| Alchemy(B) | Kno |
|
Alteration | Kno |
|---|---|---|---|---|
|
Knowledge of chemical compounds and material science. Serves as the basis for skills involving potions, alloys, creation of new materials such as plastics. |
|
Knowledge of Alteration domain spells. |
||
| Anthropology(B) | Kno |
|
Apportation | Kno |
|
Knowledge of cultures. This skill can be combined with such skills as Streetwise, Diplomacy. |
|
Knowledge of Apportation domain spells. |
||
| Appraise | Kno |
|
Archeology(B) | Kno |
|
Determine the market value of goods or services within +/- 10%. |
|
Expertise in antiquities and ruins. |
||
| Biology(B) | Kno |
|
Bureaucracy | Kno |
|
Knowledge of living organisms. |
|
|
||
| Craft | Kno |
|
Cryptography | Kno |
|
(Pick a craft). Create fine hand worked items. Blacksmithing, woodworking, jewelry making, trap setting are a few examples. |
|
Decipher codes or encrypted messages. |
||
| Deduction | Kno |
|
Demolitions | Kno |
|
Solve a problem or make a determination from a set of clues or related bits of information. |
|
Knowledge of use of explosives or destructive spells in a controlled manner. Covers setting of fuses, placement, arming or disarming. |
||
| Diagnose | Kno |
|
Energy(B) | Kno |
|
Recognize the nature of an illness or injury. Add +10 to the difficulty of a treatment if this fails. |
|
Knowledge of Energy domain spells. |
||
| Forgery | Kno |
|
Illusion(B) | Kno |
|
Create believable false documents. |
|
Knowledge of Illusion domain spells. |
||
| Language | Kno |
|
Mechanics | Kno |
|
The ability to comprehend, speak, read, or write languages. |
|
The ability to repair, construct, modify, or maintain mechanical hardware. |
||
| Medicine(B) | Kno |
|
Navigation | Kno |
|
Covers various skills used by the professional healer. |
|
Find the way from one place to another using navigational aids. |
||
| Physics(B) | Kno |
|
Programming | Kno |
|
Knowledge of physical theories, methods, applications. |
|
Write instructions for computing devices. |
||
| Research | Kno |
|
Scry | Kno |
|
Use of storehouses of information to find facts. |
|
|
||
| Search | Kno |
|
Spellcraft | Kno |
|
Finding what you are looking for. This differs from awareness in that you have an idea what your looking for and where it might be found, and you?re actively pursuing it. |
|
|
||
| Survival | Kno |
|
Tactics | Kno |
|
Knowledge of how to survive and live off the land. Pick one environment, such as forest, desert, etc. |
|
|
||
| Treat Injury | Kno |
|
Universal Spells(B) | Kno |
|
|
|
Knowledge of the Universal magic domain. Note that universal spells are meta-magic and thus can be applied to any domain, so this skill is usually not required. |
||
| Zoology(B) | Kno |
|
Acting | Per |
|
Knowledge of animals, their habits, environment, capability. Useful when dealing with unfamiliar creatures in any capacity. |
|
Change appearance by costumes and/or impersonation. This can be for entertainment or disguise. |
||
| Art | Per |
|
Artistic Ability(B) | Per |
|
Pick an individual artistic skill such as dance, acting, paint, sculpture. |
|
Expertise in many artistic skills. |
||
| Awareness | Per |
|
Bargain | Per |
|
The ability to detect when something is not right, or assess a situation. Awareness is also rolled to determine who has initiative in combat. |
|
|
||
| Bluff | Per |
|
Clerical | Per |
|
|
|
Knowledge of Clerical spells. |
||
| Detection | Per |
|
Diplomacy | Per |
|
Knowledge of Detection domain spells. |
|
|
||
| Enchantment | Per |
|
Gamble | Per |
|
Knowledge of Enchantment domain spells. |
|
Used in an opposed roll when playing others in a game of chance that has some level of skill or strategy. Can also be used to cheat or detect cheating. Attempting to cheat adds +1D to the gamble roll. Detecting cheating requires a separate opposed die |
||
| Gather Information | Per |
|
Hypnotism | Per |
|
|
|
Mesmerize others to gain information or plant suggestions. |
||
| Intimidate | Per |
|
Intuit Direction | Per |
|
Coerce someone into giving what you want by threats. |
