge, and the people you always want on your team for trivia night. Lore is used any time a character wants knowledge on a subject. Often heard around the game table is "do I know about that?"

Attaining ranks in this skill could mean your character has learned memory improvement and concentration techniques, or maybe they had an all-night cram session with intravenous caffeine and piles of books. You can most certainly add any Occupation ranks to Lore checks when the knowledge is related to your profession.

Lore checks take no time at all; your character either instantaneously knows about a topic or not. If you fail a Lore check, you don't know the answer. If you roll a Critical Failure, you come up with an incorrect answer that you believe wholeheartedly. You can't retry failed Lore checks, nor can you Take the Best on Lore checks.

Recalling Facts

You can make a Lore check to recall historical facts, scientific properties, and theoretical analysis of a person, place, or thing. The higher the DL, the more obscure or ancient the information is.

Example DL
Something trite (fish don't have hair; deserts are dry) 5
Common information (a king's length of reign; the rumors surrounding a notorious place of mystery) 10
Somewhat uncommon information (vampires cannot see their reflections; the traditions on a major holiday in a distant country) 15
Fairly uncommon or professional information (the family tree of a noble; the cure for a rare disease; the vulnerabilities of a giant slime; the names of all blood vessels in a reptile) 20
Extremely specific or forgotten information (the secret password to open a long abandoned fortress; an ancient queen's tea preferences; the requirements of any single Ritual) 30
"How do you know that?" (the names of all past owners of a particular non-magical walking stick; the tenets and laws of a minor secret society you've never joined; the resting place of a purposefully-hidden relic) 40

Identifying

Leveraging your vast memory, you can roll a Lore check to identify objects, creatures, and phenomena you encounter (or even those described to you). This skill check comes in handy when you're foraging in the wilderness, stalking celebrities, or taking inventory of all the nifty gizmos you just hauled out of that haunted mine. The more obscure, secretive, or foreign the thing to identify, the higher the DL.

There's more to identify about a humanoid than just a proper name. By recognizing the weapons, armor, clothes, or equipment carried by someone, as well as the appearance of these items, you can infer someone's occupation, nationality, affluence, or proficiency (e.g. the expensive clothes they wear indicate they practice fire magic and hail from the south).

You can also analyze an organism's symptoms to produce a medical diagnosis. This could range from simple observation to chemical tests of samples, and it works just as well for discovering what ails the sick as it does for spotting botanical diseases. Even if you correctly diagnose the illness in question, it may or may not have a treatment. If you're too late, you can use the Healing skill to perform an autopsy to determine a cause of death.

Estimating

You can roll a Lore check to formulate professional opinions about a topic by using any available data. The higher the result, the more precise your estimation. A roll of 5 means you're not close at all, a roll of 15 means you're pretty close, a roll of 30 means you've got it exactly down to the last detail.

You don't need any ranks in an Occupation to make these kind of estimations, but they certainly help. Below are some ideas for types of estimations you might encounter.

Appraisals
If you watch the market, you get a sense when the price is right. You can determine the quality of an object and project its monetary worth simply by inspecting it. You can also put a fair market price on any given item or service you might need to locate.
Evaluations
You can determine suitability or efficiency of an object, such as the speed of a sailboat, the structural safety of a building, or the disrepair of a suit of armor. You can also size up a creature, such as estimating its proximity to death, its skillfulness at a given task, or its natural talents and weaknesses.
Forecasts
Based on the current conditions, you can estimate the time until sunrise or sunset, forecast the weather, predict the cycle of celestial events, and anticipate the tides. You can ascertain the best times to hike, sail, fish, and hunt, as well as the best days to plant and harvest.
Requirements
You can estimate the resources necessary for something, like the length of time it would take six laborers to harvest an acre of corn, or the volume of black powder necessary to safely blow the dungeon door.

Remembering Events

A Lore check can also be used to remember details about past events you experienced. The DL for a Lore check to recall past events depends on the length of time since the event and how noticeable the detail you wish to recall was. At the GM's discretion, your character may remember something important without a check.

