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KILL BASICS

Skills are the measure of your character. Your character may have a couple of talents, but aside from those everything your character does everything your character is, is indicated by their skills. There are no attributes in this game. If your character is socially adept it is because they have several high-level social skills.

 

When making a skill attempt you may combine up to two skills. For example, if you wish to avoid an attack you could combine Dodge (your ability to react quickly) with Alertness (your ability to notice what is happening). Any skill combination is valid as long as it makes sense. Dodge and Tumble would be an equally permissible combination.

 

Skills are combined in a linear fashion. Simply add the values of the Dice and Pips for your skill total.

 

Knowledge skills are intended as default skills to any number of others. Because of this, Knowledge skills are limited to a maximum of +2D when combined with another skill. This applies to Knowledge, Profession, and Spellcraft skills.

 

The level of a Knowledge skill can still be increased as much as you like, and they are used at full value when attempting an actual knowledge check. You can even add another skill to Knowledge in this case without penalty. The limit only applies when using these as a secondary skill.

 

In the same vein, a limit is applied when using two skills of the same class. You may use your Drive: Automobile to bolster your Drive: Armored Vehicle (both are ground vehicles) but you can only use 2D of your automobile skill.

 

Skills start at 1D. This is the default value of an untrained skill. (Untrained skills are those which you have spent no points to improve.) Most skills may be used untrained; Those that aren't are indicated by TRAINED in the skill description. TRAINED may be used untrained with but the Difficulty Level for the task is increased by +1. Further limitations to the untrained use of a skill may be outlined in the skill's description.

 

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KILL IMPROVEMENT

When creating a character skills are purchased and improved using pips for your starting dice on a one-for-one basis. Later, skills are purchased and improved by spending 1 Character Point multiplied by the number in front of the 'D'. Improving a skill from 2D to 2D+1 costs 2CP.

 

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PECIALIZATIONS

Most skills also specializations. A specialization is a dedicated field of study. For example, Sword is a specialization of One-Handed Melee; Ballet is a specialization of Dance. Any number of applicable specializations can be purchased for each skill.

 

Specializations add +1D to the base skill. A ballet dancer with Dance at 4D would roll that amount when performing any kind of dance. But she would roll 5D if the dance was a form of ballet.

 

1D of your starting dice buys you 3 specializations. After that you may purchase a new specialization by spending 1 Character Point multiplied by the number in front of the 'D'.

 

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KILL LIST

This is by no means a comprehensive list. Feel free to add your own or change these to suit your game.

 

ALCHEMY

More precisely, this skill is Applied Chemistry since alchemy is a pseudo-science. But Alchemy is a shorter and catchier name so it has stuck.

 

Alchemists are best known for brewing potions and elixirs. Most of the time these potions are a mixture of syrup and alcohol, caffeine, cocaine, or opium. But since these substances are legal and have potential medical benefit your alchemist can either be a pharmacist or snake-oil salesman. Regardless. you'll probably have many repeat customers.

 

Alchemists can make other things such as naphtha and explosives. They are also material scientists and may create new alloys or figure out a way to make armor from phase spider silk and shoggoth sputum.

 

Synergy bonus: Knowledge: Chemistry, Medicine, other Craft skills.

 

ALERTNESS

You are more likely to notice clues, that which is hidden, suspicious activity and the like.

 

The game master also may have you roll to grasp the significance of an otherwise mundane item or piece of information in plain sight.

 

Synergy Bonus: Alertness provides a bonus to Spot and Search. Also Sense Motive to notice small changes in expression. Alertness is added to initiative checks in combat.

 

APPRAISE

You can appraise the monetary value of items. Failure means that you estimate the value at 50% to 150% of its actual value.

 

Synergy bonus: A suitable Craft or Knowledge skill provides a bonus to Appraise.

 

BALANCE

You can walk at half speed on a precarious surface such as a narrow ledge, icy ground, or the deck of a sailing ship. A successful check also lets you perform normal actions without penalty.

 

Walking across a precarious surface at normal speed is +1 difficulty, running +2.

 

Synergy bonus: Tumble or Acrobatics provides a bonus.

 

BLUFF

Bluffing convinces another character what you want them to believe. This is an opposed check, with modifiers based on the opponent's self interest or skepticism.

