3. Skills and Talents

Quicklinks: Skills / Talents

Skills

Your character will embark on an epic journey filled with countless decisions, formidable challenges, and heroic tasks. The most pivotal actions are embodied as skills, which your character can harness to shape their fate. This section lists the most common skills, defines them, and relates them to tasks your character can attempt throughout the story.

Defining Skills

A skill represents a specific set of knowledge and aptitude. Every skill is rated on a percentile scale from 0 to 100 (or higher) which indicates your relative chance of success when attempting a task related to that skill. This is called a skill rating.

The list of skills in this book is far from comprehensive: different games may demand additional skills, and the StoryGuide is encouraged to create new skills as desired. Additionally, the StoryGuide may wish to rename,reclassify, or eliminate skills to better fit their story and setting.

Skill Specialties

Some skills are broad and may require you to define a specialty, a more focused aspect of that skill. Knowledge is the best example of this. A person gains skill in the General Knowledge up to 40, and they then split into specializations that build upon that general knowledge. So if someone gains 2 points in Knowledge, Occult, they have a 42 in that skill. Specializations can only beleveled after the general skills meets it max.

Using Skills

Whenever your character wishes to take an action or accomplish a task they are not always successful. To determine the result, you must declare the desired action and the StoryGuide will then call for a D100 roll against the appropriate skill rating. In general terms, a D100 roll equal to or under the modified skill rating grants success at the task, while a roll higher than the rating fails.

The difficulty of the task or other circumstantial modifiers can adjust a characters skill’s rating up or down for the purposes of determining success or failure. The difficulty modifiers are decided by the StoryGuide and follow the general descriptions of: Automatic (no roll required); Easy (the skill rating is doubled); Average (no modification to the skill); Difficult (the skill is halved); Very Difficult (the skill is halved and -10), and Impossible (no roll, or a 01% chance at the StoryGuide’s discretion). See Modifying Action Rolls in Chapter 5 for more information. If no modifier is indicated, assume the roll is at Average difficulty. Skills may also be used in a cooperative way, and this is detailed further in Chapter 5: System.

In most cases, the appropriate skill for a given action is obvious. Unforeseen circumstances, however, can lead to new uses of a skill. You are encouraged to find alternative applications of your character’s skills, but all such skill uses must meet with the StoryGuide’s approval.

While many skills are oriented towards actions, they also indicate general knowledge of the kinds of tasks governed by that skill.

For example, a medieval warrior might use the Slashing Weapon skill instead of Appraise to judge a sword’s quality. The Martial Arts skill might similarly be used to know about the different dojos in a city and who their senseis are.


Acting without Skill

Sometimes your character must attempt an action using a skill without any skill rating (0%). If the StoryGuide agrees that succeeding at the task is possible, make a roll using one of these options:

Skill Category Bonus: If using the optional skill category system, use the skill category modifier as the base chance (See Skill Category Bonuses Table). Raw talent can sometimes overcome a lack of training. If successful and the skill can be improved by experience, an experience check should be made.

Wild Chance: Try, but with only a 1% chance of success or a last-ditch ‘Hail Mary’ effort of ACU×1 if blind luck can be a factor, with the StoryGuide’s approval. No experience check is allowed for this, as it is blind luck versus any sort of skill or natural talent.

Skill Categories

Skills are divided into six skill categories:

Combat (STR) skills measure proficiency with weapons and combat maneuvers.

Communication (SOC) skills govern conversation, reading, and interpersonal exchanges.

Dexterous (DEX) skills define tasks that require precise hand-eye coordination.

Intelligence (INT) skills measure specific knowledge and individual judgment.

Perception (ACU) skills gather and interpret information from the environment.

Physical (STR)skills govern feats of strength, agility, and athletics.

Skill categories serve as general guides to the kinds of actions a skill can accomplish, as well as offering a framework for you and the StoryGuide to create new skills. Skill categories tie your character’s skill ratings to their most influential characteristic scores through category bonuses, an optional system.

Skill Category Bonuses

Your character receives a bonus or penalty to skill categories based upon their characteristic scores. Apply the category bonus to every skill in that category, in addition to any listed base chance in the skill description. Skill Category Bonuses are equal to the Skill Characteristic divided by 2.

Base Chances

Most reasonably healthy and physically fit people can swing a club, climb a tree, or speak their native tongue. Every skill, therefore, has a base chance associated with it: your character is assumed to have this basic rating in the skill before any additional skill points are added. If skill category bonuses (see Skill Category Bonuses) are being used, add (or subtract) them from each skill’s base chance.

Measuring Skill Ratings

Your character’s skill ratings define their capabilities during play. Use the following guidelines as a guide to proficiency. At certain skill ranks and in non-critical or non-dramatic circumstances, a roll may not even be required—under routine conditions, characters at a certain level of competence can regularly perform these skills without needing to roll for success, though Automatic success does not merit experience checks.

Skill Rating Table

Skill RatingCompetencyDescription
00–05%NoviceA complete amateur with little hope of succeeding
06–25%NeophyteEither a beginner or with a small amount of knowledge of the subject at hand. 
26–50%AmateurA little talent, some training, or hobby-level dabbling. 
51–75%ProfessionalYour character can reliably make a living using the skill.  
76–90%ExpertAdvanced expertise in the given field: your character has a reasonable chance to succeed even at Difficult tasks. 
91% or higherMasterFew attain this level of mastery. Only the most difficult tasks are beyond your abilities.

Describing Results of Successes

Generally, the results of skill rolls are obvious, but if in doubt, use the following guidelines when determining outcomes:

• A fumble usually means that the opposite of the desired result has been achieved, providing misleading information, creating some sort of setback, or even putting the character at a disadvantage.

Failure means that the desired result is not achieved.

• A normal success means that a reasonable and average goal has been achieved. The StoryGuide is the ultimate arbiter of the results, but the effect should be obvious.

• A special success has double the effectiveness of a regular success and/or provides additional information about the subject.

• A critical success has triple the effectiveness of a regular success, and/or provides considerable information about the subject.

As noted above, skills where outcomes are very specific and where detail is required, have retained the defined result.

Measures of Success

If a StoryGuide is looking beyond the binary result of success or failure for a given action, the higher the numerical value that is still a success should be considered the higher measure of success. The only exceptions to this rule should be special and critical successes which should be considered a spectacular feat relative to character’s skill rating.

For example, a Neophyte with a skill rating of 20% attempts to create a piece of art and achieves critical success. The result of this Neophyte’s success could easily be measured as on the level of a Professional’s creation.

Skill List by Category

A complete list of skills divided by category follows.