Example DL
Your name 0
The name of the tavern where you ate three days ago 5
The birthdays of loved ones 10
The lyrics to a song you haven't heard in ten years 20
What you had for breakfast on a specific date twenty years ago 30

If your character didn't perceive the event when it occurred, she won't have a memory of it. For instance, if everyone in your party succeeded on a Perception check to notice the mayor had red eyes, but you failed the check and nobody told you, you wouldn't know about it in the first place.

Navigation

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Typically used with: Cunning.

To prevent from getting lost in the wilderness, to follow a treasure map, or to get out of a cave, Navigation is essential. The GM should roll a player’s navigate so he or she doesn’t know if the result was a failure or a success.

Difficulty

Below are some example difficulties of Navigate.


Example DL
Know direction of North 10
Correctly follow a map or directions 10
Know direction of North with no natural assistance (sun, moon, stars, etc.) 20
Find the way out of a maze or cavern system 20
Find the way out of a magic maze 30

Negotiate

Typically used with: Persuasion.

In short: talk it out. Diplomats, lawyers, politicians, and merchants are master Negotiators. This Skill represents the ability to haggle, debate, and discuss a topic with another creature in order to change their mind. Negotiate is used to appeal to someone's sense of reason or goodness — peace negotiations, getting out of trouble, and so forth.

You may use Negotiate against any creature of an elemental, humanoid, or legendary Nature. You may also use Negotiate against any fabricated, plantlike, or undead creature with an Intellect higher than 1.

Suggesting

You can use this Skill to appeal to someone's sense of reason and offer up suggestions. When the situation calls for grace, etiquette, intellectual debate, salesmanship, or formalities, Negotiate can be used to get others to see things your way. Make a Negotiate check opposed by their Mind Control check. If your result is highest, they take your suggestions to heart and act accordingly. Your recommendations can't directly endanger them nor force them to do anything against their Alignment, Motivation, or personal obligations and responsibilities. For instance, you could convince a guard to let you through, but you can't convince him to leave his post.

There's no point in persuading allies into following your suggestions — anyone whose Disposition is benign or better will help you anyway. Creatures whose Disposition is neutral or worse will need some convincing, so your argument should be based in logic. In essence, you're persuading them that your point of view is preferable to theirs. Each attempt generally takes a few minutes.

In combat, you can suggest that your opponent surrenders, holds their fire, or lets you go. This action takes 4 AP. See the "Diplomacy" entry in the Socializing section of Chapter 10: Combat.

Interceding

While Seduce and Perform can be used to improve another creature's Disposition toward yourself, Negotiate can be used to improve another creature's Disposition toward someone else. It's even possible to reconcile the conflict between bitter enemies. To improve a creature's Disposition toward another creature, make a Negotiate check. They make a Discern check. If your result is higher, you may improve their Disposition. For each 5 points of difference, you improve the creature's Disposition towards any creature you choose by one level. If your check is Critical Failure, you actually worsen their Disposition by one level. You can only attempt this once per day per creature. Each attempt generally takes a few minutes.

Haggling

"This looks defective. I'll take it off your hands for a discount." Using Negotiate, a character can attempt to haggle with a merchant for several minutes in order to purchase goods or services at a lower cost. Make opposed Negotiate checks. If the buyer's result is highest, the difference between the rolls multiplied by two is the percentage offered as a discount.

Haggling Example
Phineas and a merchant are discussing the price for a bound tome.

Phineas rolls a 26 for Negotiate. The GM doesn't have stats for the merchant, but assumes a result of 15. The difference in the results is 11.

The merchant offers a 22% discount to purchase the item. The GM pulls out her calculator.

Occupation

The only place where success comes before work is the dictionary. A character can use his skill ranks in an Occupation to perform a trick of the trade, make a quick buck, or dazzle onlookers with occupational knowledge.

When you buy ranks in a specific Occupation, you are allowed to use the ranks as a bonus to a check that's related to your occupation. For example, if a character has 3 ranks in Occupation and has chosen the livelihood of Sailor, the GM may allow that player to conditionally apply the +3 on Search checks for navigating, Craft checks for knot tying, Grip checks to climb ropes and rope ladders, and Dash and Might checks for swimming. As always, ask your GM if your Occupation bonus applies to a check.

