Difference between revisions of "Book:Skills"
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− | Skills are the very bread and butter of doing something in this role-playing game. Skills represent your character's knowledge, | + | Skills are the very bread and butter of doing something in this role-playing game. Skills represent your character's knowledge, training, 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. |
+ | Your GM will ask you to "make a Perception check", or "roll Reaction." This is your cue to pull out your dice and get to work! | ||
+ | |||
+ | ==Skill Ranks== | ||
+ | {{:Skill rank}} | ||
==The Skill Check== | ==The Skill Check== | ||
{{:Skill check}} | {{:Skill check}} | ||
− | == | + | ===Retries=== |
− | {{: | + | Who doesn't want a re-do when a roll goes sour? The good news is that you've got the option to do this! As mentioned in ''Chapter 2: How to Play'', you can spend a Fate Point and either re-roll your attempt or force an ally or opponent to re-roll. See the description for each skill, as some allow a character to retry indefinitely. |
+ | |||
+ | ==Difficulty Levels== | ||
+ | {{:Difficulty Level}} | ||
==Time== | ==Time== | ||
{{:Skill time}} | {{:Skill time}} | ||
− | == | + | ==Target== |
− | {{: | + | {{:Target}} |
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==Skills== | ==Skills== | ||
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===Dodge=== | ===Dodge=== | ||
{{:Dodge}} | {{:Dodge}} | ||
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===Grip=== | ===Grip=== | ||
{{:Grip}} | {{:Grip}} | ||
+ | ===Guard=== | ||
+ | {{:Guard}} | ||
===Guts=== | ===Guts=== | ||
{{:Guts}} | {{:Guts}} | ||
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==Special Skills== | ==Special Skills== | ||
− | In addition to the skills listed above, there are two special types of skill ranks: Weapon Skills and | + | In addition to the skills listed above, there are two special types of skill ranks: Weapon Skills and Elemental Skills. |
===Occupation=== | ===Occupation=== | ||
{{:Occupation}} | {{:Occupation}} | ||
===Weapon=== | ===Weapon=== | ||
{{:Weapon skill}} | {{:Weapon skill}} | ||
− | === | + | ===Elemental=== |
{{:Spell skill}} | {{:Spell skill}} | ||
__NOTOC__ __NOEDITSECTION__ | __NOTOC__ __NOEDITSECTION__ |
Latest revision as of 13:54, 13 January 2021
Skills are the very bread and butter of doing something in this role-playing game. Skills represent your character's knowledge, training, 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.
Your GM will ask you to "make a Perception check", or "roll Reaction." This is your cue to pull out your dice and get to work!
Skill Ranks
Thirty-six skills are listed on the front of your character sheet. You can make a roll for any of these skills whether you have ranks in them or not.
There are also three types of advanced skills, all located on the back of your sheet: weapon styles, magic elements, and spirit motions. Weapon styles are used in the Attack Roll explained in Chapter 10: Combat. You can wield any weapon in combat even without ranks in the corresponding weapon style. Magic elements are included in the Casting Roll explained in Chapter 13: Magic. You must have ranks in an element to cast magic spells using it. Spirit motions are added to the Focus Roll explained in Chapter 16: Spirit. You must have ranks in a motion to perform spirit arts using it.
You can gain new skill ranks in exchange for Expoints. You can buy 1 rank for 2 Expoints. You cannot normally exceed 10 ranks in any skill. If you gain the Legendary Skill trump (see Chapter 7: Trumps), you may exceed 10 ranks in one skill of your choice.
Remember, skills represent knowledge or practical experience your character earns. She doesn't just slay a dragon and wake up the next day with inexplicable knowledge of opening locks. Like all upgrades to your character, work with your GM to plan what your character learns and how she learns it. At minimum, your character has zero chance of learning a skill without available instructions, mentors, or loads of trial and error.
The Skill Check
A skill check is a roll to test a character's ability in a specific task. Each of the thirty-six skills on your character sheet represents a different action that characters can attempt. Every skill is associated with one of the twelve attributes. For example, Search is used to locate things and is associated with Cunning.
The sum of the die roll, skill ranks, attribute points, and any applicable bonuses is your total result for the check. If you take any penalties to the check, you must deduct them from your result. For example, someone with the Scrawny fault takes a −2 penalty to Might checks.
You can make a skill check even if you don’t have any ranks in the skill. Just don’t expect the result to be too high. Some of the skills in this chapter allow you to use equipment to gain an easy bonus on your roll — if you can track down and acquire the tools, that is.
Pass or Fail
The object is to roll the highest number possible. Depending on the skill you're using and how you're using it, there may be different criteria to determine success. Basically, there are three types of rolls.
- Power rolls
- The number you roll translates directly into some kind of result. For instance, as detailed later in this chapter, you can make a Dash check to run faster than usual. The higher your roll, the faster your speed. You can make a Might check to hurl a rock. The higher your roll, the further it lands.
- Difficulty rolls
- You have to meet or exceed a number determined by the GM called a Difficulty Level (or DL). If your result is less than the Difficulty Level, your character fails for that attempt at the task. For instance, you can make a Machinery check to pick a lock. The more complicated the lock, the higher the DL. You can make a Perception check to spot a drop of blood on someone's collar. The tinier the stain, the higher the DL.
- Opposed rolls
- These are the result of the player wanting to perform an action against another character or creature in the game. Your result is compared to the result of a roll made by another player or the GM. Whoever rolls highest wins the check. In the event of a tie, whomever is considered the defender wins the check. For instance, you can make a Disguise check to impersonate someone, but others can make a Discern check to figure it out. You can make a Stealth check to hide your trail, but a pursuer can make a Search check to follow you.
You may voluntarily fail a skill check if you care to. In this case, you don't have to roll at all. However, you do have to accept the in-game consequences.
As detailed in Chapter 2: How to Play, when you roll a 1, it's a Critical Failure, and you fail horribly. When you roll a 10, it's a Critical Success, and you can roll again, adding the new number to the 10 you just rolled.
Retries
Who doesn't want a re-do when a roll goes sour? The good news is that you've got the option to do this! As mentioned in Chapter 2: How to Play, you can spend a Fate Point and either re-roll your attempt or force an ally or opponent to re-roll. See the description for each skill, as some allow a character to retry indefinitely.
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 an inverted, slippery, solid-marble wall. Your GM laughs audibly and says 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.
Time
Some skill checks are instantaneous. That is, used during combat, they cost no Action Points (see Chapter 10: Combat). Some skills are used as part of another action in combat. Some skills have AP costs inherently. A few can take days or weeks. Each skill entry may detail the amount of time, if any, the skill takes to use.
Take Your Time
Slow and steady wins the race. On skill checks that carry no penalties for failure and your character is in no immediate danger, you can choose to "take your time" and use "10" as if you had rolled it (this does not count as a Critical Success). Taking your time takes a while! In game terms, your character keeps trying until the check is done perfectly. Usually, this means multiplying the time required for a single attempt by 10 or more.