Combat:

Brawl, Grapple, Siege Weapon, Martial Arts, Melee Weapon (various), Missile Weapon (various), 

Parry (various), Shield

Communication:

Bargain, Command, Disguise, Etiquette (various), Fast Talk, Perform, Persuade

Dexterous:

Acrobatics, Art (various), Craft (various), Demolition, Fine Manipulation, Repair (various), Sleight of Hand

Mental: 

Appraise, First Aid, Gaming, Knowledge (various), Medicine, Strategy, Spellcraft, Survival

Perception:

Insight, Listen, Navigate, Research, Sense, Spot, Track

Physical:

Athletics, Climb, Dodge, Hide, Jump, Pilot (various), Ride (various), Stealth, Swim, Throw

Alphabetical Skill List

An alphabetized list of all skills in this section follows. Each entry lists the category of the skill, and its base chance.

SKILLCATEGORYCATEGORY BONUSBASE %
AcrobaticsDexterousDEX / 210%
AppraiseMentalINT / 215%
ArtDexterousDEX / 25%
AthleticsPhysicalSTR / 210%
BargainCommunicationSOC / 25%
Bludgeon WpnsCombatDEX / 215%
BrawlCombatDEX / 215%
ClimbPhysicalSTR / 225%
CommandCommunicationSOC / 25%
CraftDexterousDEX / 2INT + ACU
DisguiseCommunicationSOC / 25%
DodgeCombatDEX / 2DEX×2
EtiquetteCommunicationSOC / 25%
Fast TalkCommunicationSOC / 25%
Fine Manip.DexterousDEX / 25%
First AidMentalINT / 230%
GamingMentalINT / 2INT+ACU
GrappleCombatDEX / 215%
HideDexterousDEX / 210%
InsightPerceptionACU / 25%
JumpPhysicalSTR / 225%
KnowledgeMentalINT / 25%
ListenPerceptionACU / 225%
Martial ArtsCombatDEX / 25%
MedicineMentalINT / 25%
NavigatePerceptionACU / 210%
PerformCommunicationSOC / 25%
PersuadeCommunicationSOC / 215%
Piercing WpnsCombatDEX / 215%
Pilot (Air)PhysicalSTR / 21%
Pilot (Land)PhysicalSTR / 21%
Pilot (Sea)PhysicalSTR / 21%
Ranged WpnsCombatDEX / 215%
RepairDexterousDEX / 215%
ResearchPerceptionACU / 225%
RidePhysicalSTR / 25%
SensePerceptionACU / 210%
ShieldCombatDEX / 215%
Siege WpnsCombatDEX / 215%
Slashing WpnsCombatDEX / 215%
Sleight of HandDexterousDEX / 25%
SpellcraftMentalINT / 20%
SpotPerceptionACU / 225%
StealthDexterousDEX / 25%
StrategyMentalINT / 21%
SurvivalMentalINT / 25%
SwimPhysicalSTR / 225%
TeachCommunicationSOC / 210%
ThrowPhysicalSTR / 225%
TrackPerceptionACU / 210%

Skill Descriptions

A comprehensive, alphabetical list of skills follows. Each entry contains the following information:

Skill Name: The name of the skill.

Base Chance: The skill rating all characters have in the skill, specialized by era if applicable.

Category: The skill category the skill falls into, for purposes of general classification and optional category bonuses.

Description: A brief description of the kinds of tasks that can be accomplished using the skill.

Specialties: A listing of the skill’s distinct specialties, if any. Not all skills with specialties have them elaborated upon in a bulleted list—only those that are more mechanical in nature, such as Combat skills, are detailed in this manner.

Effects: The results of a skill roll, for each degree of success, where required. In brief, a skill result is a fumble (the worst possible result, usually a roll of 99 or 00), a failure (a roll above your skill rating), a success (equal to or below your skill rating), a special success (1/5 or less of your skill rating), or a critical success (1/20 or less of your skill rating). Chapter 5: System explains this in detail. See also Describing Results of Success.

Setting Notes: Additional information about the skill in different settings. If this entry is not present, the skill works unchanged in almost any setting.

System Notes: Relevant rules or systems, if any.

Acrobatics

Base Chance: 10%

Category: Dexterous

Use this skill to perform physical actions of balance, agility, and coordination. .

Appraise

Base Chance: 15%

Category: Mental

Use this skill to estimate an object’s worth, be it an old painting, a gemstone, a weapon, or a riding horse. Failure means they have no idea, while a fumble yields false information. A special or critical success yields additional information such as notable features or regional preferences.

Art (various)

Base Chance: 05%

Category: Dexterous

Use this skill to create a work of art in paint or sculpture, or to compose a story, poem, or musical work. A critical or special success yields a timeless classic of considerably more value and prestige, a failure is mediocre hackwork, and a fumble may harm the creator’s reputation. You would use Perform for acting, dancing, singing, or playing a musical instrument.

Specialties: Calligraphy, Composing, Conceptual Art, Digital Art, Drawing, Painting, Photography, Poetry, Sculpture, Sketching, Songwriting, Writing, etc.

Athletics

Base Chance: 10%

Category: Physical

Use this skill to perform feats of strength, speed, and endurance.

Bargain

Base Chance: 05%

Category: Communication

Use this skill to haggle over prices, and whenever opposing opinions meet in negotiation and compromise. Use opposed skill rolls to decide important deals, and simple skill rolls for trivial attempts (saving money on equipment or lodgings, for example). Bargaining is about compromise: use Fast Talk or Persuade to resolve arguments that are absolutely won or lost. A fumble might mean you turn a merchant into an enemy, success means you get a deal, and better results yield higher discounts or more favorable conditions for your side.

Brawl

Base Chance: 15%

Category: Combat

Use this skill for unarmed combat: kicks, punches, head butts, etc.

Effects: See the Attack and Defense Matrix and the Natural Weapon Attack and Parry Fumbles Table.

System Notes: Brawling can be used to parry (see Parry) but a successful parry inflicts minimum weapon damage on the parrying arm or leg, as appropriate. Using Brawl against a foe that has grappled your character (see Grapple) is Easy. Used in conjunction with Martial Arts and with the Natural Weapon and Unarmed Combat powers from Chapter 4: Magic.

Climb

Base Chance: 25%

Category: Physical

Use this skill to climb up or down walls, trees, cliffs, or any other surface. Ample hand and footholds are assumed to be present: modify the difficulty based on conditions or the surface being climbed. Fumbling means you fall hard (see Falling), failing means you’re stuck or you fall (StoryGuide choice, based on circumstances), and superior successes let you climb faster and farther.

