1.6 Skills
  1. Notes

1.6 Skills

Core Rule System

Skills

A skill test is rolled on a D% and must result in a roll of equal to or lower than the sBasic currently in the skill.

 

Difficulty

Modifier

Simple

+40%

Easy

+20%

Moderate

0

Difficult

-20%

Hard

-40%

Heroic

-1-60%


 

Time Frame

 

>5 secs

Attack, perception

10-60 secs

Reroute power, use comms, apply medpac, quick search

1-6 mins

Apply first aid, basic tech test, build a fire, basic scavenge

10-60 mins

Advanced tech test, thoroughly search an area

1-6 hours

Major repairs, build a shelter, gather resources

6-24 hours

Research

10-60 hours

Starship repairs

1-6 days

Construct Advanced tech

 

Advanced Skills

Unless you have training (T) in certain Advanced skills you cannot use that skill. An untrained check is performed against the

 

Taking your time

For each increment in the time frame table you gain a +5% modifier.

 

Aid another character

The helping character must make a moderate skill test, if successful they may add the appropriate Attribute sBasic to the skill test of the character ultimately performing the test.

 

Opposed roles

Opposed rolls (player vs opponent), whoever has the highest margin of success or rolls a critical is the winner in and opposed skill test.

 

Critical and Fumble rolls

A critical is always on a roll of 20%

A Fumble is a roll of 96-00%; always misses. If skill ranks are higher than 100% then this drops by 1%.

 

Skills over 100%

For every 100% in a skill the character possesses Fumbles are reduced by 1%


 

 

Basic Skills

 

Appraise (Apt)

Athletics (Bod)*

Concentration (Spi)

Dance (Pro)*

Domestic (Apt)

Endurance (Bod)

Evade (Pro)*

First Aid (Apt)

General Knowledge (Min)

Insight (Spi)

Perception (Apt)

Persuasion (Soc)

Scavenging (Apt)

Wardrobe & Style (Soc)

 

 

 

 

 

 

 

 

 

 

* armour penalty

** specialisation required
*** pre-requisites
T trained only

Combat Skills

 

Archery (Pro)*

Brawl (Bod)*

Firearms (Apt)

Martial Arts (Pro)*, ***

One Handed (Pro)*

Shield (Bod)*

Thrown (Bod)*

Two Handed (Bod)*

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Advanced Skills

 

Acrobatics (Pro)*

Animal Handling (Soc)**

Craft** T

Devices (Apt)*, T

Diplomacy (Soc)

Etiquette (Soc) T

Expert (Min)*

Forgery (Min) T

Gambling (Apt)

Interrogation (Soc or Apt) T

Investigation (Min)

Knowledge (Min)** T

Languages (Min) T

Leadership (Soc)

Logic (Min)

Medicine (Min)*** T

Navigation (Min)

Outdoor (Apt)

Performance (Soc)**

Philosophy (Min) T

Play Musical Instrument (Apt)*, **,  T

Profession (Var) T

Riding (Bod or Spi)*, **

Scientific (Min)** T

Seduction (Soc)

Spellcraft (Var) T

Stealth (Pro)*

Streetwise (Soc)

Thievery (Apt or Soc)*, **, T

Trade (Soc) T

 


 

Archery (Prowess), Combat

How to use a bow or crossbow effectively and efficiently. Being able to compensate for distance, wind and other factors.

 

Brawl (Body)

The Unarmed skill covers all untrained unarmed combat from simple brawling to grapples to rude fisticuffs.  Punches, kicks, head-butts and all other unarmed attacks do 1D6 points of damage.  Unarmed parries may only parry other unarmed attacks.

 

Crush (Body)

How to effectively use crushing weapons in combat, from maces to hammers.

 

Firearms (Aptitude), Combat

How to use a firearm effectively to hit a target.

 

Martial Arts (Prowess or Body)

The Martial Arts skill is used in place of the unarmed skill. Martial Arts attacks deal 2D6 damage, rather than 1D6 for conventional unarmed attacks.  A character with Martial Arts also counts as possessing natural weaponry.  Martial Arts parries may only parry natural weapons or unarmed attacks. Depending on the style depends on which attribute is used.