For example, Bryan's character Phineas needs to hide in a warehouse so he can eavesdrop on a conversation that will take place in an hour. His bonus to this check including his attribute and skill ranks is +9. He decides to take his time for a result of 19, and the GM describes that Phineas takes almost 20 minutes finding and constructing the perfect hiding place, from which he observes the conversation without detection.
Target
When you choose to make an opposed roll, the creature whom the roll affects is called the target. This is the case for all opposed rolls in this game, including Attack Rolls, Casting Rolls, and Focus Rolls.
Many skills listed in this chapter can alter a target's disposition towards another creature, force a target to lose or gain conditions, inflict damage on a target, or move a target down the Knockout Track. The target's nature or gained conditions may provide immunity to certain uses of skills. For instance, the Animal Control skill can only affect bestial creatures, and any target with the unfeeling condition won't be threatened by your Intimidate check. All of these terms are explained fully in Chapter 9: Life and Death.
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.
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).
Craft
Typically used with: Intellect.
In short: make a thing. When you get that creative itch, the Craft skill lets you scratch it. Craft is used when a character wants to make something from raw materials or repair an existing creation. Your creative itch might come in the form of ammunition, knots, medicines, weapons, meals, suits of armor, or works of art. You might even require a a set of tools or a specialized workshop to produce your creation. The ability to find the tools of the trade and a place suitable for making the item is sometimes as difficult as acquiring the knowledge to construct the thing in the first place.
Your GM has the final say on whether you can attempt to create any given thing, but any creation reasonably within the purview your character's Occupations should be fair game.
Creating Objects
Anybody can try their hand at crafting, but it's only the extremely lucky or the very experienced who can make something truly remarkable. The bonus from ranks in an Occupation relevant to the item being made are what separate the amateurs from the masters. The higher the DL, the more complicated or intricate the item is (or its creation process). For every 5 points away from the DL to create the item (either up or down), the quality of the item is affected. Unlike most skill checks, a failed Craft check still results in an item being created — it just sucks. This table demonstrates how the difference between the roll and the DL affect the quality.
Difference | Quality |
---|---|
−10 | Awful (easily ruined, unbearable, sickening) |
−5 | Not great (sub-par, bland, boring) |
0 | Normal (completely average and functional) |
+5 | Good (above-average, attractive, memorable) |
+10 | Outstanding (desirable, durable, well-performing) |
+15 | Perfect (flawless, highly valued, coveted, powerful) |
+20 | Legendary (rumored far and wide, actively sought after, priceless, nearly impossible to copy) |
Each time you roll a Craft check to create a work, any materials involved in the construction are consumed. As a result, you cannot Take the Best on this check unless you have a stockpile of materials and oodles of time. Afterwards, you'll have lots of attempts of varying quality lying around. Critical Failures are usually pretty comical. In these cases, your object is useless or your materials are ruined (you've dumped the entire pepper shaker into the stew, you've sewn the sleeve on inside-out, or your wooden spoon has a hole in it). Depending on the creation's size and complexity, it could take minutes, hours, days, months, or even years to produce a single item.
Any single object that requires more than a day's worth of labor calls for a separate Craft check each day. A new day brings a fresh mind, after all.
Your creations could be sold, gifted, kept in your home, or copied and disseminated throughout the world. Below are some ideas for things to create during your adventures.
- Art
- You can produce decorative works of art that are painstakingly assembled from raw materials, such as paintings, sculptures, or pottery.
- Buildings
- You can create structures from an outhouse to a palace. You can use someone's blueprints or your own imagination.
- Cloth, Clothing, and Jewelry
- You can weave fabric and tapestries, forge jewelry, sew garments, and assemble shoes and hats. After all, it's not who you know, it's how you dress.
- Concoctions
- With a decent lab, you can mix up compounds that cause physiological reactions. See the "Concoctions" entry in the Contaminants section of Chapter 9: Adventurers Beware.
- Food and Drink
- You can assemble any food or beverage, whether you're cooking breakfast, serving tea, baking dessert, or tending bar.
- Gear
- You can make anything listed in the Gear section of Chapter 11: Equipment and any other object of a utilitarian nature.
- Hazards
- To keep your enemies at bay, you can create obstacles and traps. This works just as well on the battlefield as it does deep in the dungeons.
- Trade Goods
- You can collect crops and refine them into useful goods, like molasses, sugar, wine, resin, rubber, spirits, coffee, leather, ale, or honey.
- Vehicles
- The voyage is half the fun. You can build wagons, carriages, ships, and anything else that gets you from point A to point B.
- Weapons and Armor
- Pretty much anything can be used as a weapon or a shield if you're willing to improvise, but when an tool of war is forged with talent, that's something special indeed. When forging weapons and armor, the ornate and well-made modifications both require a Craft check at least 5 points above the DL. The cheap modification results from a Craft check at least 5 points below the DL. See the Modifications section in Chapter 11: Equipment.
Composing Works
You can make a Craft check to express your creativity. It's not about your creation's comprised materials, it's about the idea itself. The bonus from ranks in an Occupation relevant to the composition are what distinguish the masters from the amateurs. The higher your result, the more sophisticated, profound, and admirable your composition. A result of 5 produces a truly horrendous flop. A result of 10 is fair at best. A result of 15 is decent but nothing special. A result of 20 is notable. A result of 25 is awe-inspiring. A result of 30 is the best of its kind, used as an example for others to follow. Here are a few possible categories of ideas to express.
- Design
- You can arrange things in a pleasing or effective manner. This includes architecture, drawing, and decorating.
- Literature
- You can produce written works, such as jokes, poems, plays, or books. The pen is sometimes mightier than the sword.
- Music
- You can weave together arrangements of music. These could be instrumental, vocal, or both.
- Strategy
- You can formulate plans and tactics for game, sport, or warfare — valued by chess players, quarterbacks, and generals alike.
You can Take the Best on this check, but the time involved to get it "just right" is staggering, plus you'll have lots of balled up drafts in the wastebasket.
A creative work is sometimes the set of instructions for yourself or another character. For instance, a musician can play your song with a Perform check. A carpenter could make a Craft check to build your blueprints.
Fixing Objects
Once broken, many things just can't be fixed. However, for the myriad of things that can be, you can make a Craft check to make them as good as new. If you meet or exceed the original DL required to create the item, you can repair it. If you fail the check, you ruin your materials. A Critical Failure further harms the object. You must have a sufficient amount of the required materials on-hand, which depends on the severity of the damage. The amount of time to make the repair varies as well.
Repairing Degradation
Along the road to adventure, your weapon, shield, or suit of armor could see enough battle that it loses its effectiveness (see the "Degradation" entry in the Defending section of Chapter 10: Combat). To repair the Degradation an item has received, you must make a Craft check at a DL of 15. If you meet or exceed the DL, the item is repaired. A failure uses up your materials, but leaves the item degraded. A Critical Failure incurs an additional level of Degradation.