System Notes: Generally, climbing is at 1/5 the MOV rate, and animals with natural climbing ability can move at their full MOV rate. Climbing ladders is Automatic. Very tall ladders or trees is Easy. Climbing without using your character’s feet is Difficult. For extended climbs, the StoryGuide should call for a skill roll once every minute, or 10 meters of climbing. Your character can take no other action while climbing, and all actions taken while clinging to a surface are Difficult, with any fumble causing a fall.

Command

Base Chance: 05%

Category: Communication

Use this skill to inspire, direct, and coordinate subordinates, guiding them in complex tasks and improving the effectiveness of the group. Military officers, noblemen, politicians, and business executives are made or broken based on their ability to manage and lead. Personality, a strong voice, and an iron will are invaluable tools of command. A fumble incites insurrection, failing is uninspiring and confusing, and success allows you to add 1/5 your Command skill as a complementary skill bonus to all your subordinates for each round you command them, so long as they follow your orders. Roll every round in combat, or every turn in mass combat.

System Notes: Used primarily in combat, though it can extend to corporate negotiations, etc. Artillery, Heavy Weapon, Melee Weapon, Missile Weapon, and Strategy are the most appropriate skills to receive this benefit.

Craft (various)

Base Chance: INT+ACU $$

Category: Dexterous

Use this skill to construct or make things, from a chair to a meal to a house. Specialized tools and crafting space are often required for this skill, and it takes time and raw materials. This skill can also be used to identify how an object was made, and possibly identify the crafter who made it. The Craft skill can be used to repair an item instead of the Repair skill.

A hero gets one craft that starts at 40% when they create their character. 

Specialties: Alchemy, Artificing, Blacksmithing, Carpentry, Cooking, Leatherworking, Poisoner, Tinkerer

System Notes: Using Craft without the proper tools is Difficult. See Chapter 8: Equipment for more information about making, modifying, or repairing equipment. 

Disguise

Base Chance: 01%

Category: Communication

Use this skill to employ posture, costume, voice, and other tricks to appear as a different person, or a different kind of person. Dim light, theatrical makeup, and significant facial alterations (a haircut or wig, false beards or a quick shave) can add up to a +20% bonus, at the StoryGuide’s discretion. Onlookers who scrutinize your disguised character or engage them in conversation can make and opposed Spot or Insight skill check against your character’s Disguise roll to see through the ruse. Your disguised character can use their Fast Talk skill for the opposed check if they engage the onlooker in conversation, distracting them from close scrutiny. A fumble is blatantly obvious, a failure doesn’t fool anyone who gives a second look, and superior successes may even add a complementary bonus to Communication rolls against those being fooled, or makes detection more difficult.

System Notes: Using this skill to impersonate a particular kind of person (soldier, noble, etc.) is a normal action. Impersonating someone vastly different (other species, alternate body type, another gender, etc.) or a specific well-known person (a noble, a celebrity, etc.), or attempting a disguise without appropriate clothing or props is Difficult. The StoryGuide may assign additional penalties for cultural or language barriers, or if multiple Difficult conditions apply. Too much of a stretch may simply be Impossible.

Dodge

Base Chance: DEX×2

Category: Physical

Dodge allows your character to evade incoming attacks, using agility to avoid or minimize injury. Dodge is difficult vs. melee attacks.

Effects: A successful Dodge roll modifies the result of a successful attack, turning it into a failure. A special result for a Dodge roll modifies an attack two steps (a special success becomes a failure), and a critical success on a Dodge roll modifies a successful attack three steps (a critical attack becomes a failure). See the Attack and Defense Matrix and the Natural Weapons Attack and Parry Fumbles Table for specific effects. A successful Dodge roll cannot reduce an incoming attack’s success lower than failure.

System Notes: As described in Dodge in Chapter 6: Combat, your character may either Dodge or Parry in a combat round but cannot do both (unless they have a combat talent that allows it or are fighting defensively). If your character is attacked by many foes, they may make multiple Dodge attempts in a round, but each roll after the first is made at a cumulative –30% penalty to the skill rating. Some missile attacks are Difficult or Impossible to dodge, such as Mage Bolt.

Etiquette (various)

Base Chance: 05%

Category: Communication

Most cultures, castes, or groups have social rules and codes of behavior. Proper dress, modes of speech, specific behaviors, body language, or even trials by combat can all play a part in a group’s etiquette. Use this skill whenever your character needs to behave appropriately, whether attending a Victorian dinner party, an important job interview, or joining an organized crime family. Etiquette rolls might gain an audience with an important nonplayer character or impress others with your knowledge of their social mores. A fumble represents a disastrous faux pas, a fail does not impress, and success or better yields superior results and improves one’s reception.

System Notes: The StoryGuide should only call for Etiquette rolls in important circumstances: for example, the first time interacting with an important group, a significant occasion, or when trying to advance status within the group.

Fast Talk

Base Chance: 05%

Category: Communication

The preferred weapon of salesmen, spies, or con artists, use this skill to convince a target quickly of something they may not believe, or convince them to make a rapid decision against their better judgment. Use this to bluff one’s way past a doorman or make a hard sell go quickly. Fast Talk is quick to use, and usually temporary: a few minutes and a successful Intellect roll later, and the target may come to their senses. To truly change someone’s mind, use the Bargain or Persuade skills. A fumble usually draws hostility, failing gets you nowhere, and success or better has improved effectiveness, or even convinces someone permanently of your position.

System Notes: Good roleplaying and/or an effective argument might make a Fast Talk attempt Easy, just as poor roleplaying and/or a flimsy argument might make it Difficult. Trying to Fast Talk a target after a first attempt at Bargain, Fast Talk, or Persuade fails is Difficult.

Fine Manipulation

Base Chance: 05%

Category: Dexterous

A measure of steadiness and hand-eye coordination, this skill covers any careful use of the hands and fingers. Use it when picking locks, disarming a trap, tying or untying knots, and disassembling mechanical devices. A fumble bungles things, perhaps breaking or jamming the item being manipulated. Superior successes take less time, make it easy in the future, show no signs of tampering, or some other similar benefit.

System Notes: Using this skill without appropriate tools, where required, is Difficult.

First Aid

Base Chance: 30%

Category: Mental

Use this skill to stop bleeding, bandage wounds and treat minor burns, set a broken limb, resuscitate someone who’s drowning, or revive an unconscious person. It extends to triage and rudimentary medical care but has little effect on poisons, diseases, or subtle physical ailments: these must be treated with the Medicine skill, though your StoryGuide may allow a Difficult roll for emergency treatment of poison or disease. First Aid takes a full combat round and cannot normally be performed while in combat. If interrupted, the attempt must be restarted.

Effects: First Aid has specific effects:

Fumble: The patient takes 1 general hit point of damage, and their condition remains unchanged.

Failure: No effect, and no further First Aid attempts may be made.

