User:Askewnotion/FistFulla6/Skills
Skills are ment to be open ended. If there is a skill that you do not see, feel free to make it up. Many skills are presented, though, so that there is a baseline for players and GMs to work with.
Skill Checks
- Target Numbers (TN) – Used to determine how difficult a task is to accomplish. Difficulties are based on a scale below.
TN | 0-1 | 2-3 | 4-5 | 6-7 | 8-9 | 10+ |
Difficulty | Easy | Average | Hard | Formidable | Heroic | Impossible |
- Extended Test – Extended test are used when a task would take a long amount of time to accomplish. Successes are needed until the TN is reached. A fumble restarts the total at 0. A critical fumble means the character can no longer attempt to accomplish the task.
TN | 5-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51+ |
Difficulty | Easy | Average | Hard | Formidable | Heroic | Impossible |
CHARACTER OPTIONS
- Aid Another - Characters may help each other in trying to accomplish task. To do this, characters may aid each other in their actions.
To begin, choose the primary person doing the skill check. A number of characters (that number left up to the GM) are designated as helpers. The helpers roll their skill check, with each success adding a dice to the primary persons roll.
- Buying Successes - Skilled character can always perform with a limited about of certainty. For every four full dice the character would roll, they can instead buy 1 success. For example, a character with 16 dice can buy 4 successes and a character with 11 dice can buy 2 successes. Extra dice not used to buy a success are not rolled.
- Spending MP - Characters may spend MP to increase the amount of dice they would roll for a skill check. A character may spend an amount of MP on each roll equal to their Magic score.
ATHLETICS
- Swim – As a move action you may make a swim check to move in water. For every 2 successes in calm water, you move 1 hex/square, up to a total of you speed. The TN increases depending on how rough the water is. 1 success must be gained each round to remain afloat. Every 10 pounds of equipment imposes a -1 penalty to swim.
- Gymnastics – Gymnastics is used to maintain your balance and move through hexes/squares occupied by an enemy. It is also used in opposed checks when bound by ropes to escape.
- Balance – Add Tier 1 and those that apply from Tier 2 to determine TN.
- TIER 1
- Over 1 ½ feet to 2 feet + wide. TN 0
- Over 1 foot to 1 ½ feet wide. TN 1
- Over ½ foot to 1 foot wide. TN 2
- ¼ foot to ½ foot wide. TN 3
- Under ¼ foot wide. TN 4
- TIER 2
- Light obstruction. TN 1
- Heavy obstruction. TN 2
- Slippery surface. TN 1
- Icy surface. TN 2
- Light slope. TN 1
- Moderate slope. TN 2
- Heavy slope. TN 3
- Balancer damaged while balancing. TN = ½ damage before resistances
- Tumbling – You can move through an opponent’s hex/square by making a gymnastics test versus a TN equal to the opponent’s body. Success means that you move through the square as normal movement. Failure means your movement ends at the square prior to entering your opponents square. A fumble means you fall prone. A critical fumble makes you fall prone and the opponent whose square you were trying to enter gets a free attack against you.
- Jump – With a running jump (2 hexes/squares prior to making the jump) a character moves 1 hex/square forward and 1 foot high per success. Without a running start a character needs 2 successes to travel that distance. If you reach an edge but fail to clear the distance you can make an agility save with a TN equal to the total distance traveled to grab hold of the edge. A jump check may also be made to reduce the damage from a fall. Every 3 successes reduce the fall damage by 1.
- Run – The run skill is used when making a full round action to run. For every success you roll on the run check you speed is increased by that much for that round. You may also jump while running. For every increase you had on your run attempt you may add 1 dice to your jump test.
- Dodge – Dodge is used to avoid attacks. It can dodge melee, ranged, and touch attacks. Your dodge is reduced by the mobility and encumbrance of the equipment the character uses. Note that Dodge is also considered a combat skill.