To calculate the repair cost, divide the purchase price by the equipment bonus. For example, Chapter 11: Equipment lists a longsword for 225𝕤, and its damage bonus is 5. Therefore, you would pay an artisan 45𝕤 to repair a single level of Degradation. If you're doing it yourself, you only pay for materials, which is half the purchase cost, so 22𝕤 50¢ per level of Degradation.
Tying Knots
You can use this skill to tie somebody up, splice ropes together, or secure an object. Make a Craft check, adding in any relevant Occupation bonus. The result of your roll becomes the DL required to escape the bindings (with Thievery) or burst through them (with Might).
If you're tying up a creature, the creature you're tying up has to accept willingly or have gained the paralyzed, immobilized, or unconscious conditions. It takes several rounds to finish binding a creature. So long as you're not in a hurry, and the creature to be bound can't stop you, you can choose to retry as often as you like, or to Take the Best on this check, which requires up to 5 minutes.
You don't need to roll anything to untie knots tied by someone else (so long as you're not bound by them), such as a ship's rigging. It just takes time. A decent rule of thumb is one round per point of the Craft check result.
Clairvoyance
Typically used with Psyche.
In short: extrasensory perception. Put in terms of science, it represents a character's ability to observe objects, actions, or events removed in space or time — those phenomena which are just beyond normal cognition. Whenever someone says "I've got a bad feeling about this," it's the Clairvoyance skill at work. A talented clairvoyant could feel if a loved one is in trouble, the presence of supernatural forces, or the sudden violent death of a large number of people somewhere far away.
One Clairvoyance check takes no time, however a second attempt, trying to perceive something you did not previously, takes 3 AP.
Sensing Remotely
By turning the knobs on your mental radio, you can tune into the emotional broadcasts from other beings at a distance. The signal strength is much stronger when the transmission originates from people you know, or when a great number of people are transmitting the same thing at once. From a vast distance you can see, hear, or feel when a sibling dies, an archenemy gains power, or an orphanage burns to cinders.
Roll a Clairvoyance check. The higher the result, the more accurate your interpretation. 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 their location, outfit, and HP. Although, if the signal is weak (due to extreme distance) or you don't have much of a personal connection to the minds involved, the GM should offer up fewer details.
Divining Knowledge
You can use Clairvoyance to glean information about the past or future. This manifests as a good or bad feeling about a course of action: whether it has already gone badly or will go badly. Retrocognition points your emotions toward the past and allows you to ascertain whether your friends across the country succeeded in their mission. Precognition directs your feelings to the future and reveals whether your plan of attack will fail horribly. The higher the result of your Clairvoyance check, the more detailed and specific your feelings on the matter. Anything under a roll of 15 is basically "reply hazy."
Divining the outcome of events can be done in your waking hours or through your dreams. The visions that invade your dreams are warnings of the future or important revelations about the past. The GM will ask you for a Clairvoyance check while your character sleeps. If you roll poorly, you won't even remember the dream. You'll be pelted with a sense of foreboding, but no clarity. "You feel like this man is familiar, but you can't remember from where," or "It feels like this tragedy has happened before. You feel like you should have known how to stop it, however, you didn't." Oooh, harsh.
Sensing the Supernatural
You can identify the presence of supernatural phenomenon just as easily as you can feel the warmth of a summer day. Clairvoyance is used to enact your mediumship and decipher the comings and goings of the spirit world. Use it to pinpoint haunted houses, reveal spirits' desires, and identify that a coma patient's astral body is elsewhere. The higher your result, the more accurate your interpretations.
A result of 15 confirms the presence (or absence) of spiritual activity. A result of 20 gets you some details (e.g. "what do they want?!"). A result of 25 gets you specifics (e.g. names and powers). A result of 30 is equivalent to sitting down to coffee with the spirits involved and hearing the whole story.
Dash
Typically used with: Muscle.
In short: book it. Sometimes in life, an all-powerful, monstrous creature looms up before us, and we're forced to turn tail and run to the hills. Other times, a nefarious foe has liberated you of your coin purse and you must pursue. The Dash skill is the weapon of choice for triathlon participants and cowards.
Any natural means of locomotion your character may employ, be it running, climbing, flying, or swimming is valid for Dashing.
If you gain the hampered condition, you move at half speed, which means you must divide the result of your Dash checks in half.
Chasing
If you're running from the police, a bear, or an assailant, you've got two or more creatures competing for speed. Each participant in the chase makes a Dash check. The character with the highest result is the fastest. If the chaser has the bigger roll, they overtake the pursued. If the pursued has the bigger roll, they escape and leave their chasers in the dust.
Hurrying
Let's see how Dash checks stand up to actual world records.
|
All races in this book start with a Speed of 10, meaning they can cover 10 feet per Action Point in combat. If you want to try and go faster than that, you can roll a Dash check. The result of the check dictates the character's velocity. The higher the result, the shorter the time it will take to finish.
If want to sprint at full speed, using all available energy, as fast as you possibly can, roll a Dash check. The result equals your velocity in feet per second. So a roll of 5 is 5 feet per second (3.4 mph, average human walking speed); a roll of 30 is 30 feet per second (20.5 mph).
Trying to Dash at full speed for more than a few moments is incredibly draining. Your GM should have you roll a Stamina check to keep going past your limits at that speed.
Long distance running is a different story. If you're running more than a quarter mile, your velocity is half your roll in miles per hour. A roll of 5 is 2.5 miles per hour; a roll of 30 is 15 miles per hour.
Humans are much slower at swimming than running, and very, very slow at climbing. We couldn't find any world records for human flight.
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.
Grip
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.
Guard
Typically used with: Endurance.
In short: take a hit. If Dodge gets you out of the way of damage, Guard's your buddy once you've screwed that up.
Resisting Damage
When you receive an attack in combat (and you're aware of it), you get to make an Evasion Roll to get out of the way. If that fails, your opponent makes a Damage Roll and you make a Guard Roll. If you're wearing armor, you can add the armor's bonus to your Guard check. If you meet or exceed the incoming Damage Roll, you don't lose any HP.
If the Damage Roll is higher than your Guard Roll, you deduct the difference from your HP. See the "Guard" entry in the Defending section of Chapter 10: Combat. A Critical Failure of a Guard Roll actually causes harm to any armor you're wearing. See the "Degradation" entry in the Defending section of Chapter 10: Combat for more information.
In addition to attacks from opponents, you also use Guard to resist damage from hazards, like a spiked pit. A very well-equipped and tough hero might be able to fall in a pit trap and have the metal spikes below clang harmlessly off her armor.
Landing
You can use a Gymnastics check to soften a fall, removing 5 feet of distance per 5 points of the roll. Whatever distance remains calls for a Guard roll. Make a Guard check excluding worn armor (unless you have some kind of miracle armor that protects against falls). For every 5 points of your result (to a maximum of 25 points), you can subtract 10 feet from the distance fallen and move one stage down the Knockout Track. You cannot subtract more than half of the remaining distance. If you're already suffering Knockout Track penalties, you're limited to subtracting 10 feet for each remaining stage. For example, if you're at stage 3 on the Knockout Track, you must subtract a maximum of 20 feet.
