Skills

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Skills are based on a specific attribute and cannot be raised higher than that attribute. When a skill is used, the player rolls the skill + the involved attribute. Rogues begin with 100 points to distribute among skills, Warriors 75, and Mages 60.

Which skills you can purchase with points is determined by your class selection. Skills marked with a capital letter can be purchased to any level. Skills marked with a lower-case letter can be purchased to level 5.

Agility Skills

Acrobatics w R m This dictates a character’s ability to perform difficult jumps and feats of acrobatic skill.
Larceny R Encompasses criminal activities such as pickpocketing and picking locks.
Parry w R Adds to Physical Defense against melee attacks.
Ride W r m Proficiency at riding an animal.
Spear W Skill with spear-type weapons. Determines how many d6’s you roll for additional damage.
Stealth R The ability to pass undetected.

Perception Skills

Awareness W R m The ability to detect stealth, falsehoods, pick up hints, and track the passage of time.
Bow W R Skill with bows and crossbows. Determines how many d6’s you roll for additional damage.
Outdoorsman W R Tracking, living off the land, cross-country navigation.

Strength Skills

Athletics W R m Swimming, climbing, running
Sword W R Skill with bladed weapons. This determines how many additional d6’s you roll for damage.
Staff W R M Skill with staves. Determines how many additional d6’s you roll for damage.
Axe W r Skill with axes. Determines how many additional d6’s you roll for damage.
Bludgeon W r Skill with maces, hammers and chain weapons. Determines how many additional d6’s you roll for damage.

Reason Skills

Arcane Lore M Knowledge of magical theory and the Fade.
Craftsman W R M Skill with the production of goods.
History w R M Knowledge of history.
Law W R M Knowledge of the law of the land.
Medicine w R M The ability to diagnose and treat wounds, disease, and poisons. Mages who wish to use magic to treat wounds, diseases, and poisons must use the medicine skill to determine their effectiveness.
Monster Lore W r M A monster is anything that isn’t an animal or a PC race.
Philosophy W R M Knowledge of non-religious practices and philosophies.
Siege W M Knowledge of and skill with siege weapons of varying types.
Theology W R M Knowledge of religious practices and philosophies.

Communication Skills

Animal Lore W R m Knowledge of and skill at handling animals. This skill also covers medicine for animals.
Art w R m Skill at creating works of art.
Coercion W R M Convincing someone to do something they don’t want to do.
Etiquette W R M Following the “rules” of behavior.
Performance w R m Any performing art such as music or dance.

Will Skills

Spell Power M Determines the number of additional d6’s damaging spells do.

Intuition Skills

Magic Sense M A mage’s ability to detect and understand the activity going on beyond the veil.

Skills

Silent Winter Jennifer