 

Pierce (Prowess or Body), Combat

Any weapon that is used to stab its target is classed as Pierce weapon, either sheer physical might or agility can improve the effectiveness of these weapons.

 

Shield (Body), Combat

How to use a shield to block attacks and even bash an opponent, it can even block missile weapons.

 

Slash (Body or Prowess)

The effective use of slashing weapons during combat can either hack an opponent it slice into their opponents.

 

Thrown (Body), Combat

How to effectively use thrown weapons to hit a target at range.

 

Two Handed (Body), Combat

How to use weapons that require both hands during combat.

 

Basic and Advanced Skills

 

Acrobatics (Prowess), Advanced

This allows a character to perform a variety of gymnastic and balancing tasks, such as tumbling, walking a tightrope or keeping balance on a narrow or unstable ledge. The character can move at half his normal speed across an unstable surface without penalty.  To move at a normal rate requires an Acrobatics test.  A successful Acrobatics test will also halve the damage suffered from falling.

 

Animal Handling (Spirit), Advanced

You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.

 

Appraise (Mind), Basic

The Evaluate skill enables the character to determine the value placed on something by others, effectively guessing its market value.  Particularly common or obscure objects might give a bonus or penalty to the test but success will allow a character to guess the average monetary value of the object (normally guessing accurately to within 10% of its actual value)..

 

Athletics (Body), Basic

This broad skill covers a range of athletic activities useful to adventuring characters, including climbing, jumping and swimming. 

·         Brute Force: Brute force is a particular application of Athletics that relies purely on power, with no finesse involved.  Brute force is basically involves pushing, lifting or dragging. 

·         Climbing:  Given enough hand and footholds, a character can climb any surface given enough time without the need for a test.  Under normal circumstances, a character can climb or descend one quarter of their Movement as a Combat Action. A character can double the rate of his climb or descent by taking a -4 penalty on his Athletics test.

·         Jumping:  In general, a successful Athletics test allows a character to jump up to twice his own height horizontally or up to half his own height vertically, if he has at least five metres to run first.  If he is making a standing jump, these distances are halved. Penalties for jumping Athletics tests can be accrued by trying to jump further.  A cumulative -4 penalty is bestowed for every extra metre the character is trying to jump.

·         Swimming:  Characters normally swim at half their usual Movement.  Athletics tests are only required when conditions are less than ideal – swimming while heavily encumbered or in strong currents, for example.

·         Throwing: when throwing anything but a ranged weapon the default skill is Athletics.

 

Concentration (Spirit), Basic

Concentration is used whenever a character has his mental willpower called into question. 

 

Craft (Aptitude), Advanced

The Craft skill is actually several separate skills grouped under a single heading.  Craft (Armourer), Craft (Carpenter) and Craft (Potter) are all individual skills. The following list is by no means exhaustive:

Armourer, baker, basketweaver, blacksmith, bowyer, brewer, butcher, candlemaker, carpenter, cartographer, cobbler, cooper, fletcher, joiner, leatherworker, mason, painter, potter, sculptor, smith, tailor, weaponsmith, weaver.

 

Repair – the appropriate Craft skill is also required to repair Armour, Weapons, Shields, etc.

A successful Craft test will remove one point of damage to a weapons SI or restore 1D6 to AR of Armour. A critical restores two points or 2D6. However a Fumble breaks the weapon… Only a Charmwright can repair Charms.

 

Dance (Prowess), Basic

The ability to perform a series of sequenced movements in time to music that has an aesthetic and symbolic value. Either with a partner, alone or as part of a group.

 

Devices (Aptitude), Advanced

Picking a lock or disassembling a trap usually takes at least one minute (10 Combat Rounds) to perform, while larger devices will take longer. Usually, a character will simply make a Devices test in order to succeed at assembling or disassembling a device, with appropriate bonuses or penalties decided upon by the Games Master.  If a device has been designed to specifically resist attempts at disassembly, the Devices test becomes opposed by the Devices skill of the character that created it.

 

Diplomacy (Social), Advanced

The art or practice of conducting international relations, as in negotiating alliances, treaties, and agreements.

 

Domestic (Aptitude), Basic

Cooking, Cleaning, Sewing, Housekeeping and gardening.

