Skill Detail:

Social skills reflect a character's ability to interact with others.


Cost: 2x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.

Deceit is the ability to use language, body language, and distraction in order to get a target to believe the unbelievable. In short, lying and bending the truth. All Deceit checks are opposed checks against the target's Determine Motive skill. Depending upon the target's beliefs and the plausibility of the lie or bluff, the target will get bonuses or penalties to their check. These modifiers can be cumulative, if such modifiers are appropriate.

Success means that the target either believes the story and does not act unfavorably towards the story because it isn't that important to them. Failure means the target senses something is wrong or that they catch on to the story.

Determine motive

Cost: 1x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.

Determine motivation is a character's ability to determine deceit, lies, fast-talk and other socially manipulative actions. Determine motive can also be used to determine if an individual is action under his or her own actions or if he or she is being coerced. This skill is an active skill, requiring the concentration of the character.

Assess trustworthiness90 TAV
Detect coercion or charm110 TAV + Other Factors
Detect DeceitOpposed check vs. deceit
When resisting a deception attempt, determine motive can receive the following modifiers.
Target sincerely trusts the character-20 AV
Target has no personal interest in the character±0
Target does not like the character+20 AV
Target is racist against the character+10 AV
Target possesses special knowledge that the story contradicts.±?
Believing puts the target at no risk±0
Believing puts the target at minor risk+20 AV
Believing puts the target at large risk+50 AV
Believing puts the target at severe risk+80 AV
The story is very believable-20 AV
The story is believable±0
The story is a little hard to believe+20 AV
The story is farfetched+40 AV
The story is ridiculous+60 AV

Success indicates that the character senses something is either right or wrong, whichever is more appropriate. Failure indicates that the character detects nothing out of the ordinary. Critical failure indicates that the character draws the exact opposite conclusion that would have been correct.


Cost: 2x
Modifiers: Reasoning or Perception.
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.

The character is skilled with disguises. Difficulty will vary depending upon what the disguise is intended to do. Disguise checks are opposed checks versus the viewer's Spot or Determine Motive skill (whichever is appropriate). Creating and donning a disguise takes at least several minutes, if not several hours, depending upon the complexity.

Modifiers to the Disguiser's check (GK roll, only once):
+20 AVSimply changing general appearance so as to look differently from normal.
-10 AVDisguised as different sex.
-10 AVDisguised as a similar race.
-40 AVDisguised as a distinctly different race (Ogre to Shou).
-10 AVFor every 3 points of combined size and strength difference between the character and the desired size.
-10 AVFor every 2" change in height.
Modifiers to an observer's check: (GK Roll) These are based on whether or not the observer has observed or knows either the character or the person that the character is attempting to impersonate.
+10 AVPassing acquaintance
+20 AVRecognizes on sight
+30 AVFriends, Co-Workers.
+40 AVGood friends, extended family
+50 AVIntimate friends, immediate family


Cost: Special
Modifiers: Special

Influence is a special skill that represents a character's degree of influence within an organization. Oftentimes, a character is a member of the organization or they have a friend or five within. The higher the influence skill, the more important the connection. This skill must be role-played out, but it does give the Game Keeper an estimate of what resources the character has available to them. At character creation, the Game Keeper and player should discuss and determine what benefits the influence will have. Perhaps there is a one time favor or even a cheap outlet for ammo.

Example influence groups: Government agencies, the military, secret societies, local governments, trade organizations and associations, etc.

Low values in an influence usually indicate that a character merely has a contact within the organization. Scores between 6 and 12 indicate that the character is either a participating member , a retiree, or has very powerful friends. A score of 16 or more indicates that the character is probably a high ranking member or that the organization owes the character some big favors.

Information Gathering

Cost: 1x
Modifiers: Reasoning
Restrictions: In some circumstances, the character may fail this skill and not be aware of it. If that possibility exists, the game keeper should roll the skill check for the player instead.

This skill is used to work the populace of a region for rumors, gossip, or even looking for specific information such as the location of a castle, cave, farm, individual, or rare item. Difficulty will vary depending on the information being sought. Often times, a little bit of money must change hands to procure important information, or at least a round or two drinks should be bought... it's just polite to do it that way. Any information gathering effort is bound to take a couple of hours, if not days or weeks, depending upon the information being sought. If the information or products being sought are more criminal or shady in nature, the skill Street Savvy might be more applicable. If this skill is used in place of street savvy, it is only half as effective.