- Climb – Climb is used to scale a vertical surface. Take the modifiers of Tier 1 and Tier 2 below to determine the TN of the climb check. A success lets you climb 1 hex/square. Every success over the TN lets you climb an additional hex/square. A failure causes no movement. A fumble causes the character to slip 1 hex/square. A critical fumble causes the character to fall 1 dice worth of hexes/squares before allowed an Agility save (TN = TN of climb check) to grab an edge to prevent falling further.
- Tier 1
- A steep slope, a ladder, or a knotted rope with a wall to brace against. TN 0
- A knotted rope or an unknotted rope with a wall to brace against. TN 1
- Surface with large handholds and footholds the equivalent of a stepladder. TN 2
- An unknotted rope, surface with adequate handholds and footholds, a tree with branches, and pulling yourself up while dangling (may be used in place of a strength check). TN 3
- An uneven surface with shallow handholds and footholds, a tree with no branches, or across something using only handholds (monkey bars). TN 4
- A rough surface with minimal handholds (brick wall) or climbing up. TN 5
- A perfectly flat, vertical surface (wall of force). TN 8
- Tier 2
- If you can brace against two opposing walls (a chimney or tight hallway). TN -2
- Climb in a corner or against roughly perpendicular walls. TN -1
- Surface is slick/wet. TN 1
- Surface is slippery/icy. TN 2
- Climber damaged. TN = ½ damage after resistance
CASTING
- Read Magic – Used to cast and decipher scrolls and runes. The TN to decipher a scroll is equal to the amount of mana in scroll. Casting from a scroll is treated as if casting from a sphere or shard. Gaining no successes means casting from the scroll is a failure but the scroll is not consumed. A critical fumble means the scroll fails to cast and is consumed.
- Spellcraft – This is used to identify the function of magical items, activate certain magical devices, and maintain casting while damaged.
- Identify item – To identify an item you need a number of success equal to the MV (magic value) of the item, rounded up.
- Activate item – To activate an item that has a spell trigger you need to roll a TN = MV of the item, rounded up.
- Maintain casting – If you take damage while casting or maintaining concentration on a spell, you need to succeed in a spellcraft check with a TN = damage taken after resistances.
- Sphere:_________ – This is used to cast spells. To be able to properly cast a sphere or shard, you must have the sphere skill or the sphere skill the shard is from as well as having the trait to be able to cast it. If you possess the skills for a spell that is encompassed by multiple spheres, roll the higher of the two. I.E. – Having the Prestidigitation Sphere (with the Prestidigitation Sphere skill of 6) and the Fire Sphere (with the Fire Sphere skill of 4), will mean you roll your Magic + 6 when rolling the light spell while rolling Magic + 4 when casting any other fire spell.
COMBAT
- Weapon Skills – These skills are used to attack and parry with your weapons. Using a weapon without the weapon skill means you rely on either brute strength or dexterity. The available weapon skills are as follows;
- Small Blades - These are small, easily concealed blades.
- Medium Blades - Blades that are easily held in one hand or two.
- Large Blades - Large blades that are often weilded in two hands.
- Small Hafted - Light weapons that are held by a wooden haft.
- Medium Hafted - A variety of blunt and edged weapons with more heft than medium blades.
- Large Hafted - Large weapons intended for only those that are truely strong.
- Polearms - Weapons with good reach and great for tactical battles.
- Chains - Weapon that often have superior reach but are hard to use properly.
- Unarmed - Skill in martial arts, natural weapons, and the like.
- Bow - Bows have superior accuracy, but lack the punch of other missile weapons.
- Crossbow - Easily used bows that can pack a great punch, but are slow to load.
- Thrown Weapons - Used for throwing weapons and other objects with accuracy.
- Pistol - A firearm that packs a punch in a small package.
- Longarms - A firearm that has superior damage capabilities, but take a long time to reload.
- Exotic - Used for truely strange weapons or weapons that are MagiTek Grafts.
- Dodge – Dodge is used to avoid attacks. It can dodge melee, ranged, and touch attacks. Your dodge is reduced by the mobility and encumbrance of the equipment the character uses. Note that Dodge is also considered an athletics skill.
