General Skills

General Skills

Athletics **(Con)**

***Major Action***

An athletics check is used to make any checks involved with
movements, this can include Running, Swimming, Jumping and climbing, this skill
is most often used to interact with terrain features on the battle map.

**Encumbrance:** Yes

**Untrained:** Yes

**Try again:** Yes

**Usage:** When
confronted with a physical obstacle i.e Swim, Jump, Climb, Run you will be
presented with a DC, You use athletics to make a skill check as part of your
movement action to prevent yourself from being slowed or stopped.

Use Rope **(DEX)**

***Major Action***

Use rope covers everything a rope could be used for be it lasso’s,
Abseiling, Tying up enemies and creating rope objects and structures.

**Encumbrance:** Yes

**Untrained:** No

**Try again:** Yes

**Usage:** When
attempting to tie knots, bind targets, rig sails, abseil, use engineering
pulleys or use rope in any fashion you will be presented with a DC to beat, you
make a Use Rope check to complete the action

 a knot
  **Use**
 a rope for climbing or abseiling
  **Operate**
 a sail
  **Secure**
 a target
  **Operate**
 a winch / Pulley system
  **Craft**
 a rope bridge or ladder
  **Use**
 a lasso on a fleeing target
  **Create**
 weight automated pulley systems

Search **(WIS)**

***Full Action***

The search skill is used to find hidden doors or objects
including hidden panels in objects, this skill can also be used to search for
traps but grants no skill in disabling them.

**Encumbrance:** No

**Untrained:** Yes

**Try again: -**4
penalty per attempt

**Usage:** Searching
requires a full round action, You may search a room or area for Traps, Hidden
doors or concealed mechanisms, the difficulty depends entirely on the skill of
the people trying to obscure it.

Appraise **(INT)**

***Full Action***

The appraise skill is used to assess the value or structural
integrity of an item, it can even be used in a combat situation to assess an opponent’s
Armour class or damage reduction, The difficulty for this check is the
opponents combined AC&DR scores

**Encumbrance:** No

**Untrained:** Yes

**Try again:** -4 per
attempt

**Usage:** Appraising
uses a minor action and is used to overcome either your opponent’s skills or
the difficulty of the item you are examining, getting a low result may equal a
false or misleading piece of information about the object or person

Gather
information **(CH)**

***Full Action***

This skill is used to search through books, make discreet
enquiries in social circles and collect folklore, the character is skilled in
gauging the relevance of information and creating a network of related topics
to help narrow down and evaluate titbits of information, it is most useful in
urban situations, To gather information you need to have a large information
resource either a library, Crowd of people or crime scene,

**Encumbrance:** No

**Untrained:** Yes

**Try again:** -4
penalty

**Usage:** you need
several hours to use gather information, You make a roll using your gather
information skill, the greater your result the more relevant the clues or
information you receive, this is usually at the GM’s discretion.

Handle
Animal **(WIS)**

***Full Action***

This check is used to make any kind of diplomacy check with
an animal, it also allows the user to perform basic first aid and maintenance
duties as well as training and maintaining mounts basically control the actions
of a mount, animal companion or wild beast, You make a handle animal roll
opposed by the DC of the animal or task at hand

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** You use a
minor action to roll your handle animal skill against the DC of the task at
hand.

 a horse from rearing
  **Stop**
 a dog from barking or attacking you
  **Train**
 a guard dog
  **Calm**
 a frightened wild animal
  **Tame**
 a wild animal
  **Stop**
 an animal attack in progress
  **Convince**
 a wild animal to defend you
  **Ride**
 a mythical creature you just met

Perception **(WIS)**

***Minor Action***

Perceptions roll are used for anything related to Spotting,
Listening or keeping watch.

It is also used to oppose many espionage skills and has
interactions with many spell effects that would mislead the user.

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** Make a
perception check in reaction to an espionage skill being used or when called
for by an event, you may use a perception check as a minor action to look for a
specific item or person or to detect concealed enemies.