 

Synergy bonus: This provides a bonus to skills such as Persuasion, Intimidate, and Sleight of Hand, as well as on Disguise checks made when you know you're being observed and you try to act in character.

 

CLIMB

You can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.

 

Diff Example
1 A slope too steep to walk up, a knotted rope, a rope with a wall to brace against.
2 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.
3 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
4 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
5 A rough surface, such as a natural rock wall or a brick wall.
5 An overhang or ceiling with handholds but no footholds.
-- A perfectly smooth, flat, vertical surface cannot be climbed.

 

COMMAND

You are effective at coordinating others in team situations. The number of successes achieved when attempting this skill determines how many people the character can lead in a combined skill attempt.

 

Use of Command in combat is an action. Success allows the player to give +1D to the actions of a number of other characters for their next turn.

 

Synergy bonus: Tactics.

 

CONCENTRATION

The game master may require you to make a Concentration check whenever your action might be hindered (by taking damage, beaten by harsh weather, distracting noise) while engaged in some action that requires your full attention.

 

Synergy bonus: Stubbornness provides a bonus.

 

CRAFT

Like Knowledge and Perform, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. A craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.

 

Time and materials required, expense, and final value are up to the game master to determine.

 

Synergy bonus: Provides a bonus to Appraise checks related to items made with that Craft skill.

 

DECIPHER SCRIPT (TRAINED)

You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base difficulty is 4 for the simplest messages, 5 for standard texts, and 6 or higher for intricate, exotic, or very old writing.

 

If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails you either didn't understand it, or you drew a false conclusion about the text.

 

DIAGNOSE (TRAINED)

Called Diagnose when dealing with living things and Troubleshoot when dealing with machines. This is your ability to analyze complex systems and find whatever faults may be preventing them from functioning normally.

 

Synergy bonus: Provides a bonus to Medicine for creatures, Repair for devices.

 

DISGUISE

Your Disguise check result determines how good your disguise is, and it is opposed by others' Spot check results. If you don't draw any attention to yourself, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate),the game master may grant them a bonus to their Spot roll.

 

You get only one Disguise check per use of the skill, even if several people are making Spot checks against it.

 

Synergy bonus: Bluff or an Acting skill gives a bonus on Disguise checks when you know that you're being observed and you try to act in character.

 

DODGE

You attempt to get out of the path of physical harm. You can duck a punch, move away from where you think the bullet will go if fired, or jump to avoid an oncoming vehicle.

 

Dodge is the standard skill rolled when opposing a physical attack in combat.

 

Synergy bonus: Tumble or Alertness provide a bonus when avoiding attacks.

 

DRIVE (TRAINED)

You attempt to control a ground vehicle.

 

Basic difficulty for Drive is 1. If you are untrained, the difficulty is +1. If you are trained in another type of ground vehicle the difficulty penalty for untrained is waived.

 

Synergy bonus: Engineering, Repair, or another Drive skill for the class of vehicle in question provides a bonus.

 

ENGINEERING (TRAINED)

Engineering is a synonym for Craft. Each Engineering discipline is a separate skill.

 

Example disciplines: Automobile, Steam Engine, Electrical Motor, War Machine, Analytical Engine.

 

Synergy bonus: Provides a bonus to Repair. Knowledge or another Engineering skill provides a bonus to Engineering.

 

ESCAPE ARTIST

This skill is used when trying to escape various forms of restraints. Breaking out of a locked room or cell requires other skills. You can make as many attempts at this skill as time allows.

 

When bound by ropes or similar: Your Escape Artist check is opposed by the binder's Escape Artist skill. Since it's easier to tie someone up than to escape from being tied up, the binder gets an automatic +1 success to their roll.

Manacles, tight spaces: Difficulty ranges from 4 to 6 usually.

Grappling: You can make an Escape Artist check opposed by your enemy's Brawling check to get out of a grapple or out of a pinned condition.

 

ETIQUETTE

You are mindful of status and customs within a given social group. Sometimes you need to be accepted by a group before its members will befriend you. You will also need to know the dynamics of the group if you hope to gain status.

 

Normally you will pick a specialty for this skill. (Military Etiquette for example.)

 

When used with other skills, Etiquette serves as a replacement for Persuasion or Sense Motive in situations where maintaining your reputation with a particular group is important. The game master may invent complications for your character if you fail to do so.

