Proficiency: Automatic Handguns
Proficiency: Automatic Rifles
Proficiency: Martial Arts
Shou Spirit Way
Sleight of Hand
Weapon Group: Melee
Weapon Group: Ranged
Weapons Group: Simple
These skills typically require physical effort. Some may require special training before they can be taken.
Animal handling is the character's ability to train and control domestic animals. Using this skill, the character can also tame and train wild animals and creatures.
|50 TAV||Calm a panicked pack animal.|
|WIL AV + 40||Calm a trained attack animal.|
|WIL AV + 60||Calm a wild non-predatory animal.|
|WIL AV + 80||Calm a wild, predatory animal.|
|70 TAV||Train a domestic animal to perform a simple task.|
|90 TAV||Train a domestic animal to perform a complex task.|
|WIL AV + 90||Tame a wild animal.|
|90 TAV||Train a tamed wild animal to perform a simple task.|
|110 TAV||Train a tamed wild animal to perform a complex task.|
A simple task is easy to perform for the animal and uses its natural talents in a way the animal can understand. An animal may only know 5 simple tasks for each point of REA (a dog has 2 or 3 points). An animal can only learn 2 complex tasks for each point of REA. Complex tasks are any task that takes more than a minute and has multiple objectives (such as training a monkey to sneak into a house and steal gems and other shiny objects). All simple and complex tasks must be approved with the game keeper.
Brawling is a representation of a character's unarmed combat skills. Skill checks are made against the difficulty of moves chosen by the character during combat.This skill has been replaced by the Melee Combat skill.
This is a character's ability to climb sheer surfaces. A successful climb check indicates that the character can move approximately 2 to 3 times her height up the surface. A failed check indicates that the character makes no progress but does not fall. Failing a roll by 30 or more points indicates that the character has fallen. Armor mobility penalties apply to the use of this skill. It is impossible to climb a perfectly smooth surface without handholds or a rope anchored at the top.
|10 TAV||Steep slope, knotted rope and wall, woven rope or chain meshing.|
|30 TAV||Rope and wall, knotted rope, (ship riggings).|
|50 TAV||Wall with numerous handholds, a decent climbing tree.|
|70 TAV||Wall with adequate handholds and some footing.|
|90 TAV||Rough wall, few handholds. Adequate handholds with a reversed incline.|
|110 TAV||Few handholds, those that are there are small or crumbling.|
|150 TAV||Almost imperceptible hand holds. Bordering in impossible.|
|+20 AV||Using climbing gear.|
|-20 AV||Slippery surface.|
Disarming and creating traps is representative of limited knowledge of various machinery, clockwork, and magical forms. It also refers to a character's ability to perform sabotage effectively. Creating, disarming, and sabotaging can take a significant amount of time, depending upon the situation and desired effects.
|30 TAV||Sabotage simple machinery, jam a door or lock, sabotage a wagon axle.|
|50 TAV||Safely trip a simple trap, subtlety sabotage simple machinery or an axle.|
|70 TAV||Safely trip a complex trap, create a simple non-lethal trap, subtlety sabotage complex machinery.|
|90 TAV||Safely trip an very complex trap, create a complex trap, subtlety sabotage very complex machinery.|
|110 TAV||Safely trip an elaborate trap, create a very complex trap, subtlety sabotage elaborate machinery.|
|130 TAV||Safely trip an very elaborate trap, create a elaborate trap, subtlety sabotage very elaborate machinery.|
|150+ TAV||Safely trip a wickedly elaborate trap, create a very elaborate trap.|
The character has learned the art of pulling a weapon in a pinch. This skill is used primarily by gunfighters and assassins.Fast draw has several effects on the character in combat.
The character is capable of performing essential first aid upon injured individual. First aid is also used to stabilize severe wounds that can get worse. First Aid takes several minutes to perform, thus it is usually impossible to perform First Aid during the heat of battle. More information is given in the chapter on Health and Damage.
|Immediate Care: LW||70 TAV|
|Immediate Care: MW||90 TAV|
|Immediate Care: SW||110 TAV|
|Stabilize LW:||30 TAV|
|Stabilize MW:||50 TAV|
|Stabilize SW:||70 TAV|
|Self Care and Treatment:||+20 TAV|
Immediate Care: Immediate care must be performed within five minutes of injury. In the case of combat injuries, a recipient of immediate care can only benefit from one successful use of immediate care. Immediate care will heal a number of LW, MW, or SW equal to 1/3, 1/4, or 1/6 (rounded up) of the medic's skill respectively. As a matter of game balance, only one type of damage can be healed in this manner. Only damage suffered from the immediate combat or injury can be healed, so any extra healing is ignored.
