Skill Detail:
Trade/Craft

These are skills which require specialized training. Just about any professional or wage earning skill can be included in this category.

Bowyer/Fletcher

Cost: 2x
Modifiers: Reasoning
Restrictions: In order to use this skill, the character must possess at least one rank of the skill.
Description:A boyer/fletcher is a craftsman of bows, arrows, crossbows, and crossbow bolts. More details regarding the creation of bows, crossbows, arrows, and bolts can be found in an appendix.

Disarm/Create Trap

Cost: 2x
Modifiers: Reasoning
Restrictions: 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.
Description:

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 TAVSabotage simple machinery, jam a door or lock, sabotage a wagon axle.
50 TAVSafely trip a simple trap, subtlety sabotage simple machinery or an axle.
70 TAVSafely trip a complex trap, create a simple non-lethal trap, subtlety sabotage complex machinery.
90 TAVSafely trip an very complex trap, create a complex trap, subtlety sabotage very complex machinery.
110 TAVSafely trip an elaborate trap, create a very complex trap, subtlety sabotage elaborate machinery.
130 TAVSafely trip an very elaborate trap, create a elaborate trap, subtlety sabotage very elaborate machinery.
150+ TAVSafely trip a wickedly elaborate trap, create a very elaborate trap.

Disguise

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.
Description:

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

Forgery

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.
Description:

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 AVSimple form with handwriting not specific to any one individual.
-40 AVForging a simple form without using an example form or without having sufficient knowledge concerning their creation and purpose.
-20 AVForging a specific signature. Impossible without a sample signature.
-50 AVForging 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 AVReader simply skims over the document.
-10 AVHandwriting unknown to reader.
±0 AVHandwriting is familiar to reader.
+10 AVHandwriting is intimately familiar.
-10 AVThe reader is unfamiliar with that kind of documentation or paperwork.
±0 AVThe reader is somewhat familiar with that kind of documentation or paperwork.
+10 AVThe reader is intimately familiar with that kind of documentation or paperwork.

Gunsmith

Cost: 2x
Modifiers: Reasoning
Description:Gunsmiths are capable of maintaining, creating, and outfitting guns of all types, in addition to having just enough alchemal knowledge to create gunpowder. Additional information regarding gunsmithing is detailed in Advanced Skill Use chapter.

Herbalism

Cost: 2x
Modifiers: Reasoning
Description:Herbalism indicates a knowledge of herbs, both good and bad, and their uses, which can recover fatigue, cure infections, and create poisons. A discussion of herbalism is presented later in the advanced rules.

Knowledge

Cost: 1x
Modifiers: Reasoning
Description:

The character has extensive knowledge on a particular topic, which must be declared when this skill is taken: Religion, chemistry, astronomy, mathmatics, physics, undead lore, regional and political events, regional lay of the land, history, etc. The possibilities are nearly infinite, although this skill can not duplicate any other existing skills. The difficulty of skill checks on this skill are based upon how obscure the information is.

Lock Picking

Cost: 2x
Modifiers: Reasoning
Description:

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.

Smithing

Cost: 2x
Modifiers: Reasoning
Description:

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.

Trade/Craft

Cost: 1x
Modifiers: Varies
Description:

The character is accomplished in some form of trade or craft that isn't covered by another existing skill. Examples are carpentry, engineering, bee keeping, mushroom farming, sailing, mining, locksmithing, clocksmithing, etc. The character is able to earn money with this skill during "down time" provided the character has the right kind of resources. For every rank in a trade or craft above a rank 4, the character can earn enough money to survive and get by for one person. Living comfortably and well off with extra cash by oneself requires at least a rank 4 in a marketable trade or craft. The difficulty will vary depending upon when the craftsman is trying to accomplish.

  • 59 or lower: poor quality.
  • 60 - 79: Mediocre quality.
  • 80 - 99: Decent quality.
  • 100 - 119: Good Quality.
  • 120 - 139: Very good quality.
  • 140 - 159: Excellent quality.
  • 160 and higher: Wondrous.