- Shield – This skill is used to block attacks with a shield and bash others with a shield. Using a shield in this manner deals damage equal to the lowest AV and has an accuracy penalty equal to the encumbrance penalty of the shield.
ESPIONAGE
- Disguise – A disguise check is used as an opposed roll. Upon sight those interacting with the disguised character get to roll their visual perception vs. a TN equal to the disguise check. Upon interaction a bluff check is often needed to maintain the disguise if the target knows the individual the character is being disguised as.
- Modifiers your rolls based on complexity is listed below;
- Minor details: +2
- Different gender: -3
- Different race: -3
- Different age category: -3
- Modifiers to a targets visual perception check against the disguised character if the person the character is disguised as is known to them;
- Acquaintances: +4
- Friends: +7
- Intimate: +10
- Creep – This skill is used move silently. It is opposed versus an auditory perception check. When using the creep skill your speed is reduced by 1/2. Note that this skill is modified by mobility and encumbrance. Note that modifiers to speed from creep and hide are not cumulative; use the largest penalty of the two. Modifiers to your roll are listed below;
- Noisy terrain – puddles, dry grass, rubble: -2
- Very noisy terrain – water above the ankle, dry leaves, deep snow: -4
- Move at ¾ speed: -5
- Move at full speed: -10
- Creeper just attacked: -10
- Hide – A hide check is rolled when you are trying to avoid observation. To hide you need to be affected a form of cover of concealment. When using the hide skill your speed is reduced by ½. Note that this skill is modified by mobility and encumbrance. Note that modifiers to speed from creep and hide are not cumulative; use the largest penalty of the two. Modifiers to the roll are listed below;
- No Cover: -10
- ¼ Cover/Concealment: +0
- ½ Cover/Concealment: +2
- ¾ Cover/Concealment: +6
- 9/10 Cover/Concealment: +10
- Full Cover/Concealment: auto success
- Move at ¾ speed: -5
- Move at full speed: -10
- Hider just attacked: -10
- Legerdemain – This skill is used to pick pockets, plant items on others, and conceal items on your person.
- Pick pockets/plant items: The base TN to succeed is 4. The TN to detect the one using legerdemain is the successes -1 if using visual perception or -2 if using tactical perception. Depending on the size, security, and location of the object, the GM should adjust the TN to reflect this value. A critical fumble results in automatic detection. Failures to not mean automatic detection.
- Conceal item: For every cubic foot an object would occupy, the TN to conceal the item is 1. Every success over the TN creates the TN of the perception check to find the object. If using the tactile perception skill to detect a concealed weapon the TN to find the object is reduced by 1.
- Shadow – Shadow is used when you are trying to follow someone without the appearance of following them. You are in sight unless you are using creep and hide to avoid detection. This skill can also be used to predict scheduled or programmed movement in others.
- Follow: To follow someone without having them notice you must succeed on a shadow check with a TN equal to the targets INT. If there are multiple people in the group you are following, use the highest INT in the group.
- Predict Movement: The character can determine where its target will travel. The TN begins at 5 and is adjusted according to the modifiers below;
- Target(s) follow a pattern: -2
- Target(s) have been observed for an extended period of time: -1
- Observer knows the layout of the area that the target(s) are in: -1
- Observer knows targets goal/purpose for being out: -1
- Target(s) aware they are being followed: +1
- Target(s) following a random pattern: +2
Exotic
NOTE: These skills are not very common and should only be taken without a proper background. A DM may decide that a player can only take these skills with permission.
- Pistol & Longarms - These are the skills used to shoot firearms. They are described in more detail under the combat skills section and the equipment section.
- Pilot – When a character is trying to pilot vehicles they use this skill. They are broken into traditional and modern. Note that only modern vehicles are considered exotic skills. Piloting TNs depend on the vehicle. Examples listed below;
- Traditional – Sailing ships, fishing boats, chariots, caravans, ect.
- Modern – Airships, steam rails, ley gliders, eidolons, ect.
- Tekcraft – This involves the creation of Magitek grafts. The TN of creation is specific to the item in question.