Stabilize Wounds: Wound damage needs to be stabilized before it can begin healing. Usually this is important only for SW damage. If the character makes a successful First Aid check on a wounded individual to stabilize the wounds, she adds 1/2 of her first aid AV to the recipient's stabilization CON check.
Medicine: If the character also possesses the Medicine skill, the character's Medicine rank can be added to the character's First Aid rank when determining how much damage can be healed by immediate care.
Forgery is used to create fake documents and letters. A forged document is handled differently from other skills. A document will have a rating determined by the skill roll modified by circumstances listed below. The Game Keeper will roll a 1d100 plus the AV value minus any modifiers of the forger's skill to determine the quality of the document.
|10 AV||Simple form with handwriting not specific to any one individual.|
|-40 AV||Forging a simple form without using an example form or without having sufficient knowledge concerning their creation and purpose.|
|-20 AV||Forging a specific signature. Impossible without a sample signature.|
|-50 AV||Forging a longer document in the handwriting of a particular person. Requires a sizable sample of handwriting in order to get the proper feel of how the person writes.|
When the document is observed, the reader must make a check with their own Forgery or Investigations skill (whichever is higher) against the quality of the forged document. Some modifiers that may affect the reader's check are indicated below. If the reader's check fails by 20 or more points, the reader has no idea that the document is a fake. If the check fails by less than 20 points, the document is mildly suspicious to the reader but is otherwise acceptable. If the reader makes his check by less than 20 points, he will detect something wrong with the document, perhaps requiring more information or a confirmation. If the reader makes his or her check by more than 20 points, the document is immediately recognized as a fake. The following modifiers assume that the reader is scrutinizing the document carefully.
|-10 AV||Reader simply skims over the document.|
|-10 AV||Handwriting unknown to reader.|
|Â±0 AV||Handwriting is familiar to reader.|
|+10 AV||Handwriting is intimately familiar.|
|-10 AV||The reader is unfamiliar with that kind of documentation or paperwork.|
|Â±0 AV||The reader is somewhat familiar with that kind of documentation or paperwork.|
|+10 AV||The reader is intimately familiar with that kind of documentation or paperwork.|
The gymnastics skill is often used by circus performer and acrobats. The skill has a couple of uses that are good for adventuring. The other use of this skill will let the character use his or her gymnastics skill in place of her dodge skill in combat.
|+25 TAV||Ignore damage from a fall or impact. Ignore 1d6 points of falling damage for each additional +25 TAV.|
|70 TAV||Evasive maneuvers: Character gains a +20 DR against melee attacks and a +40 DR against ranged attacks targeted towards him. Counts as a major action in combat, costs 1 STAM. Failure means character falls prone.|
|100 TAV||Evasive maneuvers: As above, +30 DR vs. melee, +50 DR vs. ranged attacks. 2 STAM.|
|130 TAV||Evasive maneuvers: As above, +40 DR vs. melee, +60 DR vs. ranged attacks, 3 STAM.|
This skill can also be used in a fashion similar to the performance skill.
This skill is used to hide and conceal the character and objects. When the character is attempting to hide, she should roll a Hide test opposed by the Spot test of anyone looking for her. The adjustment for hide is determined by differently than most skills. Both size and agility affect a character's ability to hide effectively.