 

Synergy bonus: Provides a bonus to Gather Information, Persuasion, Sense Motive.

 

FORGERY

Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you're writing, wax for seals (if appropriate), and some time. Assuming you have all that, the difficulty of Forgery depends on your familiarity with similar documents.

 

To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like) the difficulty remains unchanged. To forge a signature, difficulty is +1. A longer document written in the hand of some particular person, the difficulty is +2.

 

Synergy bonus: Calligraphy provides a bonus.

 

FORTITUDE

Fortitude represents your stamina and ability to absorb physical damage.

 

There are a wide variety of conditions outside of combat that may cause harm to a character. Extreme hot or cold climates, ingestion of poison, smoke inhalation, and so on. In these situations it is up to the game master to decide what the difficulty should be and the frequency of rolls (every minute, hour, day). A Fortitude check is made. If the result is failure, the difference between the roll and the target difficulty is used to determine wound levels for the character.

 

In combat, Fortitude is used to oppose damage rolled by an attacker. In this situation Fortitude is combined with the character's armor value. The combined value of Fortitude and armor is capped at a maximum of 5D.

 

Synergy bonus: Combine with Swim to determine how long you may hold your breath underwater.

 

GAMBLING

You are skilled at games of chance. Gambling is not much use in games of pure chance, roulette or a lottery for example. Gambling is rolled against a set difficulty in games such as blackjack. Otherwise it is an opposed check against all the other players.

 

Gambling is also used when attempting to cheat at games of chance.

 

Synergy bonus: Bluff, Sense Motive, or Sleight of Hand provides a bonus.

 

GATHER INFORMATION

An evening's time, a few coins for buying drinks and making friends, and a Difficulty 2 Gather Information check get you a general idea of a city's major news items, assuming there are no obvious reasons why the information would be withheld. The higher your check result, the better the information.

 

If you want to find out about a specific rumor, or a specific item, or obtain a map, or do something else along those lines, the difficulty is 3 to 5 or even higher.

 

Synergy bonus: A variety of skills may provide a bonus to Gather Information. Knowledge: Local, Streetwise, or such skills as Intimidate, Bluff, or Persuasion depending on your approach to the situation.

 

HANDLE ANIMAL

Use this skill when trying to calm an animal, make it perform an action it already knows (push), train an animal, or rear a wild animal.

 

Task Difficulty
Handle an animal 2
"Push" an animal 3
Teach an animal a trick 3
Train an animal for a general purpose 4
Rear a wild animal 5

 

When calming an animal:

 

Initial Attitude --- New Attitude (Difficulty to achieve) ---
  Hostile Unfriendly Indifferent Friendly Helpful
Hostile 2 3 4 5 --
Unfriendly 1 2 3 4 --
Indifferent -- 1 2 3 --
Friendly -- -- 1 2 --
Helpful -- -- -- 1 --

 

Helpful in this case means domesticated. You will have to make multiple attempts over time to accomplish that.

 

Difficulty also varies with the nature of the animal. Dogs are relatively easy, tigers not so much. If you are untrained in Handle Animal you can handle or push domestic animals but that is the extent of your ability.

 

Synergy bonus: Handle Animal gives a bonus to Ride (Type of Animal) and vice versa where appropriate.

 

HIDE

You attempt to hide from sight. Your Hide check is opposed by the Spot check of anyone who might see you. If you move from your position you break cover and must make another Hide attempt.

 

Synergy bonus: By creating a diversion you can use Bluff to help you hide when people are aware of you.

 

INTIMIDATE

You can change another's behavior with intimidation tactics. Your Intimidate check is opposed by the target's Intimidate roll. If you win you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Persuasion chart.)

 

Demoralize Opponent: You can also use Intimidate to weaken an opponent's resolve in combat. To do so, make an opposed Intimidate check. (You can intimidate multiple opponents with one roll.) If you win the target becomes shaken for and suffers -1D to their actions for 1 round.

 

Synergy bonus: Bluff gives a bonus to Intimidate.

 

KNOWLEDGE (TRAINED)

Like the Craft and Perform skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.

 

Below are listed typical fields of study and possible specialties.