Most characters have learned some skill or trade along the way. For instance, a sneaky type may have once been a locksmith, or a strong type may have been a blacksmith. Occupations need to be specific; doctor isn't specific enough, but surgeon is. The list below provides some example occupations, but feel free to come up with your own and run it by your GM.

  • Apiarist/Beekeeper
  • Apothecary/Herbalist
  • Architect/Engineer
  • Aviator
  • Banker
  • Brewer
  • Butcher
  • Carpenter
  • Cartographer
  • Chef
  • Cooper
  • Farmer
  • Farrier
  • Fisher
  • Fletcher
  • Guard
  • Herbalist
  • Merchant/Trader
  • Metalworker
  • Miller
  • Miner
  • Lawyer
  • Logger/woodcutter
  • Painter/Sculptor
  • Potter
  • Priest/Cleric
  • Printer
  • Sailor
  • Scribe/Calligrapher
  • Shepherd
  • Physician/Surgeon
  • Tailor/Cobbler
  • Tinkerer
  • Weaver

Performance*

Typically used with: Presence.

In short: present. All the world's a stage and you're the star — or so your prima donna attitude would suggest. Characters with ranks in Perform are "the talent," and are superbly good at entertaining others. Such a trade can be used to lighten moods and create diversions.

When you buy a rank in Perform, your character also gets the added bonus of learning a new performing art (e.g. tuba, dance, singing, mimicry, coitus, comedy). Ask your GM if a particular performing art is applicable in your campaign. Usually, you'll need to be trained in an art of performing if you want to make effective use of it for the purposes described below — it's hard to move hearts when you stink at the clarinet. Ranks in an Occupation specific to a means of performing (e.g. violinist, comedian, actor) are always applicable to Perform rolls involving that talent, and obviate the need to buy a rank in Perform to learn the talent.

Entertaining

Power Roll. If you want to impress your audiences, move them to tears, and incite a standing ovation, you're the headliner so you'd better nail it. Make a Perform check. The higher the result, the better your performance. Anything lower than a result of 15 is considered amateur hour. A result of 20 is notable and enjoyable. A result of 25 is absolutely stellar and memorable. A result of 30 is legendary and guarantees your spot in the minstrel hall of fame.

If you're performing in a group (e.g. a band, a symphony orchestra, the cast of a play), everyone has to make Perform checks. You can take the average to determine the quality of the performance. Even though a player with a high roll may stand out (e.g. with a guitar solo or a monologue in the spotlight), the entire production suffers because of those with low rolls.

You can't retry Perform checks unless you want to do the act over again, and no audience would stay for a rerun after they've exhausted their supply of tomatoes to throw. Especially high Perform checks, on the other hand, will attract all kinds of attention from the upper echelons of society, both good (an invitation to play for the emperor) and bad (a record deal).

Befriending

Opposed Roll. You can make a Perform check to build a relationship with a creature and improve its Disposition toward you. Essentially, your performance impresses them enough to fall in love with your talent. To gain a groupie, roll a Perform check opposed by the creature's Discern check. If your result is higher, you may improve their Disposition. For each 5 points of difference, you improve the creature's Disposition by one level. If your check is a Critical Failure, you actually worsen their Disposition by one level.

You can only attempt this once per day per creature. Each attempt generally takes a few minutes. You may attempt to befriend any creature of an elemental, humanoid, or legendary Nature. You may also attempt to befriend any fabricated, plantlike, or undead creature with an Intellect higher than 1.

Enthralling

Opposed Roll. With a high enough Perform check, you can capture the gaze of others and keep them fixated on you. Roll a Perform check opposed by their Mind Control check. If your result is higher, you mesmerize them and they gain the distracted condition. If your opponent rolls a Critical Failure, the first attack from anyone other than you catches them wide-eyed (see Chapter 10: Combat).

The effects of your performance can last up to 10 minutes, but you must perform the whole time. If your performance ceases or something else catches the opponent's attention, the effect ends. You may attempt to enthrall the same types of creatures as listed in the "Befriending" section.

Ride

Gallows.svg

Typically used with: Agility.