Success: One of the following (player choice):

–   Heal 1D4 hit points to a single wound or injury.

–   A character at 0 or negative hit points in this or the previous round, can be restored to life with 1 hit point.

–   Reviving an unconscious character.

Healing salves heal an extra 2 hp. 

–   Stopping bleeding damage from a bleeding special success or any other ongoing damage to a hit location

Special: As above but healing 2D4 hit points.

Critical: As above but healing 2D4+4 hit points.

System Notes:. A being can only have Hit Points healed through First Aid once per day, but can be revived, restored, or special effects removed as many times as needed. Hazardous or unsanitary conditions may make rolls Difficult. Your character may add 1/2 of their Medicine skill rating as a temporary bonus to First Aid rolls. 

Gaming

Base Chance: INT

Category: Mental

Use this skill while playing games, from chess or backgammon to gambling contests involving cards, dice, or other random or strategic elements. Gamblers make their living using this skill, but to most others it is merely a source of entertainment. A fumble cleans you out and potentially puts you into debt, failure means you lose the round, success yields a minor win, and superior successes reap greater benefits and perhaps even improves one’s status.

System Notes: Use this to resolve games where skill and strategy play some part, with other players making an opposed roll. To cheat, use Sleight of Hand or Fast Talk, opposed by Observe or Insight. Utterly random outcomes use Luck rolls.

Grapple

Base Chance: 15%

Category: Combat

Use this skill for wrestling or any fighting where the goal is to subdue a target without causing harm. Usually this is non-lethal, but it can be used to deliver real harm.

Effects: Grappling has specific effects:

Fumble: Roll on the Natural Weapons Fumble Table.

Failure: The target eludes being held, or an attempted escape fails.

Success: The target is grappled, attacker can apply one grapple effect (see Grapple Effects below) next round if the hold is maintained.

Special: The attacker automatically succeeds in their next Grapple roll to maintain the hold and gains a +3 characteristic bonus on any resistance rolls for grapple effects made this round.

Critical: The attacker automatically succeeds in their next Grapple roll to maintain the hold, and the target’s characteristics are halved in any resistance rolls for grapple effects during the remainder of that combat round.

System Notes: The attacker must make a Grapple successfully to establish a hold on the target. This is a Heroic Action; Grapple vs. the defender’s Acrobatics or Athletics skill. Once a hold is established, the attacker must make a successful Grapple roll, as a free action, each round to maintain the hold. Taking any action other than one of the grapple effects breaks the hold. Once held, the target can attack their attacker if they have a limb free, using Brawl or any small weapon (knives or daggers). If both hands are free, the target can attempt to Grapple back.

Multiple attackers can attempt to grapple a single target, though no more than two attackers can hold any one location. Combine the STR ratings of both attackers in all contested tests.

Grapple Effects

An attacker with a hold on their target can attempt any of the following effects, one per round, beginning the round after the Grapple takes hold. Some effects can only be used if the attacker has grabbed a specific body part (see below). As some effects involve specific hit locations, the StoryGuide may need to interpret results. 

Disarm Target (Arm): The grappler attempts a Heroic Action; Effort or Agility roll vs target’s Effort or Agility roll. If the attacker succeeds, the target drops anything in that hand, and the arm remains immobilized. If unsuccessful, the target hangs on to the held item(s), though their arm remains immobilized. The attacker retains the hold.

Grab a Second Location (Arm/Leg): The attacker tries to grab and hold another limb of their choice. The grappler attempts a Heroic Action; Effort or Agility roll vs target’s Effort or Agility roll. If the attacker wins, they grab the second location and keep the already held limb trapped. If unsuccessful, the target gets a free Heroic Action to try and escape. The attacker can hold as many locations as they have hands.

Injure The Target (Head/Chest/Abdomen): The grappler attempts a Heroic Action; Effort or Agility roll vs target’s Effort or Agility roll. If successful, the attacker elbows, gouges, or squeezes, inflicting 1D3 damage plus their damage modifier to the target (general or to the held hit location). 

Immobilize Target (Head/Chest/Abdomen): The grappler attempts a Heroic Action; Effort or Agility roll vs target’s Effort or Agility roll. If the attacker wins, the target can take no action at all until the hold is broken. If unsuccessful, the target can still take actions, though the attacker still has a hold.

Knockdown Target (Head/Chest/Abdomen): The grappler attempts a Heroic Action; Effort or Agility roll vs target’s Effort or Agility roll. If successful, the attacker automatically overbears the target, dragging both characters prone.

Throw Target (Special): The grappler attempts a Heroic Action; Effort or Agility roll vs target’s Effort or Agility roll. Throwing a target releases any hold. If the attacker is successful, the target is thrown 2d6 feet, is automatically knocked down, and must make an Agility roll or suffer 1D6 general damage (or to a random hit location). If the roll is unsuccessful, the target is not thrown and may take an action, though the attacker retains a hold. 

Siege Weapon (various)

Base Chance: As per weapon specialty

Category: Combat

$$

Effects: See the Attack and Defense Matrix and the Missile Weapon Fumbles Table for specific effects. Heavy weapons usually impale or knockback.

Hide

Base Chance: 10%

Category: Physical

The art of concealing an object or oneself from view. Your character should use this skill to escape during pursuit, keep an object from easy detection, or avoid surveillance. A fumble draws immediate attention, failure means that Spot roll to find the hider becomes Easy, a success requires a Spot roll to be found, and superior successes either make the Spot roll Difficult or Impossible.

System Notes: Hide checks are opposed by the Spot of an observer or searcher. Adequate cover is essential; hiding in scant cover is Difficult, and a total lack of cover (wide open, broad daylight) makes it Impossible. Special clothing or gear (face paint, camouflaged clothing, etc.) can add a bonus of up to +20%, depending on its quality. Environmental conditions may offer additional bonuses. Someone hiding should keep as still as possible; moving while using Hide Difficult, and moving more than a meter in a combat round requires both Hide and Stealth rolls. Hide is only effective against visual and aural detection; advanced sensors may find a hiding character by body heat, or a keen nose might find them using the Sense skill.

Insight

Base Chance: 05%

Category: Perception

Use this skill to evaluate another person’s character, emotional state, and motives based on body language, speech patterns, and other intangible factors. Insight allows a gambler to sense a bluff, or a detective to sniff out a lie. A fumble provides misleading information, failure yields nothing, success lets you know what the target might be thinking, and superior successes reveal to you their innermost thoughts (within reason).

System Notes: This skill can be opposed by Etiquette, Fast Talk, or even Persuade. Using this skill on close friends, family members, or spouses is Easy. If using the Personality Traits system, Insight can determine the strength of those traits in general terms (such as “Very selfish”, for example).