Ride **(DEX)**

***Triggered Ability***

This skill is used to make rolls related to riding a mount, whenever
the character or the mount is hit the rider must make a ride check with a DC
equal to the damage taken or be knocked off the mount.

**Encumbrance:** Yes

**Untrained:** Yes

**Try again:** No

**Usage:** Make a
roll against a DC equal to damage taken to stay on your mount.

*Movement*

While riding your mount makes the move action for you but you
must still use your move action to direct it effectively.

*Fantastic Mounts*

Some belligerent or unusual mounts will require a minimum
ride skill to even make use of them, anyone who is unskilled will be dismounted
shortly after attempting to mount.

*Mount &*
Dismount

Mounting or dismounting requires a move action.

Perform **(CH)**

***Full Action***

Perform covers singing, dancing, and playing musical
instruments, it allows the user to replicate melodies or sounds they have heard
and do impersonations of people they know.

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** You make a
perform check to indicate the quality of your performance in your chosen field

Artistry **(CH)**

***Full Action***

This skill covers painting, Drawing, Sculpting, weaving and
engraving, It allows you at assess the quality of materials, evaluate the work
of others and create valuable artworks.

**Encumbrance:** No

**Untrained:** No

**Try again: No**

**Usage:** Unlike
most skills with artistry you get a maximum result every time assuming you have
time to take care with your project, your skill indicates the quality of the
item.

Tracking/Hunting **(WIS)**

***Full Action***

This skill is used to track enemies, Hunt game and Identify
tracks, it can also be used as a preventative measure to lay misleading tracks
and prevent enemies from tracking you.

**Encumbrance:** Yes

**Untrained:** No

**Try again: No**

**Usage:** You must
use a full action to begin tracking, the DC is determined by the DM and making
a successful check will allow you to follow the target, Skilled opponents may
present you with an opposed check as they oppose your tracking skill with their
own, This skill can also be used to track animals but other skills must be used
to kill them once found.

  **Tracking a troop of men**
  **Following a horseman**
  **Following a man on foot**
  **Following a man over rough ground**
  **Following a trail through wind or a river**
  **Following a trail after a storm or fresh snow**
  **Tracking a single man through a mountain and into a city**
 after a sandstorm while he leaves false trails to trick you

Knowledge **(INT)**

***Minor Action***

When putting ranks in knowledge you must pick one of the
following divisions Arcane, Divine, Channelling, Martial Lore, Espionage,
Religion, Nobility/Heraldry, Engineering, Architecture, Geography, Agriculture,
The Planes, Artifacts and Monster Lore.

**Encumbrance:** No

**Untrained:** No

**Try again:** No,
unless you gain access to reference material

**Usage:** You may
use a knowledge skill to determine any piece of in game information related the
the topic you have chosen, Your GM will set the difficulty and you will make a
knowledge check to see how much you know about the topic

  **Advanced knowledge**
  **Masters knowledge**
  **Ancient or outdated knowledge**
  **Obscure or very situational information**
  **Secretive or shunned information**
  **Rare and precise knowledge of a specific item**
  **Top Secret information closely guarded by the few**

Balance **(DEX)**

***Triggered Ability***

The Balance skill allows you to keep your footing while on
uneven ground, Walk along fine or slippery surfaces.

**Encumbrance:** Yes

**Untrained:** Yes

**Try again: No**

**Usage:** Balance is
used to oppose environmental checks that can cause you to fall over of become
unsteady, it can also be used to make precise movements like tightrope walking,
running across rooftops, staying upright on a ship or riding on top of a moving
carriage.

If you are on a narrow surface or ledge and take damage you
may make a balance check with DC equal to the damage taken to avoid being
knocked off.

Survival **(WIS)**

***Full Action***

This skill is region specific and covers all the skills
needed to survive in the wilderness of the area you are in, It covers knowing
how to find water, shelter and navigation to avoid getting lost.

It also covers a basic knowledge of what’s poisonous, Any
special requirements in the area (Avoiding snow blindness, Eating salt to avoid
sickness in deserts) and a basic knowledge of the local wildlife, The current
options for Survival are: Desert, Forest, Jungle, Grassland, Mountains, Swamps,
Islands, Arctic, Subterranean.