 

Cooking is heavily affected by the quality of the kitchen and ingredients. A good kitchen gives a +20% modifier, a campfire -20%.

Result

Outcome

Impale

The food is superb, haut cuisine. Worthy of a royal table.

Critical

The food is very good the kind that brings pleas for seconds.

Success

The food is satisfactory, tastes ok but not anything special.

Failure

The food is substandard, complaints are in order.

Fumble

The food is incredibly awful. Even a goblin would pass. The cook is not very popular at the moment.

 

Endurance (Body), Basic

The higher a character’s Endurance, the more likely he is to handle adverse physical conditions, such as weathering a vicious sandstorm, surviving in a drought or overcoming the effects of poison or disease. 

 

Etiquette (Social), Advanced

The understanding of the customs or rules governing behaviour regarded as correct or acceptable in social or official life.

 

Evade (Prowess), Basic

The Dodge skill is used to avoid incoming objects that are swung or thrown at the character. The Dodge skill is normally used when using either the dodge or dive Reactions is combat. 

 

Expert (mind), Advanced

This is a hobby knowledge of a specific subject that covers a particular interest such as Poets, the history of a specific family, folk lore appertaining to a specific genre.

 

First Aid (Aptitude), Basic

First Aid Actions

Injury or Ailment

Treatment

Impalement

A successful First Aid test removes the impaling item without causing more damage to the victim.

Unconsciousness

A successful First Aid test can revive a character from unconsciousness, though drugged patients may inflict a penalty on the First Aid test.

Injured

A successful First Aid test on an injured person (but not one below 0 wounds) will heal 1D3 wounds to that person.

Serious Injury

A successful First Aid test on a person suffering from a Serious Injury will restore wounds to 0.  No longer require a Endurance test to stay conscious.

Major Injured

A successful First Aid test on a character suffering from a Major Injury will not restore wounds.  This First Aid merely stabilises the patient enough so that they will not die of blood loss.

·         A character may apply First Aid to himself, though there is a -2 penalty.

·         It normally takes at least 1D3+1 rounds to administer First Aid. Both characters must remain stationary and may not use Combat Actions or Reactions while this occurs.

·         The use of First Aid requires suitable medical equipment such as bandages or salves. 

 

Forgery (Mind), Advanced

This skill covers the art of forging something, especially the unlawful act of counterfeiting a document or object for the purposes of fraud or deception.

 

Gambling (Aptitude), Advanced

This skill enables the individual to gain favour in the act of playing for stakes in the hope of winning (including the payment of a price for a chance to win a prize).

 

General Knowledge (Mind), Basic

This is how the character can access his personal knowledge, it is an indication to education, the ability to recall and deduce. It can be used as a general substitute for any knowledge skill but will yield less information and normally at a penalty.

 

Insight (Aptitude), Basic

How to deduce through observation the body language and behaviour of someone trying to mislead or deceive a character.

 

Interrogation (Social or Aptitude), Advanced

This skill covers how to extract or coerce factually correct information from a subject.

 

 Investigation (Mind), Advanced

When you look around for clues and make deductions based on those clues, you make an Investigation check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Pouring through ancient scrolls in search of hidden fragments of knowledge. This is a forensic level of searching rather than a general Perception test.

 

Knowledge (Mind), Advanced

The Knowledge skill is actually several different skills, each of which must be improved separately. Each Lore skill defines an area of knowledge for the character and tests are made whenever a player wants to see if his character knows something about the subject at hand. 

·         Dungeoneering (caverns, spelunking, ruins)

·         Engineering (buildings, aqueducts, bridges, fortifications)

·         Geography (lands, terrain, climate, people)

·         History (wars, colonies, migrations, founding of cities)

·         Local (legends, personalities, inhabitants, laws, customs, traditions)

·         Magic (ancient mysteries, magic traditions, arcane symbols)

·         Monsters (non-human or animal creatures and beings)

·         Nature (animals, plants, seasons and cycles, weather)

·         Nobility (lineages, heraldry, personalities, royalty)

·         Planes (the Infernal Realm, the Celestial Realm, The Underealm, The Void, the Fey Realm)

·         Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols)

 

Languages (Mind), Advanced

This is the skill the covers the ability to speak, read and write for a specific language other than the individual’s native language. A skill of 40% or higher is required to be able to read and write in the language.

