Tag: Skills

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  • Skills

    [[S Avoid Blow]] [[S Battle Shout]] [[S Bribery]] [[S Climbing]] [[S Conceal Weapon]] [[S Conversation]] [[S Craftsman]] [[S Detect Trap]] [[S Disarm Trap]] [[S Fence]] [[S Fishing]] [[S Flirting]] [[S Forgery]] [[S Hiding]] [[S Hunting]] …

  • S Climbing

    *Step*: Rank + Dexterity Step The Climbing skill allows a character to climb up the sides of various surfaces and objects. A character makes a Climbing Test against the climb's difficulty, a number determined by the gamemaster. If the result is equal to …

  • S Conceal Weapon

    *Step*: Rank + Perception Step *Strain*: 1 A character can use the Conceal Weapon skill to use sleight of hand and their choice of wardrobe to hide weapons somewhere on his or her body. The character makes a Conceal Weapon Test and subtracts the size of …

  • S Fishing

    *Step*: Rank + Perception Step Characters use Fishing skill to find food in lakes, rivers, or seas. To use this skill, the character makes a Fishing Test against a Difficulty Number ranging from 3 to 10 (determined by the gamemaster). Each use of the …

  • S Hunting

    *Step*: Rank + Dexterity Step The Hunting skill allows a character to hunt for food in wilderness areas. The Difficulty Number for hunting ranges from 5 to 12, determined by the gamemaster. Some barren areas may not support wildlife at all; a character …

  • S Navigation

    *Step*: Rank + Perception Step Navigators know how to read maps, chart courses, and use the stars to pinpoint their location on open water or land. In order to use the Navigation skill, navigators must be able to see the stars or significant landmarks …

  • S Melee Weapons

    *Step*: Rank + Dexterity Step A character uses the Melee Weapons skill to hit a target using a hand-held weapon. The character makes a Melee Weapons Test against the Physical Defense of the target. A successful test means the attack hits the target. …

  • S Missile Weapons

    *Step*: Rank + Dexterity Step A character uses the Missile Weapons skill to fire bows, crossbows, and other ranged weapons. The character makes a Missile Weapons Test against the Physical Defense of the target. If the result is equal to or higher than …

  • S Momentum Attack

    *Step*: Rank + Dexterity Step *Strain*: 1 The Momentum Attack skill allows a character to make a second melee weapon attack against an opponent in the same round. The character makes a Melee Weapons Test. On an Extraordinary success, he may choose to …

  • S Physician

    *Step*: Rank + Perception Step Physicians diagnose and prescribe treatments for injuries and diseases. To use this skill, the character makes a Physician Test against the Difficulty Number of the diagnosis. A successful test means the physician knows …

  • S Silent Walk

    *Step*: Rank + Dexterity Step *Strain*: 1 The Silent Walk skill combines fluid movement with a careful placement of footfalls to dampen the sound of a character's movement, including walking and other means of travel, such as the sound of a windling's …

  • S Surprise Strike

    *Step*: Rank + Dexterity Step *Strain*: 1 The Surprise Strike skill allows characters to take advantage of the element of surprise. When using this skill, characters use the Surprise Strike step for the Attack Test. Surprise Strike may only be used once …

  • S Trading

    *Step*: Rank + Charisma Step Merchants use the Trading skill to bargain for a better price for their goods. A character makes a Trading Test against a difficulty number of the customer's or merchant's Social Defense Rating plus their Trading skill or …

  • S Conversation

    *Step*: Rank + Charisma Step Characters with Conversation skill can hold their own in social conversations, using quips, timing, and other verbal abilities to make a favorable impression. The character makes a Conversation Test against the Social Defense …

  • S Craftsman

    *Step*: Rank +Dexterity Step Characters use the Craftsman skills to make and or repair everyday items. A character makes a Craftsman Test against the Difficulty of making or repairing the item. Ordinary items have a Difficulty Number of 6; unusual or …

  • S Wilderness Survival

    *Step*: Rank + Perception Rank The Wilderness Survival skill allows a character to find or build shelter, start a fire, find water, and distinguish between edible and dangerous plants. This skill does not give a character any advantages for hunting, …

  • S Tactics

    *Step*: Rank +Perception Step The Tactics skill enables a character to direct combat to the advantage of his fighters. The character using this skill makes a Tactics Test against the highest Social Defense of any opponent. If the test is successful, add …

  • S Hiding

    *Step*: Rank +Dexterity Step *Strain*: 1 The Hiding skill combines choice of wardrobe with stealth techniques to keep from being seen. The character makes a Hiding Test to avoid detection. Use the result as the Difficulty Number for any characters …

  • S Avoid Blow

    *Step*: Rank + Dexterity Step *Strain*: 1 The Avoid Blow skill allows a character to dodge blows directed at him in combat at the last minute. Any time an opponent attacks a character with the Avoid Blow skill, the attacked individual may make an Avoid …

  • S Bribery

    *Step*: Rank +Charisma Step Bribery is the skill of discreetly buying favors. Though most societies publicly disapprove of bribes, those same societies harbor many members who are more than willing to take them. Characters who have this skill can use …

  • S Disarm Trap

    *Step*: Rank + Dexterity Step *Strain*: 1 Characters with the Disarm Trap skill use deduction and dexterity to render mechanical traps inoperative. The character makes a Skill Test against the trap's Difficulty Number. A successful result disables the …

  • S Sailing

    *Step*: Rank + Dexterity Step The Sailing skill enables a character to sail (or help sail) any watercraft, whether muscle-powered, wind-powered, or even fire-powered like the legendary t'skrang riverboats. To use this skill, the character makes a …

  • S Detect Trap

    *Step*: Rank + Perception Step *Strain*: 1 The Detect Trap skill allows a character to uncover hidden mechanical traps. The average Difficulty Number for mechanical traps is 5, though some may be as high as 9. A successful Detect Trap Test enables the …

  • S Forgery

    *Step*: Rank +Dexterity Step Forgers create false papers, legal documents, and correspondence. A character with Forgery skill might even forge artwork if he or she also has the appropriate Artist skill. A character with the Forgery and Artist (Painter) …

  • S Battle Shout

    *Step*: Rank +Charisma Step *Strain*: 1 The Battle Shout skill allows a character to intimidate foes with a ferocious war cry. The character makes a Battle Shout Test against the Social Defense of the target character. If the character is attempting …

  • S Lock Pick

    *Step*: Rank + Dexterity Step Unlike the Lock Pick talent, a character using the Lock Picking skill does not conjure a pick; the character must provide his or her own equipment. To use the skill, the character makes a Lock Picking Test against the lock …

  • S Seduction

    *Step*: Rank +Charisma Step Characters use the Seduction skill to convince members of their preferred sex to become romantically involved with them. In addition to making a successful Skill Test, seduction requires convincing roleplaying. A seduction …

  • S Sprint

    *Step*: Rank +Dexterity Step *Strain*: 1 The Sprint skill allows a character to temporarily increase his movement rate. The character rolls a Sprint Test, and the result, in feet, is added to the character's Full Movement. The Sprint skill cannot be …

  • S Flirting

    *Step*: Rank + Charisma Step A form of interaction with members of a character's preferred sex, the Flirting skill combines elements of flattery, intense attention, and clever word-play to affect another person. Flirtatious behaviour accents …

  • S Lip Reading

    *Step: Rank + Charisma Step Strain: 2 The Lip Reading skill gives a character a discreet method of eavesdropping on a conversation. The character must be able to see a speaker's lips and understand his language in order to use Lip Reading. The character …