Use the remaining distance to calculate the damage you take. For every 5 feet, you take 5 points of damage. Your own mass is a factor as well. For every 10 feet, you take damage equal to your Size. Creatures bigger than Size 0 take more falling damage, creatures smaller than Size 0 take less falling damage.
Drinnin and Skorna are knocked from a cliff ledge 80 feet above a rocky beach.
Shrieking and flailing, Drinnin rolls 16 for Gymnastics. He's left with 65. He then gets a 20 on his Guard Roll. Even though this is enough to subtract 40 feet, he can't subtract more than half, so this converts 32 feet into 4 steps down the Knockout Track. 33 remains, so he takes 30 damage. Luckily, Drinnin has 35 hit points. Drinnin smacks into the rocks below, dazed and injured, but clinging onto life with 5 HP. Skorna, on the other hand, rolls 20 for Gymnastics. She's left with 60. She makes 12 on her Guard Roll. This converts 20 feet into 2 steps down the Knockout Track. 40 remains. Sadly, Skorna only has 30 HP, so she hits the rocks like a trashbag full of ham. |
Guts
Typically used with Courage.
In short: be brave. When danger rears its ugly head(s), some fight, some take flight, and some pee their pants. Guts checks are called for when a creature or situation is particularly terrifying. Situations like encountering a towering monster which could swallow people whole, facing off single-handedly against an army, or overcoming the object of a character's phobia in order to move forward are terrifying.
Overcoming Fear
We all have to face our fears sometimes. Make a Guts check to amass your resolve, grit your teeth, and press on. The scarier the situation, the higher the DL.
Example | DL |
---|---|
Bumps in the night | 5 |
Entering combat without experience | 10 |
Dangerous situations (e.g. firefighting) | 15 |
Facing your phobia | 20 |
If you fail the check, you refuse to proceed and cower hopelessly until it goes away. It's not that you're frozen in place — you can certainly defend yourself — it's just that your allies will have to drag you kicking and screaming into or past the source of your fear. If your check is a Critical Failure, you turn tail and run for safety.
When 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. You can make an Animal Control to placate a mount that fails this check.
Fear, or terror, is different from horror in that terror is usually acute and short-lived and once the object of the terror has passed, the character continues on as normal. The effects of something horrifying, on the other hand, affects a character's notions of reality and can be felt for days, years, or a lifetime. The Sanity Skill is used to deal with horrifying situations.
Resisting Coercion
You must make a Guts check when a creature uses Intimidate to coerce you into following its instructions. If your result meets or exceeds the Intimidate check, you patently refuse. If your result is lowest, you give into their demands out of fear. As soon as they leave your presence, your Disposition toward them falls one level.
Resisting Intimidate
Guts checks are also used to oppose a creature's attempt to demoralize you with an Intimidate check. If your result meets or exceeds the Intimidate check, you stand your ground. If your result is lowest, you gain the rattled condition. If your check is a Critical Failure, you are compelled to surrender or flee the fight immediately.
Resisting Spells
Certain spells can be overcome with a Guts check, for instance You and What Army? and Demoralize. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Guts check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
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
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.
Healing
Typically used with: Intellect.
In short: nurture life. While anyone can swing a sword, throw a punch, or just mess folks up in general, it takes someone with a lot of know-how to properly stitch a living thing back together again. Organisms are complex machines that require maintenance just like any other. The field of medicine and healing comprises several occupations including botanist, herbalist, surgeon, doctor, nurse, medic, mortician, veterinarian, and chemist.
A Healing Kit can be employed when treating a bestial, humanoid, or legendary creature (see Chapter 11: Equipment). Each usage of a Healing Kit grants a +4 bonus to the check, and a Healing Kit can be used in this manner 5 times.
Operating
You can make a Healing check to perform any complicated medical procedure, like amputating a limb, performing an autopsy, removing or repairing a damaged organ, or delivering a baby. The DL should be 15 or more. The higher the DL, the more risky or complex the operation. These kind of procedures last minutes to hours. If you fail the check, you endanger the health of the patient. If you roll a Critical Failure, you inflict permanent harm on the patient, cause their death, or at the very least incur a medical malpractice suit.
Healing Damage
A Healing check can be used to attend a creature overnight to heal inflicted damage. The DL is 10. For every point of success, the patient receives one HP beyond the amount she would normally heal (their own Endurance + Vitality). You can only attend to one creature in this manner per night.
Dressing Wounds
You can use your surgical skills to aid yourself or another creature with a bleeding wound. The DL is 10. For every point of success, one point of Continual Damage is removed. Healing a bleeding wound takes 6 AP.
Cultivating Plants
Some folks have a green thumb; others don't. You can make a Healing check to nurture plant life and foster its healthy growth. This includes such tasks as transplants, pruning, weeding, and irrigation. The more fragile or malnourished the plants, the higher the DL. If you meet or exceed the DL, the plants continue to grow healthily. If you fail the check, the plants deteriorate. If your Healing check is a Critical Failure, the plants soon wilt and die. You may Take the Best on this check if you want to take your time to get it right, and many professional green thumbs do, such as farmers, botanists, herbalists, and gardeners.
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.
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.
Lucidity
Typically used with Psyche.
In short: dis illusions. While Clairvoyance is about seeing or feeling things on a supernatural level, Lucidity is about seeing through things which do not exist at all: illusions. Phenomena that doctor the input to your five senses call for a Lucidity check to determine if the character will experience things as they actually are and not as they were altered to be.
Identifying Hallucinations
None of this is real… or is it? Sometimes it's tough to tell. You can make a Lucidity check to realize you're dreaming or hallucinating. There are numerous conditions that could induce hallucinations: deep sleep, extreme stress, disease, poison, psychoactive substances, and being plain old nuts.
Realizing you're dreaming may not be so hard when you're under the covers at home, but it's way tougher when you're deeply sedated. The more powerful the reason for the hallucinations, the higher the DL to see through them.
If you meet or exceed the DL, you realize it's make believe. If you fail the check, you keep right on deluding yourself. The GM should offer up additional chances to come to your senses any time the hallucination requires you to further suspend your disbelief. For instance, if you're having a conversation with a hallucination, and the bartender keeps insisting there's no one sitting next to you, that's a good time for another roll.
Resisting Spells
Many illusory spells can be defeated with a Lucidity check, for instance Diversion and Shadow Puppet. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Lucidity check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
Note that you must first be aware of the illusion in order to see beyond it. If there's an illusory dog bark that you doesn't hear in the first place, there's no grounds for disproving it.
Machinery*
Typically used with: Intellect.
In short: master machines. The Machinery skill is used to operate, tinker, maintain, circumvent, or sabotage mechanical devices and obstacles of all complexities. This skill is extremely useful for the mechanically inclined, and can allow a player to perform all sorts of handy tasks.