Mounted travel is preferred by 5 out of 5 dentists when compared to walking on foot. To those who wish to take full advantage of the efficiency of their mount as well as maintain control when unfavorable circumstances arise, the Ride skill is indispensable.

Difficulty

The difficulty for riding maneuvers not listed here should be determined on a situational basis by the GM. Below are a few examples:

Example DL
Steadying your arm for a ranged attack while mounted (1 AP; firing without a steadied arm means a −6 penalty to the Attack Roll) 10
Urge mount to leap (failure results in being thrown) 15
Roll safely from the back of a mount slain in battle 18
Staying on a mount which is panicking or attempting to throw you off 20
Attempting to mount and control a wild animal, bareback 25

The following table lists situational bonuses and penalties to the Ride check.

Example Check
Mount is exotic −5
Mount is Malign or Hostile (negative disposition) −5
Mount is Benign or Friendly (positive disposition) +5
Extensive knowledge of mount (4 or more ranks of Lore: Monsters or Lore: Animals) +2
Vocational experience (4 or more ranks of a relevant Occupation, such as Breeder, Trainer, or Herder) +2

For more information on disposition, see the Negotiate and Animal Control skills.

Retry

Most retries involving the Ride skill cannot be attempted without the expenditure of a Fate point, because a failed attempt usually means the rider is thrown off, or the mount is otherwise injured.

Search*

Typically used with: Cunning.

In short: find it. Looking for something? It's always in the last place you look. The Search skill is a favorite of detectives, thieves, wilderness guides, and anyone who is lost. You can use a Search check to follow a set of tracks, find your way, scour for items in rubble, or root around the house for your missing keys.

Tracking

You can pursue creatures by following their tracks on the ground as well as by locating nearby clues, like broken twigs and trampled grass. If your Search check exceeds the pursued creature's Stealth check, you can successfully follow the trail. Each time the trail is broken, such as by crossing a stream, or stepping out of a meadow and onto a rocky hill, the creature being chased can make another Stealth check, while the tracker is forced to make another Search check to pick up the new trail. If you're following a group of creatures, beating the lowest Stealth check can reveal where they went, but beating the highest Stealth check will reveal exactly how many creatures are together.

You must subtract your Size from this roll, as it's easier to track a larger creature and harder to track a smaller one. For example, a firna is tracking a juren. The firna gets +1 to his Search check, while the juren takes −5 to his Stealth.

As long as you're actively following tracks, you gain the hampered condition, as you can't move at full speed while analyzing the environment. If you try to move at your normal speed, you take a −10 penalty on the Search check. If you try to make a Dash check while tracking, you take a −20 penalty on the Search check.

You take a −1 penalty to the Search check for each day since the trail was created. You also take −1 for each hour of rainfall. You take −5 for each inch of snowfall.

Navigating

A Search check can be used to navigate and find direction. This is done by following trail markers, reading a map, or leveraging the sun, moon, and stars. The higher the DL, the more likely you'll get lost. It's perilous to lose your way in the wilderness, deep underground, or out at sea. You could also make a Search check to escape from an unfamiliar place, like a prison or a dungeon.

If you have a map, you gain a +4 bonus to this check. If you have a compass as well, you gain an additional +4. A compass on its own will let you determine cardinal direction with no check, but without a reference for landmarks, it can't help you find your way any easier.

Locating

You can make a Search check to rifle through a place to locate an object. This could be finding a lost child in the woods, a gem in a desk drawer, an ally among the debris of a collapsed ceiling, or the correct book in a library of thousands. You can also preemptively locate hidden obstacles along your route. This includes spiked pits along the trail, poisoned needles on the doorknob, and arrow slits in the wall. The more well-hidden the object, the higher the DL.

Camouflaged traps and accidentally hidden objects have their own DLs, however items that have been purposefully hidden require opposed rolls. The character who hides the object makes a Stealth roll. If your Search check exceeds the Stealth check, you locate the object.

It takes 6 AP to thoroughly examine an area sized about your height on each side. The bigger the total area you need to scour, the longer it will take. If an entire group is searching for an object, each participant who meets or exceeds the DL helps to cut down the total time it takes. Divide the time it would take one person to search the area by the total number of successful Search checks. For example, if it would take a single character one hour to search a given chamber, then it would only take 15 minutes if four allies passed their Search checks.