Common local rumors50 TAV
Useful local rumors70 TAV
Specific local information70 TAV
Specific, privileged information.90 TAV
Specific, rare, privileged info.110+ TAV
Character is unwelcome in town.+20 - +40 TAV


Cost: 2x
Modifiers: Special
Restrictions: It is important to remember that successful Intimidation does not mean the victim is forced to comply with the intimidator's will. Intimidation can change or affect outcomes of social interactions, but it is not mind control.

Intimidation is the skill of forcing others to back down or even possibly do things against their will. Frequent use of this skill probably won't make the character any friends, whether the character uses social intimidation or physical intimidation. Intimidation tests are opposed checks versus the target's Resist Mental skill. The character adjusts the Intimidation roll according the situation. Strength or Size for physical situations, Willpower or Reasoning for more subtle and social situations. In any given intimidation situation, the target may receive bonuses for possessing special skills, knowledge, or combat prowess. For example, a powerful mage, although physically weak and frail, would be easily intimidated if it weren't for the fact that he has the confidence that his magic can handle most situations for him, thus giving him some bonuses. As a general rule, give a character or target a +1 AV bonus for each rank of any skill that may help them in a particular situation, but only if the target is aware of those skills in some fashion. In the case of combat skills, use only the character's or target's highest combat skill, not all combat skills added together. Other factors to take into consideration are outnumbering, odds, and repercussions. A guard who knows that he will be executed for violating his post is more likely to take his chances with a group of adventurers than a bar room bully will.


Cost: 1x
Modifiers: Reasoning
Description:In addition to knowing the character's native tongue, she has also learned another language. Each separate language that the character knows is treated as a separate skill.


Cost: 1x
Modifiers: Perception or Reasoning

Performance is a character's ability to act, recite poetry, sing, dance, comedy, storytelling, play an instrument, etc. For every three levels of this skill, the character can add a new instrument or sub-skill to her repertoire. Additional sub-skills are treated as if they were three levels lower than the previous sub skill. Thus, a character with a Skill of 12 in Lute performance could also have Sing at 9, Guitar at 6, and Poetry at 3.

Skill checks with this skill are handled differently than most other skills. Although the roll is handled the same as most other skills, results are interpreted differently. Every performance requires a standard skill check, but the results are compared to the chart, not pitted against a difficulty.

The results should be modified according to the population and the general mood of the locale. Income from small communities will be meager, no matter how good the performance, although it is always possible that a good performance could earn a performer a free meal or possibly free lodging.

50 - 69:Mediocre performance. Performance pay: very minimal, slightly more than begging. Perhaps enough to buy a really cheap drink or half of a cheap meal.
70 - 89:Decent performance. Performance pay: very low, but twice as much as begging. Could earn a drink or a hearty meal.
90 - 109:Quality performance. Performance pay: Low, but enough to get by comfortably for a day.
110 - 129:Very good performance. Performance pay: Moderate. Enough to live very well for a day or to support one or two people comfortably.
130 - 149:Excellent performance. Performance pay: High. Enough to live very well for a couple days or to comfortably support several people for a day or two.
150 and higher:Wondrous. Performance pay: Generous. The character can live very well for quite some time off of a single performance in a big city.
-10 AV:Poor quality instrument.
+5 AV:Good quality instrument.
+10 AV:Excellent quality instrument.


Cost: 1x
Modifiers: Reasoning

Negotiations is a representation of a character's etiquette, manners, bureaucratic know how, diplomatic approach, and a general way with words. Also, diplomatic characters will be able to get a feel for the local laws and customs with a little bit of talk and conversation. Persuasion is the ability to barter, negotiate, make a political impression, and to influence others.

Persuasion can be used for many things: bartering, requesting audience with an important official or citizen, pleading a case before a court, or requesting assistance from a ruler or political group. Successful negotiation means that the character made some progress, although negotiations can only be taken so far before the determining party (such as a gate guard, judge, or ruler) can go no further.

Persuasion can be skill test against a specific target number or an opposed test.

Street Savvy

Cost: 2x
Modifiers: Reasoning

Street savvy is the character's ability to feel the streets, specifically the criminal element and shady dealings. This skill is used when a character wishes to find illegal materials, a thieves guild, a corrupt constable, or a hit man. This skill is handled in much the same manner as Information Gathering except that it does not help much with the character's ability to find general information. If used as Info Gathering, this skill is only half as effective.