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** Survival
is used to avoid penalties and gather resources in different areas, One
character can make a survival check for a whole party, A successful survival
check means you avoid obvious pitfalls like quicksand, ravines, rockslides and
avoid getting turned around or lost.

Mounted
Melee **(STR)**

Mounted melee is the skill of using all weapons while
mounted in a saddle, it also covers aiming from your mount, controlling your
mount in battle and striking while moving.

If you attempt to use a 2-Handed weapon while mounted you
must make a Mounted Melee check with DC equal to the damage your deal or be
dismounted.

**Encumbrance:** Yes

**Untrained:** Yes

**Try again:** No

**Usage:**

*Charging*

***Full Action***

To charge with mounted combat you must have a direct line to
your target and use a full round action, by doing so you may add 1D6 physical
damage for each hex you travel through to get to your target, if you are
charging someone who is also charging you the both of you get a combined D6
total equal to the hexes you both move, your additional damage cannot exceed
twice your Mounted Melee skill.

*Attacking from*
Mount

***Major Action***

There are no penalties for attacking from a mount but you
are unable to use martial skills requiring movement while mounted, If you only
make a single attack you may do so while moving, If you hit you may add an
amount of physical damage equal to your skill in Mounted Melee.

Defensive
Riding **(DEX)**

***Triggered Ability***

Defensive riding is used to prevent anyone from harming your
mount while riding; it is used for dodging stakes and spearmen and using the
bulk of your mount to thwart potential attackers

**Encumbrance:** Yes

**Untrained:** Yes

**Try again:** No

**Usage:** If your
mount is attacked you may make a defensive riding check using a D20 and oppose
their attack roll, if your defensive riding roll is greater than their attack
roll the attack is totally negated.

Mounted
Archery **(DEX)**

***Passive Ability***

This skill is used for all ranged attacks from a mount
either from a bow, Crossbow or thrown weapon; your accuracy firing from a mount
cannot exceed your mounted archery score.

**Encumbrance:** Yes

**Untrained:** Yes

**Try again:** No

**Usage:** Mounted
Archery is a hard limit on your ranged attacks while mounted

Set Break**(WIS)**

***Full Action***

Set break allows you to set, splint and bind broken bones,
to set a bone the target must be reclining and still.

**Encumbrance:** No

**Untrained:** No

**Try again: No**

**Usage:** You must
make a set break check opposed by 10+ the weapon skill of the person who dealt
the blow.

If you fail the target instead takes 1D4 con damage.

Repair
Trauma **(WIS)**

***Full Action***

Repair trauma is used to treat tissues damage to ligaments,
nerves, cartilage and skin.

**Encumbrance:** No

**Untrained:** No

**Try again: No**

**Usage:** You must
make a repair Trauma check opposed by 10+ the weapon skill of the person who
dealt the blow.

If you fail the target instead takes 1D4 dex damage.

Bandaging **(WIS)**

***Full Action***

You may use the bandaging skill to staunch any bleeding and
prevent further blood loss

**Encumbrance:** No

**Untrained:** No

**Try again: No**

**Usage:** Make a
Bandaging check, For every 5 points you get above 10 you may remove 1 bleeding
dice.

Surgery **(WIS)**

***Full Action***

Surgery allows Yyou to remove embedded items without causing
further injury or repair internal damages

**Encumbrance:** No

**Untrained:** No

**Try again: No**

**Usage:** This effect
reduces the damage caused by removing an object embedded in a person by your
skill in surgery, You may also use it to treat an internal injury by making an
opposed check against the skill of the weapon that dealt the damage

Stabilise **(WIS)**

***Full Action***

Stabilising allows you to treat immediate conditions,
Staunch bleeding and prevent a character from dying, Stabilise can only be used
on characters with 0 or less HP.

**Encumbrance:** No

**Untrained:** No

**Try again: No**

**Usage:** The DC for
this check is either the DC of the effects active on the target or the total
bleed damage they suffer from, If you pass the check they are reduced to 0 and
all DOT effects are removed