If you're competing against another character to locate an object as quickly as you can, roll opposed Search checks. The highest check that meets or exceeds the DL finds the object first. If you're in combat, the first character to pass the check on their turn locates the object first.

Seduce*

Typically used with: Charm.

In short: entice them. For you, it doesn't take more than a smile. Characters with ranks in Seduce could charm the pants off anybody. It helps you make bribes, forge friendships, and "meet hot singles in your area now." Courtesans, spies, and crime bosses are natural born users of the Seduce skill.

You may use Seduce against any creature of an elemental, humanoid, or legendary Nature. You may also attempt to use Seduce against any fabricated, plantlike, or undead creature with an Intellect higher than 1.

Tempting

Opposed Roll. While you can use an Intimidate check to coerce someone into action, you can use a Seduce check to lure them into following your suggestions (or following you home) in return for a reward. There's no point in tempting allies into obeying your commands — anyone whose Disposition is benign or better will help you anyway. Make a Seduce check opposed by their Virtue check. If your check is higher, the creature gives into temptation and follows your advice despite their better judgement. Each attempt generally takes a few minutes. Once you leave, they may come to regret what they've done at your behest, but their Disposition toward you isn't changed.

For this to be carried out successfully, you need to present desirable rewards for their compliance. If you're trying to get a politician to back your cause, bring a sack full of coins. To recruit nobles into your conquering army, offer them positions of power. You can even offer up your services as a reward, as most people need things done for them (or to them, you pervert). Be careful when you tempt others into submission. Bribery, adultery, and prostitution might be crimes depending on your location.

In combat, you can tempt your opponent into surrendering, holding their fire, or letting you go. This action takes 4 AP. See the "Diplomacy" entry in the Socializing section of Chapter 10: Combat.

Befriending

Opposed Roll. Strangers are just friends you haven't met yet; it's easy to make friends when you're charming! You can even get a sworn enemy to change their mind about you. To improve another creature's Disposition toward you, make a Seduce check. They roll a Virtue check. If your result is higher, you may improve their Disposition. For each 5 points of difference, you improve the creature's Disposition by one level. If your check is a Critical Failure, you actually worsen their Disposition by one level. You can only attempt this once per day per creature. Each attempt generally takes a few minutes.

Alluring

Opposed Roll. By turning up the charm and shooting an inviting smile across the room, you can capture the gaze of another and keep them fixated on you. Roll a Seduce check opposed by their Virtue check. If your result is higher, they can't help but look your way and gain the distracted condition. If your opponent rolls a Critical Failure, the first attack from anyone but you catches you wide-eyed (see Chapter 10: Combat).

The effects last for up to a minute, as long as they're allured by your personality. If something interrupts your flirtation and catches your opponent's attention, the effects end.

Collecting Information

Difficulty Roll. You can make a Seduce check to gather the names on others' lips. Through your engaging and charismatic behavior, you flit and flirt about town as a social butterfly, expertly turning the conversation to the topics you're interested in. The higher the result, the more obscure the information you can gather. Visiting with the populace takes several hours. If you opt to Take Your Time on this check, it could take days.

Example DL
The location of major landmarks, names of local celebrities 5
Current events, rumors, and gossip 10
The location of a specific individual, item, or place 15
Guarded, illegal, or illicit information (e.g. where to buy stolen goods, how to break into a particular building) 20
Highly secret, personal, or valuable information (e.g. who the king's mistress is, where the rebel hideout is, the route the princess takes when she ventures into the city) 30

Sleight of Hand

Gallows.svg

Typically used with: Agility.

Sleight of Hand is a skill practiced by many con-men and thieves er — treasure hunters. This skill can be used to draw a small weapon unnoticed, snatch an item away from a table, pick someone's pocket, and other movements that require the hand to be faster than the eye.

Difficulty

Sleight of Hand checks shouldn't have a set DL; however, circumstantial bonuses or penalties apply.