If you make use of tools that are specifically geared for the task (e.g. lock picks), you gain a +4 bonus to the Machinery check.
Unlocking
You can roll a Machinery check to open locks on chests, doors, chains, manacles, and the like. The more complex the lock, the higher the DL. Simple locks carry a DL of 15.
If you're in no rush, and there are no penalties for failure, you can try your Machinery check as often as you like, or simply Take the Best. However, some locks can be outfitted with traps that spring in the event of a failed Machinery check. If you're in combat, an unlock attempt takes 6 AP.
Disabling Obstacles
A Machinery check can be used to disarm traps, diffuse bombs, and subvert machines. The more durable and complex the obstacle, the higher the DL.
If you meet or exceed the DL, the obstacle is disabled. If you surpass the DL by 5, you can leave the obstacle seemingly untouched. If you surpass the DL by 10 or more, you can re-set it after your party has passed by. If you're in no rush, and there are no penalties for failure, you can try your Machinery check as often as you like, or simply Take the Best. However, some obstacles carry penalties for failure, like blowing up in your face. Different obstacles take different amounts of time to circumvent, often 1 minute or more.
Operating Machines
A Machinery check can also be used to operate working devices safely and effectively. The more counterintuitive or complicated the device, the higher the DL. If you fail the check, you can't seem to get the hang of it (e.g. you steer in the wrong direction). If your Machinery check is a Critical Failure, the device breaks down.
In some cases, you and another character will make opposed Machinery checks, such as a vehicle chase.
Performing Maintenance
You can roll a Machinery check to keep machinery in working order. The more intricate, complicated, or damaged the device, the higher the DL. If you meet or exceed the DL, the device resumes normal operation. If you fail the check, the device remains in need of attention. If your Machinery check is a Critical Failure, the device breaks down entirely.
Device maintenance could take minutes to hours, so trying to do so in combat is ill-advised.
Mettle
Typically used with: Courage.
In short: "what curse?". Mettle is a measure of temerity, fortitude, and rebellion of spirit. Mettle checks are called upon in opposition to curses and supernatural harm. A better way to think of this skill is Guard of the spirit; a tangible supernatural toughness.
Repelling the Supernatural
You can make a Mettle check to stave off a supernatural assault on your being. Many such hazards lie along the road to adventure: ancient curses, ki manipulation, spirit possessions, and corrupting jewelry forged by evil entities. The more irresistible the harm, the higher the DL.
The Hands of Fate special power describes a killing touch which is opposed by a Mettle check (see Chapter 9: Special Powers). If the killing touch lands and damage is dealt, you must make a Mettle check against a DL of 5 plus the amount of damage you took. If you fail this check, you die instantly.
Resisting Spells
Most stygian spells can be overcome with a Mettle check, for instance Steal Strength and Inflict Pain. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Mettle check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
Might
Typically used with: Muscle
In short: be strong. Might represents great feats of strength: picking things up, bursting through bonds, prying a chest open, hurling a rock, breaking down a door, or opening a stuck jar lid. The physically inclined, the professional athlete, the hired brawn: all users of the Might skill. It can be used to push, pull, throw, lift, and smash. In the descriptions below where you see the phrase "if a character rolls a 30," take that to mean a character with a Muscle of 10, 10 ranks in Might, and who rolls a 10: the limit of human achievement.
The example DLs and distance listed here are calculated for creatures of average human weight and height: between 100–250 lbs., and between 5–7 feet. Characters who are much smaller or much bigger should take into account their own weight (e.g. an elephant weighing 6 tons should be able to break down a portcullis that a single human cannot), and their own height (e.g. a lemur should only be able to throw a marble so far).
Push/Pull/Lift
Your character may need to push, pull, or hoist a willing ally or other heavy object. The heavier the thing, the higher the DL. During combat, using your brawn to move an object or willing creature takes 3 AP.
Generally speaking, a character should be able to briefly lift its own weight from the ground with a DL 10, twice its weight at DL 20, and three times its weight at DL 30. If lifting from beneath an object, DL 10 is 150% of its weight, DL 20 is three times its weight, and DL 30 is 450% its weight. A character attempting to regularly lift more than its own weight has to be concerned about the stress it puts on the body — especially to the skeleton and internal organs.
For example, Nox the human knight is a huge, well-built soldier, weighing 300 lbs. Thus, if he rolls a 30, he can pick up 900 pounds from the ground. (For perspective, a world record for dead lift is about 1,000 pounds). If he gets beneath the object and lifts with his whole body, he can pick up 1,350 lbs (a world record for squat is over 1,200 pounds).
Trying to carry a very heavy object (anything bigger than 20–30% of your body weight) for more than a few moments requires a Stamina check. You also gain the hampered condition since you can't move as fast so long as you're carrying it. You may also be denied the use of one or both hands.
Throwing
Your character may need to throw a weapon to a comrade or a bomb to an enemy. The result of the roll determines the distance you can throw the weight. Throwing objects in combat takes 3 AP.
For a light-weight object that can fit in the hand (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.
If you have a relatively light object (20 pounds or less) and a good amount of momentum, the result of the roll times 10 should be the number of feet thrown. A traditional Olympic games hammer weighs 16 pounds. An Olympic javelin weighs just under 2 pounds. Thus, if a character rolls a 30, they can toss either 300 feet (for perspective, a world record for the hammer throw is about 285 feet, the javelin throw 297 feet).
A shot put weighs the same as the hammer, but it gets much less momentum. For a toss with less momentum, the roll times 3 should equal the number of feet thrown. Thus, if a character rolls a 30, they can toss a 16 pound shot 90 feet. (For perspective, a world record for the shot put is about 76 feet).
Obviously, 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. (For perspective, a world record for throwing a 56 pound weight is 36 feet).
Breaking Objects
You can use your brute strength to pry open chests, bash open doors, burst through chains, or manhandle a set of manacles. The DL here deals with the solidness or fortitude of the object in question. A thin glass window might be DL 5, and the iron door to your cell might be DL 30. Creatures should include their Size Muscle Bonus in this roll if the object is meant for a creature of a different Size (for instance, a juren is trying to bust his pal out of prison: a tiny human-sized prison with tiny human-sized doors). Breaking objects with a Might check takes 3 AP.
Any time you find yourself completely tied up, you gain the immobilized condition. The good news is that you can burst from your rope bonds with a successful Might check. The better you're tied up, the higher the DL. In this case, the DL is taken from the Craft check of the character who tied you up.
Dealing Damage
To deal damage to creatures and objects during combat, you must make a Damage Roll which involves your ranks in Might for weapons that are used in melee or that are thrown. See the "Using a weapon" entry in the Attacking section of Chapter 10: Combat. Each weapon has its own AP cost and its own Harm bonus to the Damage Roll. In addition, your Muscle, Might, Size, and the weapon's Harm are used to determine the Weighted Damage score for damage rolls you make with that weapon.