Lighting, multiple observers, or clothing can assist or hinder a character's attempt to hide. Sneaking through a trash-laden alleyway at night is much easier than sneaking across an open field in broad daylight. Noticing a creature that is attempting to hide requires a successful Spot skill check that exceeds the character's own stealth attempts.
|Appropriate colored clothing||+5 to +20 AV|
|Carrying a light source||-5 to -100 AV|
|Lighting, dark; Fog, heavy||+20 AV|
|Lighting, dim; Fog, light||+10 AV|
|No cover||-100 AV|
|Light cover||-40 AV|
|Moderate cover||No penalty/bonus|
|Good cover||+10 to +20 AV|
|Complete cover||+30 to +40 AV|
Hunting/Fishing indicates that the character knows how to find game and fish. Difficulty of hunting and fishing is dependent upon several things. The frequency of hunting or fishing tests should depend on the area and type of game sought, but the most frequent tests should be no quicker than 1 hour. On average, hunting tests should be allowed twice per day, and fishing tests 4 times per day. Success indicates that the character found some game or caught some fish.
|50 TAV||The character is willing to hunt anything acceptable.|
|70 TAV||The character is looking for a class of game: e.g. small game, big game, trophy game.|
|90 TAV||The character is looking for a specific species: e.g. Elk, deer, bear, unicorn, etc.|
|+10 TAV||Near large population center|
|+20 TAV||Area is over hunted|
|+X Diff||That type of animal is rare in this region. The difficulty will vary with rarity.|
|-20 TAV||Area is overpopulated with that species or type of animal.|
|-20 TAV||The character is intimately familiar with hunting in that area (at the Game Keeper's discretion).|
|+20 TAV or up||Character does not have a fishing pole, line, spear, or other acceptable fishing implement. Some fish are nearly impossible to catch without proper equipment.|
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.
Lock picking is the ability to pick locks, finesse combo locks, and solve puzzle locks. Lock picking attempts always take at least 3 rounds (1/2 minute) or longer. Picking a lock requires that the character make a skill test against the quality of the lock. This skill also applies to modern campaigns for some of the more advanced electronic locks, though those types of locks require the appropriate type of equipment in order to pick.
This skill is actually a collection of sub-skills. When taken, the character selects one melee weapon in which they are specialized in. Each different type of weapon is its own skill. Thus, Light Club, Battle Axe, Bladed Staff, Long sword and Dagger are each their own skill, requiring points to be spent on each.
Synergy Skills: If a character has Melee Weapon skills in two very similar weapons (such as two different sword types), the two skills are synergetic to each other.
Related Skills: Weapon Group: Melee
This skill is used when a character attempts to move silently and avoid being heard or noticed by hearing or creatures with tremorsense. When attempting to use this skill, the character rolls a Move Silently test opposed by any potential listeners' Listen skill. Both Size and Agility adjust a character's ability to move silently.
A character's ability to move silently can be hindered or assisted by armor, ground conditions, and background noise.
|-5 to -30 AV||Creaky Floors|
|-10 AV||Wearing hard boots or footwear|
|+10 AV||Noiseless Footing (soft carpet)|
|+10 AV||Light background noise (talking)|
|+20 AV||Moderate background noise (wind, running water)|
|+40 AV||Loud background noise (machinery, waterfall, combat noises, etc.)|
A character's handgun skill represents his or her accuracy with fully automatic handguns. As with other ranged weapons, the first several shots with a new gun are at a +20 TAV until the character gets a feel for the weapon's aim. It is typically recommended that the Ranged Weapon Group: Ranged skill be taken instead if a character plans on using both automatic and non-automatic weapons.Handguns are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.
Rifles are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.
Crossbows are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.
A character's handgun skill represents his or her accuracy with percussion cap pistols, revolvers, and semi-automatic weapons. As with other ranged weapons, the first several shots with a new gun are at a +20 TAV until the character gets a feel for the weapon's aim.
Handguns are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.
The character has studied one or more refined unarmed fighting techniques. Although the skill is more difficult to learn than brawling, it allows characters to perform combat skills and maneuvers with easier difficulty levels, and allows a few exclusive moves. For more details, read the section on unarmed combat.
This skill has been replaced as an 40 pt Melee Combat proficiency with special time and dedication based requirements. Learning the proficiency in game requires an instructor and 2 months worth of time per rank of Melee Combat skill.
This is actually a collection of skills which represent a character's skill with various types of rifles: The percussion cap, the shotgun, lever-action, bolt-action, and semi-automatic rifles. This skill does not apply to automatic rifles or any kind of single-handed firearm. As with other ranged weapons, the first several shots with a new gun are with a -20 AV until the character gets a feel for the weapon's aim.
Rifles are now treated as a weapon proficiency tied to the Aim skill. The cost of this proficiency is 30 Experience or 6 Skill Points.