Example DL
Object is very small or otherwise easy to conceal (a marble, a dagger, four aces) −5
Object is large, heavy, or otherwise very noticeable (a Dachshund, an axe, a sack of potatoes) +5
Object is being intently watched +5

Opposed Rolls

Sleight of Hand checks are opposed by a Spot check from a viewer.

Sneak

Gallows.svg

Typically used with: Agility.

A wise man once said, "The primary element of a surprise attack is surprise." The Sneak skill is the prime ingredient in that recipe. It can be used to tiptoe past the imperial guards, or follow someone through a dark alley. A character that is Sneaking moves at half speed.

Difficulty

Sneak attempts are always opposed by a Listen check, so there is no set difficulty. The table below lists some situational penalties to the roll.

Situation Check
The character must walk through water, mud, leaves, or a similar obstacle −2
The character is wearing overly noisy equipment, such as keys, chains, or metal boots −5
The character is trying to Sneak and move at full speed −10
The character is trying to Sneak and run −20

Opposed Rolls

Sneak checks are always opposed by another character or monster's Listen check.

Spot

Gallows.svg

Typically used with: Cunning.

Characters with ranks in Spot are cognitive masters, seeing the things that the rest of us don’t or can’t. This skill can be used to see hiding characters, witness your change purse being snatched away, or notice minute details of an object.

For the cognitive skills, The GM might want to inform rollers of successful checks of what was seen or heard in private or with notes for the suspension of disbelief.

Difficulty

If not in response to a Sleight of Hand or Hide check, the difficulty is as follows: the smaller the target, the further away, the quicker the movement, the harder it is to see something. As such, below are some example modifiers for Spot difficulties.

Example DL
Every 10 feet away +1
Item is camouflaged (objects only) +2

Opposed Rolls

Sleight of Hand and Hide checks are always opposed by Spot checks.

Time

One spot check takes no time, however a second attempt, trying to see something you did not previously, takes 3 AP.

Swim

Gallows.svg

Typically used with: Endurance.

In short: don't drown. This is a skill in which heavily armored characters will want to invest. Verily, their life depends on it. When submerged in water, or slime, or any other liquid that allows for movement, a character can Swim to move, but more specifically to stay afloat.

The GM should feel free to call for Muscle in the check instead of Endurance if it's appropriate.

Difficulty

The DL for a swim check is determined by the strength of the current. It is also increased by the amount of weight the character is carrying.

Example DL
Calm water 5
Water with a slight to moderate current 10
Water with a moderate to strong current 15
Choppy, turbulent water 20
Nasty riptide 25
Extremely active water, such as in an ocean hurricane or Class 5 river rapids 30

Here are some situational penalties and bonuses to Swim checks.

Example Check
For every 10 pounds the character is carrying, not including their own body weight −1
Character is employing the use of swimming-aiding devices, such as fins +5
Character is wearing a life preserver or other floatation device +10

Retry

Swim attempts can be retried as many times as necessary, but there are usually penalties for failing a swim check in dangerous waters.

Taunt*

Typically used with: Persuasion.

In short: provoke. Taunt is similar to Intimidate in certain regards. Instead of an imposing demeanor, a character with ranks in Taunt uses a litany of verbal jeers and jabs to upset opponents. While intimidation instills fear, taunting entices anger, which quickly leads to slip-ups.

Taunting another character in combat takes 4 AP. You may attempt to Taunt any creature that hasn't gained the unfeeling condition.

Tormenting

Opposed Roll. During combat, you can use Taunt to incite rage from a single opponent, increasing their chances of mistakes and carelessness. Make a Taunt check opposed by the opponent's Virtue check. If your result is highest, your rude gestures and stinging comments hit their mark, and they're pissed. They gain the rattled condition. A single opponent can only be intimidated in this manner once per encounter.

Signaling

Opposed Roll. You can also use this skill to steal an opponent's attention. Make a Taunt check opposed by their Virtue check. If your result exceeds theirs, they look your way with great annoyance and gain the distracted condition. If your opponent rolls a Critical Failure, the first attack from anyone but you catches them wide-eyed (see Chapter 10: Combat). The effects of failure last a single round.