 

Common Languages

Albion – spoken by people from Weyland and in the Wastes by the Guardians.

Darken – aka dark speech, spoken by Mhors, Orcs, Goblins, Giants, Oni, Ogres.

Demotic – spoken by the natives of Kemet.

Dyrvysh – spoken by the nomad tribes of the Wastes.

High Lantian – spoken by the people of Lantis.

Neustrian Common - is the most frequently spoken language and is used as the universal trade language.

Neustrian High Speech – spoken by the nobles of Neustria.

Ost – spoken by people from Ostland.

Rividian – spoken by the people of Rividia. Shares some similarities to Tilian.

Runik – language of the Duer.

Shanty – used by pirates, a hybrid version of Neustrian common and Tilian.

Tilian – the language of Tilia.

Tuathan – the language of the Ael, Hob and the Fae.

Yu – spoken by the Shinzoi and Dao folk of the Jade Dynasty.

Zarumbe – spoken by the human natives of the Afar.

 

There are many other languages that are regional, ancient or even lost and these can be learned through the normal way.

 

Leadership (Social), Advanced

The action of leading a group of people or an organization, or the ability to do this.

 

Logic (Mind), Advanced

How to solve puzzles, enigmas and quandaries through a procedural method.

 

Medicine (Mind), Advanced

This skill covers many abilities in the treating of illness, disease, injury and diagnosis. When the need to perform surgery arises this is the skill that covers that. It also covers anatomy and even herbalism for effective treatments.

 

Outdoor (Aptitude), Advanced

The outdoors is a Advanced and dangerous place, this skill covers the ability to survive and even thrive in that environment. From finding water, foraging, finding/making shelter, tracking, trapping and skinning, hunting, and even identifying plants.

 

Perception (Aptitude), Basic

The Perception skill is used to represent the senses of the character when detecting objects or other characters. 

 

Performance (Social), Advanced

The Performance skill is actually several different skills, each of which must be improved separately. Each Performance skill defines an area of knowledge for the character and tests are made whenever a player wants to use the Performance style.

·         Act (comedy, drama, pantomime)

·         Comedy (buffoonery, limericks, joke-telling)

·         Disguise This skill is used to change a character’s appearance and adopt a different outward persona.  It is usually opposed by a Perception test if trying to avoid being identified.

·         Oratory (epic, ode, storytelling)

·         Sing (ballad, chant, melody)

 

Persuasion (Social), Basic

Influence tests are normally opposed by the Perception, Concentration or another’s Influence skill and are modified by how much a character is trying to change an opponent’s mind.

 

Philosophy (Mind), Advanced

This skill is the use of reason in understanding such things as the nature of the real world and existence, the use and limits of knowledge, and the principles of moral judgment.

 

Play Musical Instrument (Aptitude), Advanced

The Performance skill is actually several different skills, each of which must be improved separately. Each Performance skill defines an area of knowledge for the character and tests are made whenever a player wants to use the Performance style.

·         Keyboard instruments (harpsichord, piano, pipe organ)

·         Percussion instruments (bells, chimes, drums, gong)

·         String instruments (fiddle, harp, lute, mandolin)

·         Wind instruments (flute, pan pipes, recorder, trumpet)

 

Profession (Varies), Advanced

You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.

Earning a Living

You can earn half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems.

 

Riding (Body or Spirit)

If a character is riding a creature with the help of saddle and stirrups, at not more than a walking pace across flat terrain, a Riding test will never be required.  Tests become required when a character wants to do something out of the ordinary with a mount – traverse treacherous terrain, jump obstacles, ride bareback and so on.

 

Scavenging (Aptitude)

This skill is used to gather resources and items needed. The conditions are that the character is in a location that is suitable to scavenge in. Scavenging in a desert is unlikely to produce what is needed for most tasks. However, a city is likely to produce must if not all of the ingredients required. The items will be of low quality of even broken and must be repaired before being used.

 

Scientific (Mind)*, Advanced

This is the study of natural phenomena and is also known as “natural philosophy”, it covers astronomy, medicine and physics.