Combative Tactics
A Might check can be used for many different actions in combat. See the Tactics section of Chapter 10: Combat for details on the actions summarized below.
- Move or drag a creature you have held in a Grab.
- Slam an opponent to shove them away from you.
- Escape an opponent's Grab.
- Trip an opponent to knock them prone.
- Resist an opponent’s Slam or Trip attempt.
Contests of strength between creatures of different sizes 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 Slam a kulgeri, the kulgeri receives a +8 bonus to his Might check to resist the Slam.
Mind Control
Typically used with Self-Control.
In short: stay yourself. In this game, there exist not only hazards to one's body, but hazards to one's mind as well. Mind Control is a function of willpower and mental resolve. It can be used to focus on a difficult task amidst bothering conditions. It can also be used to subvert the attempts of those who would seek to trespass into your mind and soul and control your actions. If someone tries to brainwash you, tell them you are dry-clean only.
Resisting Manipulation
Opposed Roll. You must make a Mind Control check to avoid being commanded or manipulated into following someone's instructions. They make either a Leadership or a Negotiate check. If your result meets or exceeds theirs, you reject their request entirely. If your result is lowest, you see things their way and follow along.
If they make a Negotiate check, they can't suggest that you do anything that endangers you. They also can't suggest anything that goes against your Motivation, Alignment, or personal obligations and responsibilities.
If they make a Leadership check and the situation is dire, they can endanger you with their commands. You automatically succeed this check if your Disposition toward them is malign or worse (unless their request directly benefits your interests).
Resisting Enthrallment
Opposed Roll. You must also make a Mind Control check when another character uses Perform to draw your attention. If you meet or exceed the other character's check, you remain alert. If your result is lowest, you gain the distracted condition while the performance is underway. If your Mind Control check is a Critical Failure, you are mesmerized for the duration of the performance — the first attack that comes your way during this time catches you wide-eyed (see Chapter 10: Combat).
Resisting Spells
Opposed Roll. Many compulsory spells can be avoided with a Mind Control check, for instance Hear Thoughts and Sleep. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Mind Control check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
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.
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. |
Perception
Typically used with: Cunning.
In short: sense it. Characters with ranks in Perception are cognitive masters, picking up the sounds, smells, and sights that the rest of us don't or can't. This skill can be used to see or hear stealthy characters, witness your change purse being snatched away, eavesdrop on conversations, overhear the faint sounds around you, notice minute details of an object, or realize you forgot deodorant.
If you gain the distracted condition, you take a −4 penalty to Perception checks as your attention is fixated on something other than your surroundings. You also take a penalty to your Perception check if you're surrounded by impediments to your senses. Moderately poor conditions (like a patch of fog or a noisy marketplace) impose a −4 penalty. Extremely poor conditions (like inky darkness or a riot) impose a −8 penalty.
The GM might want to inform those who roll successful checks what their characters perceived in private or with notes. Doing this helps any players who didn't meet the DL role-play truthfully, as they weren't privy to the successful result.
Observing Stimuli
Difficulty Roll. You can make a Perception check to pick up on anything that can stimulate your senses. The higher the DL, the less noticeable the stimuli (e.g. further away, fainter, shorter in duration, more obstacles in between). Perception checks can involve any of the five physical senses.
The DL to perceive stimuli increases by 1 for every 10 feet of distance away from you. You can't perceive sights and smells separated by solid walls, but you can definitely perceive sounds that way. The DL increases by 4 if it's on the other side of a wooden wall or door, and the DL increases by 8 if it's on the other side of a stone or metal wall or door.
One Perception check takes no time at all, however a second attempt, trying to see or hear something you did not previously, takes 3 AP. If time isn't an issue, such as when the thing to perceive is stationary or constant, you can Take the Best on this check.
Measuring
Power Roll. This skill can be used to count and measure anything that can be perceived with any of the five senses. You could add up the number of troops on a battlefield, gauge the distance across a chasm, deduce the number of hot peppers added to the stew, or judge the size of a distant wolf pack by its howls. The higher your result, the more accurate your measurement. 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 decimal place. The same distance penalties listed above apply to this check as well.
Detecting Stealth
Opposed Roll. You must make a Perception check to notice the opponent creeping up behind you or the monster hiding under your bed. If your Perception check meets or exceeds the opposing Stealth check, you notice them. If the Stealth check is higher, you have no idea they're nearby — the first attack from the sneaky fellow catches you wide-eyed (see Chapter 10: Combat).
You must subtract your Size from this roll, as it's easier to notice a larger creature and harder to notice a smaller one. For example, a firna is hiding from a juren. The firna gets +1 to his Stealth check, while the juren takes −5 to his Perception.
Realizing Theft
Opposed Roll. When someone tries to take an item from your person without your knowledge, you get to make a Perception check to notice them before they nab your stuff. If you meet or exceed the opposing Thievery check, you spot the pickpocket and get a chance to hold onto your object. What happens next is up to you, but if the thief wants the item badly enough, combat begins and they'll have to try prying it from your person.
Perform*
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.
Reaction
Typically used with Courage.
In short: get ready. Characters with ranks in Reaction are top of things and ready to take immediate action. This skill represents your ability to call upon your bravery and charge into danger with a clear head instead of being startled by it. When a potentially hazardous situation arises, a Reaction roll is used to determine in what order each participant can act.
Joining Combat
When combat begins, your GM will tell you to roll Reaction. The higher the roll, the sooner you can act. The character with the highest Reaction check result gets to review every other combatant's plans and then act first, the character with the second highest acts second, and so on down the line. More information about the involvement of Reaction in combat order can be found in Chapter 10: Combat.
Acting Quickly
Reaction is also used to respond quickly enough to confront some sort of danger. This isn't the ability to move out of the way, that's what Dodge is for. Quite the opposite; this is the ability to endanger yourself for some kind of benefit. The faster you need to act, the higher the DL. The consequences of failure are often high, but the rewards are often worth it.
Let's say your adventuring party is scaling a cliff wall and someone above you drops an important item. If you succeed on a Reaction check, you gain a brief moment in which you can make a Grip check to catch it. Here's another example: some scaffolding falls from a high place and plummets toward a child on the street below. With a high enough Reaction check, you get the chance to make a Dash check to snatch her up and deliver her to safety before the laws of gravity spell her doom.
If you fail a Reaction check, time runs out and trouble befalls you, and the GM should be creative with the consequences. For instance, if you fail the check to save an old man from an oncoming horse, you don't reach him in time. On the other hand… if you roll a Critical Failure, maybe you can manage to push him out of the way only to get trampled yourself.
Resilience
Typically used with: Self-Control.
In short: body control. Resilience is a measure of a character's inner fortitude, the ability to shrug off magic which distorts a target's body. Any supernatural phenomenon which alters a character's physical being is opposed by a Resilience check: teleportation, shapeshifting, petrification, disintegration, or psychokinetic clothing removal.