|
Accurately determine which direction is north. |
||
| Leadership | Per |
|
Necromancy(B) | Per |
|
Coordinate groups of individuals and guide them towards a common goal. |
|
Knowledge of the Necromantic domain spells. |
||
| Persuasion | Per |
|
Psychology(B) | Per |
|
Talking others into doing what you want them to do, seduction, fast-talk. |
|
Understand motivations. Useful in conjunction with persuasion and human (or other creature) perception skills. |
||
| Sense Motive | Per |
|
Speak to Animals | Per |
|
|
|
Communicate or command an animal through gestures, sound, expressions. Figure out what an animal is trying to tell you. |
||
| Streetwise | Per |
|
Teach | Per |
|
The ability to blend into an environment and interact without being unduly noticed. |
|
|
||
| Track | Per |
|
Willpower | Per |
|
Follow a creature directly or by their trail. |
|
|
||
| Acrobatics | Ref |
|
Animal Riding | Ref |
|
Jumping, balancing, swinging from ropes, doing flips. |
|
Ride and control an animal. Make a skill check every round if the animal is resisting. Riding a tame pack animal 10 |
||
| Athletics(B) | Ref |
|
Bow | Ref |
|
General athletic ability. |
|
The skill required to use bows, longbows, and compound bows |
||
| Dagger | Ref |
|
Disable Device | Ref |
|
Fight with daggers, knives. Also includes throwing of daggers. |
|
Disable traps, pick non-magical locks, or otherwise circumvent or rig a device. |
||
| Escape Artist | Ref |
|
Fly | Ref |
|
Escape from bindings or other confinement. |
|
|
||
| Hide | Ref |
|
Pilot Balloon | Ref |
|
|
|
Pilot lighter-than-air transports, such as balloons, blimps, dirigibles. |
||
| Pilot Ground Vehicle | Ref |
|
Pilot Heavy Vehicle | Ref |
|
Drive medium sized vehicles. |
|
The skill for driving large ground transports such as trucks and tanks. |
||
| Pilot Helicopter | Ref |
|
Pilot Motorcycle | Ref |
|
Pilot rotary wing or vector thrust aircraft |
|
Drive small ground vehicles, such as motorbikes, hoverbikes, scooters. |
||
| Pilot Plane | Ref |
|
Pistol | Ref |
|
Pilot fixed wing aircraft |
|
Ranged weapons designed to be held in one hand. |
||
| Polearms | Ref |
|
Ranged Combat(B) | Ref |
|
The skill of using any long-hafted weapon, including spears. |
|
Broad skill for experts in ranged combat. Covers use of ranged weapons, techniques to avoid being hit (which means this skill can be applied to defense rolls). |
||
| Rifle | Ref |
|
Sailing | Ref |
|
Covers use of two handed ranged weapons such as rifles, muskets, and also crossbows. |
|
Pilot wind driven craft |
||
| Sleight of Hand | Ref |
|
Sling | Ref |
|
Removing items from someone?s person without their knowledge (pick pocket) or palm an object. Opposed by the target's Awareness Skill roll. |
|
Skill for attacking with a sling weapon. |
||
| Sneak | Ref |
|
Sport | Ref |
|
|
|
(Pick a sport) Knowledge and ability to play a given sport. |
||
| Sword, 1H | Ref |
|
Sword, 2H | Ref |
|
One handed swords. Longswords, shortswords, sabers. |
|
Two handed swords. |
||
| Thrown Weapon | Ref |
|
Vehicle Combat | Ref |
|
General skill for hitting with throwable weapons, such as daggers, axes, baseballs. |
|
Use of weapons mounted on vehicles, and the vehicle itself, in combat situations. |
||
| Wagon Driving | Ref |
|
Zero-G Movement | Ref |
|
Control an animal-drawn conveyance |
|
Maneuver in a low or non-gravity environment. |
||
| Martial Arts | Ref, |
|
Melee Fighting(B) | Ref, |
|
Covers any unarmed fighting style from aikido to wrestling. |
|
Broad skill for those who are expert in hand to hand combat, with or without weapons. |
||
| Climb | Str |
|
Club | Str |
|
|
|
Proficiency in fighting with a club, baseball bat, mace, flail. |
||
| Concentration | Str |
|
Endurance | Str |
|
|
|
|
||
| Energy(B) | Str |
|
Melee Weapon | Str |
|
Another variation of the Energy magic domain. Mostly used by experts in combat magic. |
|
Staff |
||
| Melee Weapon | Str |
|
Swim | Str |
|
Polearm |
|
The ability to keep from drowning when in a body of water. |
||