Jump

Base Chance: 25%

Category: Physical

Use this skill to leap for height or distance, jump over obstacles. Under normal circumstances, a reasonably fit human can jump their height horizontally and half their height vertically from a standing position, and roughly three meters horizontally with a running start. A fumble results in a fall (1D6 general hit point damage or to a hit location), a success results in a jump as described above, a special success increases the amount by 50%, and a critical success doubles it. Jump can also reduce falling damage by 1D6 per level of success (normal success by –1D6, special by –2D6, critical by –3D6).

System Notes: A standing jump requires 1 DEX rank. A running jump uses the same DEX rank as normal running movement. Performing flashy or showy jumps (somersaults, flips, etc.) is Difficult.

Knowledge (various)

Base Chance: 05%

Category: Mental

This skill represents experience or academic study of a branch of knowledge. Use a Knowledge skill to remember pertinent facts, to analyze or identify clues, make logical suppositions, and recall impressive trivia. A fumble results in misleading and inaccurate falsehoods, and successes yield more useful and detailed information.

Specialties: The general knowledge skill can have a maximum of 40%, afterwards all points must be assigned to specialties. The skill base for all knowledge specialties* will be equal to the character’s base knowledge skill.

Knowledge Expertises

The following is a list of example specialties and is by no means comprehensive. The StoryGuide should expand the specialty list to fit the Story setting. Knowledge specialties are indicated by parenthesis; for example, Knowledge (Monster Lore).

Some specialties can have subspecialties, indicating a specific focus on a single subject within a given specialty. In these cases, the StoryGuide may decide to restrict subspecialties to requiring independent skill point assignment within the subspecialty. Subspecialites are indicated by a hyphen after the specialty; for example, Knowledge (Religion – Druidic).

Alchemy: The study of chemicals and science.

Ancient History: The study of cultures, including customs, art, and behavior. Use it to identify a person or artifact’s native culture or to determine a culture’s social mores and behaviors.

Archaeology: The study of ancient and vanished cultures. Use it to identify an artifact from a dead culture, spot a fake, or conduct an excavation and make reasonable inferences about the history of a site or region.

Art History: The study of art from various eras and places, including style, famous artists, and specific works. Use it to identify the origin of a piece of art, spot a fake, or attribute a work to a known master.

Business: The study of entrepreneurial practices, guild regulations, laws, and management techniques for a commercial enterprise. Use it to identify major players in a field or market, predict economic trends, and turn a profit.

Espionage (*): Knowledge of spy organizations, famous or notorious spies and agents; methodology, notable figures, organizations, tactics, etc. Use it to know about agencies and their modus operandi. 

Folklore: Knowledge of the customs, stories, lyrics, tall tales, and legends of a particular people or region. Use this skill to identify or remember elements of a folk tale or fable, whether rustic or supernatural.

Forbidden Lore (*): The study of horrific occult secrets and ancient evils. The more of this knowledge your character has, the less their grasp on sanity. For every point over 40 in Forbidden Lore, your Current Horror Resistance is reduced by this amount. 

Group/Subspecialty: General information about a particular culture, nationality, group, club, or social class. Use this skill to identify a member of that group, know ‘who’s who’ within that group, and remember social customs and mores of the group.

History (General): The study of past events and eras. Use this skill to remember the significance of any place, person, event, or object, or to correctly guess when an object or document was made.

Law: The study of legal practice and precedent. Use this skill to judge the legality of a proposed action, find legal precedents, free oneself from trouble with the authorities, or build a case for or against a criminal.

Linguistics: The study of language itself, from the foundations of grammar and vocabulary to how societies shape languages. Use this skill to identify unknown languages or puzzle out a few words or grasp a basic meaning, although this skill is no substitute for the appropriate Language skill.

Literature: The study of significant prose, poetry, and essays, usually from a single culture. Use this skill to properly identify a quote or allusion to a specific work, identify when and where an unknown fragment might have been written, attribute a mysterious work to a known author, spot a literary fake, or quote ominously appropriate passages from famous works of literature.

Monster Lore (*): Knowledge of monsters, their habits, and their weaknesses.While it is called monster lore, this skill can also be used as knowledge about the animals and various peoples of the world as well. This does not include cultural or specific knowledge, but things such as identification and general traits.

Occult (*): Knowledge of magic, obscure legends, and so-called ‘secret history’ that covers everything from arcane philosophies to modern conspiracy theories. Use this skill to realize the significance of alchemical or astrological symbols, identify which magical tradition created a ritual workspace, know the names of powerful spirits, or identify the secret factions conspiring to manipulate a situation.

Philosophy: The study of existence and its meaning, from basic logic to existentialism, nihilism, and beyond. Use this skill to remember the precepts of a particular philosophy, identify the philosophical leanings of an author or speaker’s argument, and to engage in philosophical debate.

Politics: The study and knowledge of political systems or other means of governance imposed upon or elected by the citizenry. Use this skill to understand the major power blocs in an area, how to influence the political structure, and how citizens will react to political change or influence.

Region/Subspecialty: General information about a specific city, region, or nation, including important people, local landmarks, and regional history. Use this skill to find cheap lodgings in a bustling city, remember the best roadside inn in the province, understand local politics, or find specific merchants or tradesmen.

Religion/Subspecialty: Details of the mythos, liturgy, and practices of a specific religion. Use this skill to avoid violating taboos, recall the laws and obligations of a faith, successfully debate points of theology, identify regalia or religious texts, sort orthodoxy from heresy, or properly lead a religious ceremony.

Streetwise: Knowledge of the shadier segments of a society, from the protocols of the poor to the ways of the criminal underworld. Use this skill to find a safehouse, identify a fence for stolen goods, or know who to ask for other semi-legal or illegal favors.

 (*) “Restricted Knowledge” must be granted from profession skills, the research skill, or setting specific means (mentors, items, etc) at the disgression of the StoryGuide. Restricted Knowledge specialties are fields of study that are not public information or easily sourced, and would require specific effort or motivation to discover. Restricted Knowledge cannot be obtained without StoryGuide approval..

Listen

Base Chance: 25%

Category: Perception

Use this skill to hear, interpret, and understand sounds, whether murmurs behind a closed door, furtive whispers, stealthy footfalls, and snapped twigs. Use this skill to see if a noise wakes a sleeping character, or to see if they can recognize a specific sound or voice. The normal range for hearing a human voice speaking at a polite volume is 15 meters—louder voices carry farther, and quieter ones have a shorter range. A fumble means a misunderstanding or complete ignorance of a sound, while successes yield awareness and information about its source.