Teleporting
For those who have unlocked their spiritual potential and gained the Teleport special power, Resilience can be used to instantaneously transport yourself (and possibly others) to another location. See Chapter 9: Special Powers for more information.
Resisting Teleportation
You must also make a Resilience check when someone uses this special power to teleport away with you in tow (and you want to stay put). If your Resilience check meets or exceeds theirs, you remain where you are as the other character vanishes.
Avoiding Transformation
You can use Resilience to shrug off those phenomenon that mutate your body into something else. For instance, the Therianthrope special power calls for a Resilience check to keep your human form. The harder it is to resist the transformation, the higher the DL.
Your GM can serve up all kinds of wild events that would call for this: a mad scientist's ray of disintegration, a mysterious bottled solution that shrinks you to minuscule proportions, or an alien symbiote that's slowly repurposing your body.
Resisting Spells
Many mutative spells and transportive spells can be avoided with a Resilience check, for instance Banish and Petrify. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Resilience check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
Sanity
Typically used with: Psyche.
In short: don't go crazy. There are those possessed of spiritual clarity strong enough to shrug off the bizarre, grotesque, and unnatural as though commonplace. These souls have hardened their minds against the unspeakable aspects of the universe.
Remain Sane
The Sanity skill is a person's primary weapon against horrifying situations or unnerving supernatural oddities: extra-dimensional beings, mutilated corpses, visions of the end of the world, twisted scientific experiments, or reduced-calorie fast food. Anything which threatens to break a character's understanding of reality calls for a Sanity check. The more horrifying the phenomenon, the higher the DL.
What happens when you fail a Sanity check? Well, that's as complicated as you and the GM want it to be. Perhaps a temporary penalty to certain rolls is enough. On the other hand, your mind could crumble under the pressure, granting you a brand new neurological condition, mental illness, or straight jacket.
Resisting Spells
Some compulsory spells and illusory spells can be avoided with a Sanity check, for instance Cacophony and Insanity. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Sanity check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
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.
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 |
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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 |
Stamina
Typically used with: Endurance.
In short: tough it out. The Stamina skill is used when a character is performing strenuous activity. Many environmental effects require a Stamina check to shrug off, such as extreme heat, cold, thin air, or no air. Performing strenuous activity for longer than usual will also require one. Survivalists, backpackers, and free-divers would make heavy use of the Stamina skill.
Any time you're trying to push your body past its natural endurance limits, it calls for a Stamina check. Failing a Stamina check usually moves you down the Knockout Track.
Resisting Knockout
When you get hit with a concussive force, you have to make a Stamina check against a variable DL to avoid moving one stage down the Knockout Track. This includes taking a Called Shot to the head or abdomen in combat (see Chapter 10: Combat), the effects of the Artful Dodger trump (see Chapter 7: Trumps), and proximity to an explosion, like someone hurling a black powder grenade (see Chapter 11: Equipment).
If your result is lower than the DL, you move one stage down the Knockout Track. On a Critical Failure, you move all the way down the Knockout Track and immediately gain the unconscious condition.
Contests of strength between creatures of different sizes 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 suckerpunch a kulgeri in the liver, the kulgeri receives a +8 bonus to his Stamina check to resist the effects.
Staying Power
As detailed in Chapter 4: Life and Death, the tiring version of Stamina Drain comes into play whenever you want to perform any physical activity for an extended period of time, for example hiking, running, laboring, climbing, swimming, and staying awake. You have to make recurring Stamina checks as long as you continue the exertion or wakefulness. The DL for each additional check is higher than the last. Each failed Stamina check moves you one stage down the Knockout Track, but you can keep going until you collapse. Once you reach stage 5, you gain the unconscious condition.
For example, marching more than 8 hours will subject you to Stamina Drain (DL 15; +1 every hour; tiring). The challenge is even more difficult if you're trying to jog with all your stuff. In this case, you can only go for 4 hours before you're subject to Stamina Drain (DL 18; +2 every hour; tiring).
Surviving Extremes
The lethal version of Stamina Drain has far more serious consequences. You have to make recurring Stamina checks as long as you're subjected to the following life-threatening conditions: dehydrated, exposed, starving, and suffocating. The DL for each additional check is higher than the last. Each failed Stamina check moves you one stage down the Knockout Track. Once you reach stage 5, you gain the unconscious condition. If you remain subject to the danger and fail another check, you die.
For example, when someone chokes you in combat you gain the suffocating condition and become subject to Stamina Drain (DL 15; +1 every round; lethal).
Clothing, equipment, and gear meant to counter the effects of the environment, like heavy winter cloaks, sunscreen, or airy white linen robes, grant a +4 to the Stamina check.
Resisting Spells
Certain spells with physically taxing effects can be defended against using a Stamina check, for instance Thunder and Flare. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Stamina check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
Stealth
Typically used with: Cunning.
In short: avoid detection. A wise man once said: "the primary element of a surprise attack is surprise." A character with ranks in Stealth knows the best place to stash herself when the chips hit the fan, and knows which floorboards are the squeaky ones when sneaking down a hallway. This skill can be used to tiptoe past the imperial guards, hide among the shadows, stash the evidence, ditch a tail, or follow someone through a dark alley.
You must subtract your Size from Stealth checks because it's easier for smaller creatures to avoid notice and harder for larger ones. This applies to all uses of this skill. For example, a firna is hiding from a juren. The firna gets +1 to her Stealth check, while the juren takes −5 to her Perception.
Hiding
Opposed Roll. You can use this skill to hide yourself from prying eyes. Pick a hiding spot and make a Stealth check. It takes a Perception check for someone to notice you there. If your Stealth check is higher, they have no idea you're nearby, and your first attack catches them wide-eyed (see Chapter 10: Combat). If their Perception check meets or exceeds your Stealth check, they notice you.
In order to prevent oneself from being seen, one needs an actual hiding place. You cannot hide while being directly observed. You'll need some kind of diversion to make observers look elsewhere, for instance, a friend's Perform, Seduce, or Taunt. You could also try to make a Bluff check ("What in the world could that be?!"). A shadow will do as a place to hide, but if the opponent attempting to perceive you can see in the dark or in low light, it's just as useless as if you were in the middle of the room. Any ranged attack you make while hiding will reveal your location.
Stashing
Power Roll. You can also use this skill to hide an object (or several objects, you dirty smuggler). Choose a hiding place for the object and make a Stealth roll. The result of your roll becomes the DL required to locate the object in the future (with Search). The object's Size must be subtracted from your Stealth roll, meaning a small object grants you a bonus, and a large object imposes a penalty.
Sneaking
Opposed Roll. You can make a Stealth check to sneak past other creatures without being noticed. Anyone who wants to notice you creep by must make a Perception check. If your Stealth check is higher, they are oblivious to your movement. If their Perception check meets or exceeds your Stealth check, they notice you.
As long as you're sneaking, you gain the hampered condition, as you can't move at full speed while avoiding detection. If you try to move at your normal speed, you take a −10 penalty on the Stealth check. If you try to make a Dash check while sneaking, you take a −20 penalty on the Stealth check.