- Siege Weapons – Ballista, trebuchets, and catapults are fired using this skill, as well as most vehicle mounted weapons.
- Surgery – This skill is used to add Magitek grafts to individuals, remove symbionts, and for extensive healing.
- Grafts and symbionts – The TN is determined by the item/creature in question.
- Healing – This skill is used to heal a character HP damage as per the first aid skill. Note that this skill takes 1 hour per HP healed. Also, this skill can be used to repair temporary ability damage due to injury and called shots. For every 2 successes the ability damage/penalties are reduced by 1.
KNOWLEDGE
These skills represents the lore a character has pertaining to a certain subject. There are a few preset categories, though characters are not limited to those listed. For example, a character could take Lore: Art to represent knowledge of a personal hobby or passion. Lore can also be used to gain a bonus versus a creature type. For every 3 successes rolled, the character making the lore checks and have those involved in the combat add +1 to hit, damage, or skill checks versus that creature and all creatures of the same species. This bonus last for the duration of the combat.
Knowledge skills cost half of the amount that normal skills cost to purchace and upgrade. Examples of knowledges are listed below;
- Arcania – Identify spells, read runes, dragonoids, and magical constructs.
- Architecture – Building structures, fortifications, aqueducts, and blueprinting.
- Area – When taking area lore, choose a region. If gives you knowledge of cities in that region, humanoids and monstrous humanoids that dwell there, customs, laws, and traditions.
- Dungeoneering – Trap finding, ur-bog, caverns, spelunking.
- History – Read ancient text, wars, migrations, ancient civilizations.
- Military – Military organization, rank structures, battlefield tactics, famous military leaders.
- Nature – Plants, weather, terrain, fey, animals, beast.
- Nobility – Heraldry, lineages, family trees, rivalries, kingdoms.
- Planes – Ethereal plane, elemental planes, celestials, infernals, elementals.
- Religion – Deities, mythic history, holy symbols, undead.
- Tek – Magitek inventions, mechanical constructs, tek grafts.
PERCEPTION
Perception skills are called into use when the characters must take notice of their environment. Perception skills are broken into the 5 common senses (sight, touch, taste, hearing, and small) as well as ethereal perception. Ethereal perception is used when viewing into the ethereal plane while not actually in the plane. Perception is often used as an opposed roll to a creep or hide check. Modifiers for auditory and visual checks are listed below;
- Auditory
- Every 10 hexes/squares distance: TN +1
- Listener distracted: TN +1
- Listen through a door: TN +2
- Listen through a wall: TN +4
- Visual
- Every 10 hexes/squares distance: TN +1
- Viewer distracted: TN +1
- Read Lips: TN 4 and must know language spoken.
PROFESSION
Profession skills are used to make a living and represent a subset of skills needed to create, build, or grow goods. Starting character roll one dice per rank they have in their highest profession. Total the dice and multiply the total by 10. These are an additional number of BUCs the character starts with. Also, having a profession lets you appraise goods and have limited lore that fall under your profession as per the appraise and lore skills. Example professions are listed below and what they encompass.
- Armorer: Create and maintain armor made of various materials.
- Blacksmith: Creature mundane items such as hammers and horseshoes.
- Carpenter: Create homes and tools from wood.
- Cobbler: Make and repair a variety of footwear.
- Cook: The proper preparation to make palatable foodstuffs.
- Farmer: How to maintain crops and the best way to raise livestock.
- Gem cutter: The ability to cut and set gemstones and jewelry.
- Locksmith: The creation and picking of locks.
- Mason: Someone who works with brick and stone.
- Miner: How to locate and safely withdraw ore from a vein.
- Potter: Creation of pots and other items made of clay.
- Priest: The ability to hold sermons and perform religious rites.
- Sailor: Maintain a ship and work the rigging of larger ships.
- Trapsmith: The ability to create and disable traps.
- Weaponsmith: Create and maintain weapons made of various materials.