System Notes: Listen is both active and passive skill: your character can attempt to Listen for suspicious noises, or the StoryGuide can call for Listen rolls when appropriate. Oppose Listen with Stealth to resolve attempts to sneak past a wary or unwary listener. The StoryGuide may choose to make Listen rolls secretly and inform you of the result, to avoid giving anything away if the roll fails.

Martial Arts

Base Chance: 05%

Category: Combat

Martial arts is the study of combat and defense using ones own body and focus. Like brawling, it is non-lethal by default, but with Talents can become a lethal force.

Effects: 

Fumble: Use the appropriate fumble result (see the attack and fumble tables in Chapter 6: Combat).

Failure: The attack misses.

Success: You hit the target.

Special: As above. For a special success, roll double damage.

Critical: If the combat roll is a critical success, the target’s armor protection (natural or worn) is ignored.

Medicine

Base Chance: 05%

Category: Mental

Use this skill is used to diagnose and treat serious injuries, treat diseases, counter poisonings, and make general health recommendations, as well as perform surgery and advise long-term care for chronic health conditions.

Effects: Medicine has specific results:

Fumble: The patient takes 1 general hit point (for injuries) while treating injuries, or loses characteristic point (for poisons or illness), and their condition remains unchanged.

Failure: The patient’s condition does not change, and a second attempt can only be performed on the next day.

Success: Pick one of the following effects (player choice):

–   Any effect of a successful First Aid roll.

–   The patient’s healing rate doubles from 1D3 to 2D3 hit points per week.

–   Ongoing characteristic or hit point damage from poison or disease is halted.

–   A poisoned or diseased character is stabilized and recovers 1D3–1 hit points or characteristic points per week. This result can only be picked once per week of treatment.

Special: As above, but an injury is healed by 2D3 hit points, or 1D3 characteristic points are recovered.

Critical: As above, but a wound or injury is healed by 1D3+3 hit points, or 1D3+1 characteristic points are recovered.

System Notes: Each use of Medicine applies to a single malady: once it has been treated and is completely cured, additional successful Medicine rolls have no effect. Other wounds or maladies, however, can be treated. Unsafe or unsanitary conditions may make Medicine rolls Difficult. Special equipment or medicine may add up to +20% to the skill rating, while futuristic medical technology (artificial spray skin, medical scanners, nanotech healers) make Medicine rolls Easy. Treating common and non-life-threatening ailments is Automatic.

Melee Weapon (various)

Base Chance: As per weapon

Category: Combat

Use this skill to wield a particular type of weapon in hand-to-hand combat, whether attacking or parrying.

Specialties: Specialties are equivalent to weapon classes. See Weapon Classes of Chapter 8: Equipment. Each specialty applies to weapons from that category of weapon only: but the StoryGuide may allow use of a similar weapon class as if Difficult. If successful, make an experience check. If the experience roll is successful, start a new skill with a specialty at that rating, plus the gained experience.

Effects: See the Attack and Defense Matrix and the Melee Weapon Attack Fumbles Table and the Melee Weapon Parry Fumbles Table in Chapter 6: Combat for specific effects.

System Notes: Your character can attempt more than one parry per round, but each roll after the first is made at a cumulative –30%. At the StoryGuide’s discretion, your character can wield a weapon from a related or similar weapon category, with the roll being Difficult.

Missile Weapon (various)

Base Chance: As per weapon

Category: Combat

Use this to wield any hand-held self-propelled missile weapon such as bows, crossbows, throwing axes, spears, throwing stars, javelins, blowguns, spear guns, or even boomerangs. For grenades, use Throw.

Specialties: Specialties are equivalent to weapon classes. See Weapon Classes of Chapter 8: Equipment. Each specialty applies to weapons from that category of weapon only: but the StoryGuide may allow use of a similar weapon class as if Difficult. If successful, make an experience check. If the experience roll is successful, start a new skill with a specialty at that rating, plus the gained experience.

Effects: See the Attack and Defense Matrix and the Missile Weapon Fumble Table for specific effects. Arrows and pointed weapons usually impale. If you wish to know where a missed missile weapon attack goes, see the Throw skill.

System Notes: All missile weapons have a minimum STR and DEX required to use the weapon, as listed in Chapter 8: Equipment. Typically, the attacker’s damage modifier is halved for missile weapons, and for entirely self-propelled weapons (blowguns, crossbows, etc.), the damage modifier is not applied. Missile Weapon can be used for aimed attacks.

Navigate

Base Chance: 10%

Category: Perception

Use this skill to find the way to a destination whether with a compass, sea charts, the stars, or simply using perception, memory, and intuition as a guide. A fumble means one is hopelessly lost and subsequent roll by anyone to become un-lost is Difficult. Failure means delays and a slowed rate of travel, while successes mean finding one’s way effectively and even making better-than-expected progress.

System Notes: Attempt a Navigate skill roll every four hours of an ongoing journey. Use of a map or compass may improve the skill ranking by up to +20%. Navigating in a featureless landscape (at sea, in darkness or bad weather, in a desert, or in dense jungle) without instruments or maps is Difficult. Advanced navigational aids (global position service technology, etc.) or familiarity with the area make Navigate attempts Easy.

Parry

Base Chance: As per weapon or shield

Category: Combat

When engaged in close combat, parrying an attack is often best. Parrying against a missle weapon attack is Difficult, unless you are using a shield to parry.

Use this skill to use a weapon or shield to parry or block an incoming attack. This skill is covered in detail in Chapter 6: Combat. Refer to the Attack and Defense Matrix for more information. The StoryGuide may rule that a particular attack cannot be parried, such as from a vastly larger attacker (double or more the defender’s SIZ, for example) or when the attacker is using an area or sweep attack.

Effects: See the Attack and Defense Matrix and the Melee Weapon Parry Fumbles Tables in Chapter 6: Combat for specific effects.

System Notes: As described in Dodge in Chapter 6: Combat, your character may either Dodge or Parry in a combat round but cannot do both (unless they have a combat talent that allows it or are fighting defensively).Your character can attempt more than one parry per round, but each roll after the first is made at a cumulative –30%. At the StoryGuide’s discretion, your character can parry with a weapon or shield from a related or similar category, with the roll being Difficult.

Perform (various)

Base Chance: 05%

Category: Communication

Use this skill to perform, whether acting, dancing, playing an instrument, singing, or exhibiting some other forms of artistic expression. A fumble is a humiliation, failure is uninspiring, while successes yield positive attention, cheers, and perhaps critical acclaim and financial rewards. If recorded and distributed, it may continue to inspire and earn far after the original performance.

Specialties: Act, Conduct Orchestra, Dance, Juggle, Orate, Play Instrument (subspeciality), Recite, Ritual, Sing, etc.