Throw is a character's ability to accurately throw an object. The difficulty of the object or weapon being thrown varies by weapon type.
This skill can be taken as either a generic throw skill or specialized to throw a type of object. As a generic throw skill, the skill only applies to rocks, balls, spears, javelins, knives (balanced), balanced axes (balanced), hammers (balanced), and other small objects with reasonable density and shape to allow easy throwing. Weapons that are not balanced properly for throwing, swords impose a -60 AV penalty to the attack roll.
Some exotic weapons such as boomerangs, bola, weighted nets, etc., require that the character specialize their throwing skill. It is also possible to specialize in more common items such as knives, spears, shot put, etc.
This skill is now treated as a proficiency.
This is a special martial art that the Shou have developed. In addition to being a martial art (the details of that are in the section concerning unarmed combat), the Shou Spirit way allows the character to summon inner strength by using special, almost magical abilities.
This skill effectively replaces the Melee Combat skill and does not require the character take a Martial Arts proficiency.
The character is trained how to operate various siege weapons and how to target them. Most siege weapons are not accurate enough to hit small targets, so a -80 AV difficulty applies to all attacks that are targeted against specific targets.
Sleight of hand is the ability to make quick, subtle, undetected hand and body movements. Often these skills are used for purpose of entertaining, such as performing card tricks and shell games. The other common use of this skill is theft. Cutting purses, picking pockets, and filching things without being seen.
|50 TAV||Palm a coin sized object.|
|70 TAV||Filch a knife, perform a variety card tricks, rig shell games.|
|90 TAV||Remove an item off of a person, such as cutting purse strings or removing a small weapon from a belt.|
|130 TAV||Remove a concealed item from a person, such as a purse hidden under clothing.|
Regardless of whether or not the character succeeds at getting the object, the target will get to roll a Spot, Street Savvy, Investigations, or Determine Motivation check (whichever skill is the highest or appropriate at the time). If the results are higher than the trickster's results, the attempt is noticed. This does mean that it is possible to succeed in pick-pocketing something yet also be caught in the process.
The character is capable of functioning as a blacksmith, armorer, or weaponsmith. Which type of function must be specified by the player when the skill is taken. More details on this skill are found in the Advanced Skill Use chapter.
The character has practiced loading guns (and repeating crossbows) in an effort to be as quick as possible. When in combat, a speed load check must be made every time the character reloads a gun or repeating crossbow (bows and standard crossbows do not require this skill). Reloading is considered to be a full round engrossing action. Attempting to swap a speedload cylinder requires two major actions or a full round.
When reloading rimfire or center fire revolvers, chambered rifles, or repeating crossbows, roll this skill to determine the number of rounds that are reloaded during that round of combat. Match the result to the number of rounds successfully loaded that round.
|1 round:||20 TAV|
|2 rounds:||30 TAV|
|3 rounds:||50 TAV|
|4 rounds:||70 TAV|
|5 rounds:||100 TAV|
|6 rounds:||130 TAV|
|7 rounds:||160 TAV|
|8 rounds:||200 TAV|
|Speed load cylinder:||110 TAV|
|Percussion cap and ball:||100 TAV|
|20 TAV||Still water|
|30 TAV||Slow current|
|40 TAV||moderate current, choppy water|
|60 TAV||swift current, rough water|
|80 TAV||dangerous current, rapids, extremely rough water|
|100 TAV||very high waves|
|+40 AV||attempting to float or drift only|
|-various||wearing armor or carrying heavy weight|
By taking the weapon group skill, the character has learned a group weapons instead of just focusing on a single weapon. While the skill is more expensive, the diversity is useful because the character has much more flexibility. Some sample groups are included here.
By taking a ranged weapon group skill, the character has learned a group weapons instead of just focusing on a single group of weapons, such as standard or fully automatic weapons. While the skill is more expensive, the diversity is useful because the character has much more flexibility.
The character is proficient with the use of simple, common weapons and using some tools as improvised weapons. The staff, light and medium clubs, light maces, crowbars, daggers, knives, bayonets, small hammers, and shovels are all included in this skill. This skill can also be used to pistol whip or strike with the stock of a rifle in melee.
Other weapons, such as swords, rapiers, sabers, axes, and other weapons are NOT included in this skill.