 

Seduction (Social), Advanced

This skill is used to persuade or cause someone to do something that they would not usually consider doing by being very attractive and difficult to refuse. Normally with the promise of a sexual encounter as reward.

 

Spellcraft (variable*), Advanced

This is the central skill used in Arcane and Divine spellcasting tests. It is actually several different skills.

 

Stealth (Prowess), Advanced

The Stealth skill is used whenever a character attempts to personally evade detection by another character.  This usually happens when a character either tries to move quietly past an enemy, hide from one or performs a combination of both.  Stealth tests are opposed by the Perception skill and are modified according to the situation.

 

Streetwise (Social), Advanced

Streetwise allows a character to find fences for stolen goods, black markets and general information.  Such uses of Streetwise normally require a minimum of 1D3 hours.

 

Thievery (Prowess), Advanced

This skill is used to hide or take objects, without drawing undue attention.  It is usually opposed by a Perception test if trying to avoid getting caught.

 

Trade (Social or Mind), Advanced

This skill covers the auspices of the business world, from getting a fair price, to understanding supply and demand; to brokering deals and fair treatment as well as haggling and finding resources and markets.

 

Wardrobe & Style (Social), Basic
The art of creating a good first impression. How to dress with style and panache and have a high standard of personal grooming.

  

Crafting

 

Using Craft Skills

Most Craft skills require raw material as well as a facility in which to Craft them. Generally speaking, an object’s raw materials cost 25% of the item’s purchase price.

 

Time         

Craft time on any item can be determined by looking at the item’s base cost. An individual’s proficiency with the appropriate Craft skill has only minimal bearing on the length of time needed to make an item. The time required by a skilled craftsman to create a perfectly ordinary, unremarkable item is equal to the item’s cost divided by five, in hours. So long as the craftsman has a Craft skill of 50% or greater, he can create the item in question in this time without needing to make a Craft skill test. He is assumed to be good enough at his job to create an ordinary item with some assurance of success. If the craftsman has a skill below 50%, he must make a skill test even when creating a mundane item. If a craftsman is in a hurry, he may attempt to speed the process along. In this case, the time required to create a perfectly ordinary, unremarkable item is equal to the item’s cost divided by ten in hours. To speed up production like this, the craftsman must succeed in a Difficult (-20%) skill test to create the item.

 

Item Quality

Any item of exceptional quality must usually be specially ordered and finding a craftsman capable of producing a truly Exceptional items come in five separate levels of quality, ranging from those that are merely above average (greater) to those which can only be created by the very finest craftsmen the world has ever known . Obviously, the higher the quality of the item, the greater the benefit it bestows upon its user.

 

Greater

A craftsman attempting to create a greater item uses the crafting rules. However, he must halve his Craft skill (after all other modifiers are applied) when making the skill test..

 

Exquisite

A craftsman attempting to create an exquisite item uses the crafting rules. However, he must halve his Craft skill twice (after all other modifiers are applied) when making the skill test.

 

Marvellous

In order to craft a marvellous item, a craftsman must be a master of his art. The craftsman attempting to create a marvellous item uses the crafting rules. However, he must halve his Craft skill three times (after all other modifiers are applied) when making the skill test.

 

Surpassing

A craftsman attempting to create a surpassing item uses the crafting rules. He must halve his Craft skill four times (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also reduced by four (only a roll of 1 results in an automatic success).

 

Distinct

A craftsman attempting to create a surpassing item uses the crafting rules. However, he must halve his Craft skill five times (after all other modifiers are applied) when making the skill test. He has no chance of an automatic success.

Time to Create: This column lists the amount of time required to craft an item of the corresponding level of quality. Note that the attempt will take this long, regardless of the success of the final Craft test. Creating exceptional items is a long, painstaking process. The base time to create is considered to be the base item’s cost divided by five in hours. Thus, a war sword, which requires 35 hours to create without making it exceptional, would require 70 hours to craft a greater version, 175 hours to craft an exquisite version, 350 hours to craft a marvellous version, 875 hours to craft a surpassing version and 1,750 hours to craft a Distinct version. Unlike the creation of ‘normal’ quality items, the craftsman cannot speed up this process.

 

Base Cost: This is the minimum cost for the exceptional item.