System Notes: Successful use of the Perform (Ritual) skill may augment a magic power or cause it to have additional benefits, at the StoryGuide’s discretion.

Persuade

Base Chance: 15%

Category: Communication

Use this skill to convince someone that a particular idea or belief is right, correct, or otherwise acceptable , regardless of their original opinion (if any) whether through Socratic logic, structured debate, fiery oratory, empathy, or brute intimidation. Listeners may be convinced to take action or grant a request. Like Fast Talk, truth is irrelevant. Unlike Fast Talk, the effects of successful persuasion last indefinitely, until another Persuade roll or dramatic experience shifts the subject’s opinion. A fumble means the subject may become hostile, embracing the opposite of the desired opinion. Failure is unconvincing. Success sways their opinion, and superior successes yield even better results.

System Notes: Using Persuade across a language barrier (if both speakers have lower than 50% in the language) is Difficult, as is convincing someone of something that runs counter to their personality or core beliefs. The StoryGuide may reward effective arguments or good roleplaying with a bonus of up to +20%. Depending on circumstances, Persuade could take minutes, hours, or even days, and extended efforts may take multiple rolls to complete.

Pilot (various)

Base Chance: 01%

Category: Physical

Use this skill to steer, maneuver, and control a vehicle. Larger vehicles may require multiple pilots, and a roll should be made every four hours when not in combat, and once per round during combat or when performing risky vehicular maneuvers.

Specialties: Watercraft, Landcraft

Effects: Most day-to-day piloting is Automatic—roll only under adverse conditions or for extraordinary situations.

Repair (various)

Base Chance: 15%

Category: Dexterous

Equipment and other objects get damaged or stop working. Use Repair to fix them or make slight modifications and adaptations.

Specialties: Electrical, Electronic, Engineering, Hydroelectric, Mechanical, Structural, Quantum, etc.

Effects: A fumble damages the item further and could even hurt the one making the repair attempt (1D3 hit points for either, for example) and makes further repairs Difficult. Failure accomplishes nothing, success restores 1D3 hit points and the item becomes usable again or returns to working order. Superior successes yield similar benefits, perhaps using the First Aid skill and the StoryGuide’s judgement as a guide. A critical may even improve the item in some small way, such as adding to its total hit point, armor points, or adding a slight bonus when it is utilized.

Research

Base Chance: 25%

Category: Perception

Use this skill to locate and identify potential sources of information in a library, archive, or network. Successful rolls yield the desired information from books, documents, articles, databanks, archives, or websites, with superior successes granting additional or more specific information. Despite the wide range of types of resources, the principles are the same. An attempt at this skill takes four hours normally, though electronic methods are much faster. A fumble leads to a disastrous misunderstanding and results in faulty information. Failure wastes time without any solid results or provides the barest minimum of information after twice the normal amount of time.

System Notes: The StoryGuide is advised to make a failed Research roll take longer, give slightly misleading or complicated information, raise some sort of alarm or unwanted attention, or some other setback than simply not yielding any results. Failure is rarely enjoyable in games, and for mysteries, inaccessible clues are a dramatic dead-end.

Ride (various)

Base Chance: 05%

Category: Physical

Use this skill to ride, handle, and care for of a specific kind of living animal. With Ride your character can steer a mount through special maneuvers or rough terrain, coax it to top speed, or to keep control if it rears or stumbles. A fumble causes a loss of control of the mount, perhaps resulting in being thrown to the ground for 1D6 hit points of damage (general or to a random hit location). A successful Jump roll subtracts 1D6 from the damage total, while the mount gallops away at top speed. Failure causes the animal to balk, and successes yield it performing as desired or even exceeding expectations. Superior successes may yield bonuses to combat actions while mounted.

Specialties: By animal type. See Chapter 11: Creatures for example mounts. At the StoryGuide’s discretion, a similar type of animal may be ridden as if Difficult. If successful, make an experience check. If the experience roll is successful, start a new skill with a specialty at that rating, plus the gained experience.

System Notes: Resolve races between the same breeds of animals using opposed Ride checks. Combat and Ride skills must be 50%+ to fight normally in mounted combat. If the Ride skill is less than 50%, a Ride check is required every round to keep control of the mount. If the combat skill is less than 50%, all attacks are Difficult. Even if both skills are higher than 50%, use the lower of the two skill ratings for attacks and parries. If the mount falls, collapses, or dies, treat the rider as if they have been thrown. See Mounted Combat for more information.

Sense

Base Chance: 10%

Category: Perception

The skill primarily governs taste, touch, and smell; but can extend to some of the less commonly known other senses (physical orientation, gravity, pressure and balance, temperature, etc.). Use it to notice or identify a particular type of stimulus that is not sight (Spot) or sound (Listen), such as finding an item in the dark by touch, identifying a mysterious odor or faint taste, feeling a hairline fracture, etc. At the StoryGuide’s discretion, this might even extend to a “sixth sense” or intuition. A fumble is disastrously misleading or reveals complete ignorance of the stimulus, failure is simple failure to notice, and various degrees of success yield more accurate perception.

System Notes: Like Listen and Spot, Sense is both active and passive: you can request your character to make a Sense roll, or the StoryGuide can call for a roll in appropriate situations. Strong or familiar stimuli are Easy rolls to Sense, while faint or unfamiliar ones is Difficult.

Shield

Base Chance: As per shield type

Category: Combat

Use this skill to block incoming attacks with a shield or other appropriate implement. All shield blocks follow the same rules for parrying: see Shields and Parry in Chapter 6: Combat. One can attack with a shield, treating this skill as if it were a Melee Weapon skill. Damage ratings are given for shields in the weapons lists. Shields do crushing special results, can cause knockbacks, and can be used for aimed attacks.

Effects: See the Attack and Defense Matrix and the Melee Weapon Parry Fumbles Table.

System Notes: Shield blocks are parries. A character may make more than one shield roll in a round, but each additional roll incurs a –30% penalty to the shield or parry skill rating.

Sleight of Hand

Base Chance: 05%

Category: Dexterous

Use his skill to manipulate small objects (dice, cards, coins, wallets, letters, etc.) in a misleading manner or without attracting attention, such as when picking pockets, cheating at cards, or performing stage magic. A fumble is glaringly obvious: whether the item is dropped, or the would-be thief is caught with their hand in the target’s pocket. Failure means nothing is accomplished, and a unsuspecting target succeeding in an Intellect roll may realize that they are being duped.

System Notes: The skill is opposed by Spot where appropriate. Once an object has been palmed or taken, use Hide to hide it from a concerted search.

Spellcraft

Base Chance: 0%

Category: Mental

Use this skill for magic based skills such as casting spells or dispersing them. Any use of mana to form mana into a spell is preceded by a Spellcraft check. 