Covering Tracks
Opposed Roll. To escape from someone following your trail, you can make a Stealth check to cover up your tracks. Your pursuer makes a Search check. If they exceed your Stealth check, they 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 you can make another Stealth check, while the tracker is forced to make another Search check to pick up the new trail. If you're moving together with a group, everyone must make Stealth checks. Your pursuers can follow if they exceed the lowest Stealth check, but they can't tell how many of you there are unless they beat the highest Stealth check.
Favorable terrain grants bonuses to your Stealth check, while unfavorable terrain imposes penalties.
Situation | Check |
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Extremely soft terrain (e.g. mud, snow, wet sand) | −8 |
Soft terrain (e.g. desert, farmland) | −4 |
Normal terrain (e.g. plains, forest) | +0 |
Firm terrain (e.g. gravel) | +4 |
Extremely firm terrain (e.g. stone, wood planks) | +8 |
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.
Thievery
Typically used with: Agility.
In short: swiping and release. This skill isn't as nefarious as it sounds. Thievery represents the art of legerdemain, pilfering, and escape artistry. 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. It can also be used to slip out of tight bonds or another character's Grab.
Stealing
It's like taking candy from a baby! Except a wallet is usually more valuable than candy. You can roll a Thievery check to deprive someone of their coin purse, swipe an object from a merchant stall, or slide the ring off the countess' finger, all without being noticed. The victim of the theft rolls a Perception check. If your Thievery check is higher, the item is yours. If their Perception check meets or exceeds your Thievery check, they immediately spot what you're doing and get a chance to hold onto the item. If you still want it, you can begin combat and make a Grip check to take it.
You really can't swipe or hide an object that someone is actively watching. You'll need some kind of diversion to make them look elsewhere, for instance, a friend's Perform, Seduce, or Taunt.
If the object is very small or otherwise easy to conceal (e.g. a marble, a dagger, four aces), you gain a +2 bonus on the Thievery check. If the object is large, heavy, or otherwise very noticeable (e.g. a Dachshund, an axe, a sack of potatoes, a longsword), you take a −4 penalty on the Thievery check.
Disarming
You can use a Thievery check to knock the weapon out of someone's hand. Essentially, you're using your own weapon as a tool to swipe the other. Your opponent must roll a Grip check. See the "Disarming" entry in the Tactics section of Chapter 10: Combat. If your Thievery check beats their Grip check, you knock the weapon to the ground. Certain types of weapons, for instance whips and chains, grant a bonus to the Disarm check.
Escaping a Grab
You can roll a Thievery check to escape another creature's Grab. See the "Grabbing" entry in the Tactics section of Chapter 10: Combat. Using Thievery to escape from a Grab takes 3 AP. To try to pin you down, your opponent rolls a Grip check. If your Thievery check meets or exceeds their Grip, you're free of the Grab.
Escaping Obstacles
When you're trapped between a rock and a hard place, you can wriggle your way out. You could be wearing manacles, beneath a net, or stuck in a chimney. The tighter the hold on you or the more sophisticated the obstacle, the higher the DL to escape.
Any time you find yourself completely tied up, you gain the immobilized condition. The good news is that you can slip out of your rope bonds with a successful Thievery check. The better you're tied up, the higher the DL. In this case, the DL is taken from the Craft check of the character who tied you up.
Translate
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 |
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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.
Virtue
Typically used with: Self-Control.
In short: abstain. Those who strengthen the Virtue skill are effectively able to resist temptation. While it doesn't necessarily represent a strong moral code, it does infer a character has strong force of will over their impulses. Virtuous characters are prudent. They're able to reign in their natural reactions when provoked, solicited, tempted, or coaxed.
Exercise Restraint
Difficulty Roll. You must make a Virtue check when a situation calls for you to show a little control. Sure, that priceless urn looks tempting, but should you really take it? Yeah, you may have your mother's killer at gunpoint, but should you really pull the trigger? Even though the queen just insulted your husband, is it wise to slap her? Any time your better judgement needs to interject, you need to make a Virtue check. The more tantalizing the thing is, the higher the DL.
If most people could say no, it's DL 10. If you need to think about it, it's DL 15. Anything very enticing is at least DL 20. If you'd gouge out your own eyes to make it happen, it's DL 30 or more.
If you have a predisposition to desire the temptation (e.g. a kleptomaniac vs. a wallet, a recovering alcoholic vs. a drink), you take a −5 penalty to the Virtue check.
Resisting Temptation
Opposed Roll. A creature can chat you up for a few minutes and then offer you an enticing reward in exchange for your cooperation. If the reward is something you'd want, they make a Seduce check while you make a Virtue check. If your result meets or exceeds theirs, you have no problem turning down their offer. If your result is lowest, you give into temptation and cooperate (despite your better judgement). An ally may be able to turn you away from a bad decision with a good Leadership roll.
Resisting Torment
Opposed Roll. During combat, an opponent can throw insults your way in an attempt to enrage you to the point that you start making careless mistakes. They roll a Taunt check. You roll a Virtue check. If your result meets or exceeds theirs, you maintain composure. If your result is lowest, your anger overwhelms you and you gain the rattled condition.
Resisting Distraction
Opposed Roll. You must also make a Virtue check when another character uses Seduce or Taunt to draw your attention. If you meet or exceed the other character's check, you remain alert. If your result is lowest, you gain the distracted condition. If you roll a Critical Failure, the first attack from anyone else catches you wide-eyed (see Chapter 10: Combat).
If the opponent rolls Seduce: the effect lasts up to a minute, as long as they keep up their alluring behavior. If the creature rolls Taunt: the effects last for a single round. During this time, if something catches your attention and interrupts the opponent's attempt, like being attacked or being distracted by someone else, the effects end.
Resisting Spells
Opposed Roll. Many compulsory spells can be averted with a Virtue check, for instance Befriend and Pheromones. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Virtue check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
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 Elemental Skills.
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.
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Weapon
Ranks in a weapon skill represent intense training your character has devoted to a particular category of weapon.
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A character's ranks in the weapon figure into combat maneuvers, such as attacking, parrying, disarming, and the like. See the Combat chapter for more details on the use of Weapon skill in combative rolls.
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. Obviously, Attack Rolls with a weapon in which the character has no ranks will be fairly low.
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. Improvised weaponry uses the weapon skill that is closest to the object. The leg of a bar stool is similar to a club. A broken bottle is similar to a dagger. A wet towel is similar to a whip.
Elemental
Magic spells are powered by an element. Some spells can be powered by multiple elements. After you purchase the Spellcasting Special Power, you can buy ranks in any of the elements you are able to learn.
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You can add your ranks in an element to to both Casting Rolls and rolls to defend against the spell. Depending on the spell, your number of ranks in the element which powers it may affect the length of time it lasts or how big an area it can cover. See the Magic chapter for more details on casting and resisting spells.