 

Knowledge is used actively when answering a question within your field of study. Difficulty is 1 (for really easy questions), Difficulty 2 (for basic questions), or 3 to 5 (for really tough questions).

 

Synergy bonus: Knowledge is more often used passively as a bonus to myriad other skills, to the extent it may seem abusive. But Knowledge skills are intended as the default bonus skill when no other applies.

 

LIFTING

You are strong. The Lifting skill used for any attempt that is a feat of strength, be it lifting, bending bars, or breaking down doors.

 

Synergy bonus: When attacking Lifting is used in combination with a Martial Art skill emphasizing strength.

 

LISTEN

Your Listen check is either made against a difficulty that reflects how quiet the noise is that you might hear, or it is opposed by your target's Sneak skill.

 

MARKSMANSHIP

Some people have a natural aptitude with ranged weapons, hence this skill. Marksmanship is almost always used as a bonus to a ranged Weapons skill.

 

Synergy bonus: Provides a bonus to a ranged or thrown Weapons skill.

 

MARTIAL ART

A Martial Art is any unarmed fighting style. (Unarmed is a bit of a misnomer, since opponents may be equipped with weapons such as brass knuckles, nunchaku, or daggers.) As with Weapons, each style is a separate skill.

 

Damage for unarmed attacks is 3D.

 

Examples of Martial Arts: Brawling, Wrestling, Kung Fu.

 

Synergy bonus: Tumble, Dance for agile fighting styles, Lifting for styles emphasizing strength.

 

MEDICINE (TRAINED)

You know how to treat wounds resulting from illness or poison. This skill does not encompass injuries. Treat Injury is the skill you need for that.

 

Synergy bonus: Diagnose, Knowledge: Anatomy.

 

PERFORM

Like Craft and Knowledge, Perform is actually a number of separate skills. You can have several Perform skills, each with its own ranks, each purchased as a separate skill.

 

Examples of Perform skills and specialties:

 

 

You can impress audiences with your talent and skill.

 

DC Performance
2 Routine performance
3 Enjoyable performance
4 Great performance
5 Memorable performance
6 Extraordinary performance. In time, you may draw attention from distant potential patrons, or even from extraplanar beings.

 

PERSUASION

You can change the attitudes of others with a successful Persuasion check. This skill uses various forms of persuasion to influence another, as opposed to Bluff and Intimidation which use deceit and fear respectively. In negotiations, participants roll opposed Persuasion checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.

 

Use the table below to determine the effectiveness of Persuasion checks made to influence the attitude of a non-player character.

 

Initial Attitude --- New Attitude (Difficulty to achieve) ---
  Hostile Unfriendly Indifferent Friendly Helpful
Hostile 2 3 4 5 6
Unfriendly 1 2 3 4 5
Indifferent -- 1 2 3 4
Friendly -- -- 1 2 3
Helpful -- -- -- 1 2

 

Synergy bonus: Bluff, an appropriate Knowledge skill, or Sense Motive provide a bonus to the check.

 

PICK LOCK (TRAINED)

You attempt to open a manual lock whose mechanism you can access, such as key locks and combination locks. Locks controlled by a access system don't apply. Availability of lock picking tools is assumed.

 

Lock DC Lock DC
Very simple lock 2 Good lock 4
Average lock 3 Amazing lock 5

 

When using Pick Lock untrained, the difficulty is +1.

 

PILOT (TRAINED)

You attempt to control a sea or air vehicle.

 

Basic difficulty for Pilot is 1. This skill cannot be used untrained.

 

Synergy bonus: Pilot for another craft in this vehicle's class. Engineering or Repair of the vehicle in question if the game master is feeling generous.

 

PROFESSION (TRAINED)

Profession is the same as Knowledge. Profession describes a vocation and serves as the default synergy bonus for skills related to the profession.

 

RIDE (TRAINED)

You attempt to ride a creature. If the creature is ill suited as a mount, the difficulty is +1. Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem.

 

Basic difficulty for Ride is 1. If you are untrained, the difficulty is +1.

 

Synergy bonus: Handle Animal provides a bonus.

 

SEARCH

You generally must be within 10 feet of the object or surface to be searched. The table below gives difficulties for typical tasks involving the Search skill.