System Notes: Spellcraft is used in Heroic Actions for spells that negatively affect others, as well as combat based spells like Elemental Arrow where the Spellcraft check is the same as a weapon attack. When a Heroic Action or Spell attempts to stop or counter a spell, it can be a Spellcraft vs. Spellcraft roll. It is an active skill.

Spot

Base Chance: 25%

Category: Perception

Use this skill to search a room for potentially important details, find a hidden compartment, notice a fleeting detail, recognize a disguised foe, or spot enemies lying in ambush. A fumble is a hugely distracting misperception or mistaken impression, and different degrees of success yield more useful and pertinent information.

Spot is also used for aiming with weapons and spells. See more in Chapter 4 Magic and Chapter 6 Combat.

System Notes: Spot is both an active and a passive skill: your character can make a Spot roll to actively search or examine, or the StoryGuide can call for a Spot roll to see if your character notices a fleeting detail. Hiding or deliberate concealment requires an opposed Spot vs. Hide test to resolve. Spot is also often opposed vs. Disguise or Sleight of Hand. In complete darkness, Spot is Impossible, and low light or thick fog makes it Difficult.

Stealth

Base Chance: 10%

Category: Physical

Use this skill to sneak through an area without drawing attention. No cover is required, but a light tread, confidence and discipline are both called for. To avoid being seen while immobile, use Hide. A fumble draws unwanted attention, a failure means that no progress is made, and the character is obvious to anyone who looks, while successes offer successive degrees of concealment.

System Notes: Stealth assumes slow movement. Moving farther than 1/2 one’s MOV in a combat round is Difficult. Environmental factors (ambient noise, thick carpets, creaky floors, etc.) or gear (soft-soled shoes, noisy armor, bulky equipment, etc.) can modify Stealth rolls, at the StoryGuide’s discretion. Stealth is opposed by Spot or Listen, as appropriate.

Strategy

Base Chance: 01%

Category: Mental

Use this skill to guide forces in battle, from a small squad to a massive army or fleet, organize and coordinate logistics for an army, plan and execute a large scale military enterprise, and determine what another strategist might be thinking. This skill also assumes a basic knowledge of military history and tactics, and significant figures therein. A fumble represents a military disaster and might lead to utter defeat, while various degrees of success yield strategic advantages and may mean bonuses to morale and combat effectiveness.

System Notes: Massive military engagements should be resolved in abstract, with an opposed Strategy roll between the opposing leaders influencing the outcome (multiple rolls may be required for larger or longer engagements). Using Strategy in unfavorable conditions (outnumbered, poorly supplied, etc.) is Difficult. This skill is often used alongside Command: Strategy represents the plan, Command is how clear it is conveyed to those who must execute it.

Survival

Base Chance: 5%

Category: Mental

To do$$

Swim

Base Chance: 25%

Category: Physical

Use this skill to move through or under water. Generally, Swim rolls should only be used for dangerous or stressful situations. Floating, dog paddling, and treading water under normal conditions are Automatic. A fumble means that you begin drowning (see Choking, Drowning, and Asphyxiation). Once your character begins to drown, only a Difficult Swim roll or outside assistance can get them back to the surface to breathe again. Success means normal maneuvering in the water, while superior successes mean additional speed and maneuverability.

System Notes: In calm waters, Swim rolls are only needed once per turn. Swimming in rough waters requires a Swim check each round. Swimming while carrying something requires an Effort roll or a STR resistance roll, depending on the situation. Specialized equipment (floats, swim fins, etc.) offers modifiers of up to +20%. Actively swimming costs 1 fatigue point per turn. Resolve races in the water as opposed Swim rolls, costing 1 fatigue point per round. Subtract any ENC a swimmer has from their Swim rating. If their ENC exceeds their STR, they sink and must shed weight or drown. Armored characters have a penalty applied to Swim (see Armor). To remove armor in water, make a Swim roll once per combat round per point of the highest value of the armor (maximum roll if random armor values are used). Natural armor or armor conferred by a power has no penalty in water.

In underwater melee combat an attacker uses the lower of their combat or Swim skill ratings to resolve attacks, and trying to Dodge is Difficult. Only impaling weapons are useful—all others do 1D3–1 points of damage per hit. Water resistance also adds 3 points of armor value to any target. See Underwater Combat for more information.

Teach

Base Chance: 10%

Category: Communication

Use this skill whenever your character attempts to train or teach information or technique to another, using lecture, exercise, or physical sparring. A fumble is retrograde and causes students to perhaps lose 1D2 skill points if they do not make an Intellect roll to recognize the shoddy teaching, while success teaches as per the normal rules for training and superior successes improve skill training to 1D6 (special) and 1D6+2 (critical).

System Notes: To teach a particular skill, the teacher must have twice the student’s skill rating, or a skill rating of 50% (whichever is lower). See Skill Training for more detail.

Throw

Base Chance: 25%

Category: Physical

Use this skill to hit a target with a thrown object, or to throw a weapon otherwise not balanced for throwing (such as throwing a greatsword or shield). This covers improvised thrown objects, grenades, sticks of dynamite, weapons not usually thrown, or non-weapons. Lassos are also covered by this skill, as well as catching items. If the weapon is made to be thrown, use Missile Weapon.

Effects: Throw has specific effects:

Fumble: The object is dropped or lost. In combat, use the Missile Weapon Fumbles Table.

Failure: The object misses and goes 1D6 meters in a random direction.

Success: The object lands where intended. Roll damage normally, if any.

Special: The object lands where intended and does the special damage type as appropriate to its shape (see Special Successes).

Critical: The object lands where intended to exceptional results, ignoring armor and doing critical damage, if appropriate.

System Notes: Add 1/2 damage modifier (round up) to a thrown weapon’s base damage. Most items can be thrown the thrower’s STR in meters, and range beyond that is Difficult. Thrown objects can be aimed.

Track

Base Chance: 10%

Category: Perception

Use this skill to identify tracks or follow a trail—whether person, vehicle, or animal – over the ground, through brush, snow, and across broken ground. A fumble loses the trail and perhaps the tracker themselves. Various degrees of success yield better results, including potentially being able to assess information about the subject being trailed or predict accurately where they are going.

System Notes: A Track roll takes 1D3 minutes, and an extended tracking attempt may require multiple rolls. Depending on the environment, the roll may be Difficult (a rainy night) or Easy (a bright snowy day). If a trail is lost, finding it again is Difficult. Trying to conceal one’s tracks is an opposed Track roll. Advanced equipment may add up to +20% to the skill rating.

Advancing Skills

Characters can improve their skills at the end of an adventure or story arc. More details on this are outlined under character Improvement in the System chapter on page $$.