Instead of imposing the distracted condition for one round, you can opt to turn an opponent's violence toward yourself, drawing it away from an ally. This is extremely useful when a comrade is outnumbered or outmatched.

Alienating

Opposed Roll. A good insult can make sworn enemies out of close friends. Make a Taunt check opposed by their Discern check. If your result is highest, you may worsen their Disposition toward you. For each 5 points of difference, you worsen the creature's Disposition by one level. You can only attempt this once per day per creature.

Vitality

Typically used with: Endurance.

In short: stay healthy. The Vitality skill is used to keep intrusions upon your health at bay, such as illness and contaminants. This skill essentially represents your ability to flex your immune system and physical composure. If you want to get on all of the carnival rides, even the spinning ones, Vitality is for you.

Healing

A character heals an amount of HP equal to the sum of their Endurance and Vitality for each full night of rest. No roll is required.

Resisting Illness

You can make a Vitality check to ward off illness, the impairment we all experience under detrimental circumstances (e.g. emotion, stress, disease, parasites, diet, drugs, odors). Each cause of illness presents its own DL to resist — the higher the DL, the more unavoidable the illness.

You might need to overcome motion sickness. Someone may have replaced your milkshake with chocolate laxatives. Maybe you're sailing a quarantine ship. If you meet or exceed the DL, you remain healthy. If you fail the check, you contract the illness in question and receive one Death Mark for each level of severity (see the "Illness" entry in Chapter 9: Adventurers Beware).

A fightable illness allows an unhealthy character to combat the illness at repeated intervals. Each illness featured in this book will list this frequency (e.g. fightable every 12 hours). A successful check releases one Death Mark imposed by the illness. A Critical Failure imposes an additional Death Mark. Once all of the Death Marks imposed by the illness are released, the creature makes a full recovery.

A limited illness, on the other hand, will go away on its own (assuming you live through it).

Resisting Contaminants

You can also make a Vitality check to repel body-invading substances and organisms. Each contaminant has its own DL — the higher the DL, the more aggressive the intruding agent.

If you meet or exceed the DL, you resist the contaminant and its effects. Otherwise, you experience all the benefits and drawbacks the contaminant has to offer. For example, poisons inflict Continual Damage, pathogens impose illness, and stimulants wake you up. See the "Contaminants" section of Chapter 9: Adventurers Beware for more information.

Resisting Spells

Certain spells call for a Vitality check to resist, for instance Disease, Blood Corruption, and Sicken. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Vitality check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.

Special Skills

In addition to the skills listed above, there are two special types of skill ranks: Weapon Skills and Magic School Skills.

Weapon

Ranks in a weapon skill represent intense training your character has devoted to a particular type of weapon, for example, longsword, whip, dagger, or tuba. It is important to note that a character does not need to have ranks in a weapon to use it in combat, nor does the character take minuses for trying to use an unfamiliar weapon. If a character is unarmed and in danger, it makes perfect sense to pick up and wield whatever is nearby that could be considered painful to an attacker. Obviously, Attack Rolls with a weapon in which the character has no ranks will be fairly low.

A character's ranks in the weapon figure into combat maneuvers, such as attacking, parrying, disarming, and the like.

Weapon skills are used alongside Cunning in an Attack Roll.

Attack Roll
d10 + Cunning + Weapon Skill + Muscle + Weapon Damage

A parry for an attack would be:

Defense Roll (Parry)
d10 + Cunning + Weapon Skill + Armor + Endurance

Magic School

You can buy ranks in any of the magic schools with the ownership of the Spellcasting special power. Magic School ranks cost 3 Expoints instead of the usual 2. See the magic chapter for a list of schools. Your number of ranks in magic schools affects the length of time a spell lasts, or how big an area it can cover. You can add your magic school rank to both Spell Attack and Spell Defense rolls. For instance, if you have 5 ranks in the Fire School, the following is a Spell Attack roll for a Fireball.

Example Spell Attack for Fireball
d10 + Agility + 5 (School) + Fire Damage

Against a fire spell, this mage can add the school rank to his Spell Defense roll.

Example Spell Defense
d10 + Agility + Dodge + Endurance + Armor + 5 (School)

See the magic chapter for more details on Spell Attack and Spell Defense.