 

Task DC
Ransack a chest full of junk to find a certain item 2
Notice a typical secret door or a simple trap 2
Find a difficult trap 4 or higher
Notice a well-hidden secret door 5
Find a footprint Varies1
1. A successful Search check can find a footprint or similar sign of a creature's passage, but it won't let you find or follow a trail. See the Track feat for the appropriate difficulty.

 

Synergy bonus: Search provides bonus on Survival checks to find or follow tracks. Alertness provides a bonus. Knowledge (Architecture or Engineering) may provide a bonus on Search checks to find secret doors or hidden compartments.

 

SENSE MOTIVE

A successful opposed check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when "something is up" (that is, something odd is going on) or to assess someone's trustworthiness.

 

Sense Motive Task DC
Hunch 2
Sense enchantment 4
Discern secret message Varies

 

Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.

 

Sense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect, possession, or other artificial influence.

 

Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. If successful you know that something hidden is being communicated, but you can't learn anything specific about its content. Additional successes may provide additional information at the game master's discretion.

 

Synergy bonus: Sense Motive provides a bonus to Bluff, Persuasion, and Intimidate checks .

 

SLEIGHT OF HAND (TRAINED)

A Difficulty 2 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a difficulty of 2 unless an observer is determined to note where the item went.

 

When you use this skill under close observation, your skill check is opposed by the observer's Spot check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.

 

You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. In the latter case, the searcher gains a +1D bonus on the Search check, since it's generally easier to find such an object than to hide it. Small items or baggy clothing make the Sleight of Hand attempt easier for you.

 

If you try to take something from another creature (pick their pockets), you must make a Difficulty 3 Sleight of Hand check to obtain it. The opponent then makes a Spot check to detect the attempt, opposed by the same Sleight of Hand result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item.

 

You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your "act" encompasses elements of legerdemain, juggling, and the like.

 

Sleight of Hand Task DC
Palm a coin-sized object, make a coin disappear 2
Lift a small object from a person 3

 

Synergy bonus: Bluff provides a bonus to Sleight of Hand checks, as does Persuasion when used to seduce your target.

 

SNEAK

You attempt to move quietly or concealed to avoid attention. Your Sneak check is opposed by the Listen or Spot check of anyone who might notice you. You can move up to one-half your normal speed at no penalty. Moving full speed incurs a -1D penalty.

 

Special: Sneaking may create a rolling effect value. If a rogue uses Sneak to approach an enemy in combat they may apply the effect value from a successful Sneak to their attack. Effect values from a successful attack would then apply to damage.

 

Synergy bonus: Balance when trying to walk quietly, Bluff if creating a distraction.

 

SOFTWARE DESIGN

You can devise complex algorithmic procedures. Software Design is a Craft skill used when programming the functioning of an analytical device. These can be hard-coded (functioning is permanently affixed in the mechanism itself) or general-purpose (in which algorithms may be added or removed from the machine). Software Design is also finding increased use by sorcerers who imbue automata with spirits.

 

Synergy bonus: Engineering provides a bonus when creating hard-coded engines. Mathematics or Knowledge: Algorithms for general-purpose devices. Enhance Item when imbuing automata.

 

SPEAK LANGUAGE

You attempt to understand written or spoken language, or make yourself understood. Speak Language is a separate skill for each unique language. Characters have a default skill of 3D in their spoken native language. This is enough to get by, but they may have to take their own language as a skill if they want to communicate more effectively or appear smart or educated.

 

You can try to understand languages in which you are not trained, but the difficulty is higher:

 

DC Speak Language Task Difficulty Modifier
1 Make simple points in your own language +1 Speak or understand other tongues in your language group. (Such as European languages if you are an English speaker.)
1 Understand the gist of what someone is trying to say +2 Understand languages outside your language group. (Japanese for example)
2 Speak without sounding like an idiot +3 Unusual or Forgotten human languages
3 Understand big words +4 Alien languages

 

Synergy bonus: Skill in other languages.

 

SPELLCRAFT (TRAINED)

Spellcraft is one skill with specializations for each individual magic domain. You can use this skill to identify spells as they are cast or spells already in place.

 

Synergy bonus: Spellcraft provides a bonus when learning or casting spells.

 

SPOT

The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, your Spot check is opposed by the Hide or Sneak check of the creature trying not to be seen. Sometimes a creature isn't intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.

 

Synergy bonus: Alertness provides a bonus.

 

STREETWISE

You are familiar with the seamier side of society. You understand the criminal element, know where to find illegal items, and can blend when in bad neighborhoods.

 

Synergy bonus: Streetwise provides a bonus to Gather Information when dealing with criminals and ne're-do-wells.

 

STUBBORNNESS

It is difficult to sway you once your mind is set on something. Stubbornness represents your determination and strength of will.

 

When wounded a successful Stubbornness allows you to ignore some of the penalty modifier due to wounds. The difficulty is +1 per wound level and success means you are penalized as if you had the next lesser wound. Extra successes allow you to ignore more of the penalty. Your wound penalties apply to the Stubbornness check. The Stubbornness check is made once each time you are wounded.

 

The Stubbornness skill is used as your defense against mental attacks such as enchantment or possession. It can be used to oppose Persuasion and Intimidation attempts.

 

Synergy bonus: Stubbornness aids Concentration checks.

 

SURVIVAL

You can keep yourself and others safe and fed in the wild. The table below gives the difficulty for various tasks that require Survival checks.

 

DC Survival Task
1 Determine which way is north
2 Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for two people for every success beyond 2.
3 Gain a +1D bonus on all Fortitude saves against severe weather. You may grant the same bonus to one other character for every 1 success by which your Survival check result exceeds 3.
3 Keep from getting lost or avoid natural hazards, such as quicksand
3 Predict the weather up to 24 hours in advance. For every success point above 3, you can predict the weather for one additional day in advance.
Varies Follow tracks

 

Synergy bonus:

Knowledge (Nature) provides a bonus and vice versa.

Knowledge (Dungeoneering) benefits checks made while underground.

Knowledge (Geography) helps to keep from getting lost or to avoid natural hazards.

Search provides a bonus to find or follow tracks.

 

SWIM

Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action).

 

A Fortitude check determines how long you can hold your breath underwater. Each success beyond the target difficulty gives you 30 seconds. Normally the difficulty is 0, but may be higher in stressful situations.

 

The Difficulty for the Swim check depends on the water, as given on the table below. Under normal circumstances you will remain afloat if you fail the check.

 

Swim DC Water Condition
2 Calm water
3 Rough water
4 Stormy water

 

TACTICS

You have a knack for finding an advantage in competitive situations. Tactics is normally associated with warfare, but the skill can be applied elsewhere such as in a social environment or a sporting competition.

 

Synergy bonus: Combine Tactics with Command in a combat environment, or as a secondary skill to a number of other skills in opposed task attempts.

 

TREAT INJURY (TRAINED)

You know how to treat physical injuries by means ranging from simple wound dressing to surgery. This does not apply to illnesses or poisons. Medicine is required in those situations.

 

Synergy bonus: Diagnose, Knowledge: Anatomy

 

TELEGRAPHY (TRAINED)

You can use Telegraphy to send messages by semaphore, Morse code, and telepathic "code talking". Each of these techniques is a separate skill. Telegraphy includes intercepting messages and use of cryptographic technologies, but is not much help for understanding cryptography or code-breaking. Telegraphy can be used to detect when a message is being sent even if you don't understand the technique in use.

 

Examples of Telegraphy use:

 

Synergy bonus: Spot or Listen when detecting a message you can observe (including nearby telepathic messages). Otherwise refer to the examples above.

 

TUMBLE

You can't use this skill if your speed has been reduced by armor or excess equipment.

 

You can land softly when you fall or tumble past opponents. The difficulties for various tasks involving the Tumble skill are given on the table below.

 

DC Tumble Task
3 Treat a fall as if it were 10 feet shorter than it really is when determining damage
Varies Tumble past an opponent. Add Tumble to Dodge to avoid any attacks

 

Synergy bonus: Balance, Acrobatics, Dance, and Martial Arts that emphasize agility give and receive a bonus from Tumble.

 

WEAPONS

You are trained in the use of a certain weapon. Each weapon or weapon fighting style is a separate skill. The Weapons skill also covers general knowledge of the weapon and its care and handling.

 

Examples of Weapon skills and specialties:

 

Synergy bonus: Other Weapons in the classes of melee, ranged, thrown. Some Athletics skills provide a bonus for thrown or melee weapons, Marksmanship for ranged or thrown weapons.