SOCIAL
Social skills and their modifiers are described below;
- All Social Skill Situations
- With respect to character the NPC is;
- Friendly: +2
- Suspicious: -1
- Prejudiced: -2
- Hostile: -3
- Enemy: -4
- Desired result is;
- Advantageous to NPC: +1
- Neutral to NPC: +0
- An annoyance to NPC: -1
- Harmful to NPC: -3
- Disastrous to NPC: -4
- Read Thoughts on subject: +1 per 2 successes
- Enthrall on subject: +1 per 2 successes
- Charm _____ on subject: +1 per success
- Emote on subject: +1 per 2 successes
- Those who know your good/bad reputation: + variable
- Subject has romantic attraction to character: +1
- Barter – This skill is used when the character is trying to haggle for a lower buying price or a higher selling price.
- Buying - Barter may be used to lower the price of goods, though note that haggling could in the end raise the price of the item. For every success the buyer gets the cost of the item is lowered by 5% but for every success the seller gets the items price is raised by 5%. Goods will not sell for less than 55% market value.
- Selling - Barter can be used as above to change the selling price. If a selling price is reduced to 0% then the merchant won’t purchase the item. Goods will not be bought for more than 95% market value. An exception to this rule is if the buyer is a collector or the item is very rare.
- Modifiers
- Going to specialized dealer: +1
- Subject is a collector: +2
- Subject has overstock of item: -2
- Subject does not usually deal with the item: -2
- Bluff – This skill is used when trying to get the target to believe something that isn’t true or when create an innuendo.
- Character has supporting evidence: +1 - +3 depending on the quality of the evidence.
- Subject is distracted: +2
- Character is distracted: -2
- Subject has time to evaluate the situation: -2
- Intimidate – This skill is used to bully information out of the target to get them to do what you want them to do.
- Character is physically imposing: +2
- Subject is physically imposing: -2
- Characters outnumber the subject: +2
- Subjects outnumber the subject: -2
- Every size difference: +2 to larger character per size difference
- Character is wielding a weapon or magic: +2
- Subject is wielding a weapon or magic: -2
- Subject oblivious to danger or doesn’t believe the character: -3
- Subject immune to fear: -10
- Leadership – Can be used to increase the parties hit, defense, or skill checks by +1 for an encounter per 3 successes. Requires 1 AP to maintain per round. You can only give skill increases in a skill that you have at least 1 point in. This skill is also used for directing others in mass combat and for maintaining morale in combat. The character with leadership rolls their leadership skill as a replacement for the save versus fear effects. The modifiers below do not apply to combat bluffs, but for mass combat and morale checks.
- Character holds rank over subjects or is the designated leader: +2
- Subject has superior rank: -3
- Character is/looks to be an obvious authority figure: +2
- Character not of the subjects social strata: -2
- Subject is devoted to the character: +2
- Negotiate – Successes dictate how well the subject(s) act toward you. Note that depending on how negotiations go, all adjustments to attitude do not last, especially in the case if blackmail is used. Every 2 successes increase the attitude of the subject as below, modifiers follow;
Hostile | Unfrinedly | Neutral | Favorable | Friendly |
Will take risk to hurt you | Wishes you ill | Indifferent | Wishes you well | Will take some risk to help you |
- Character has a bargaining chip or blackmail: +1 - +4 depending on quality of info/item
- Character lacks background knowledge of situation: -2
- Subject has a bargaining chip or blackmail: -1 - -4 depending on the quality of info/item
- Subject is distracted: +2
- Character is distracted: -2
- Streetwise – Used to gather information and find fences. The TN is based on the rarity of the information and how covert the character is trying to be in getting it.
- Character gives a bribe: +1 - +5
- Character familiar with area: +1
- Character unfamiliar with area: -2
- Character blends in with area: +1
- Character stands out in area: -2
TECHNICAL
These are skills that take some form of training to use.
- Perform – Perform is broken into separate skills which can range from singing, to lute playing, to acting. Perform can be used to give bonuses to hit, defense, or skill checks. For every 3 successes you provide a +1 bonus to any of the above checks. It takes 1 AP to maintain this effect every round. The skill needs to be taken for individual aspects of performance. Examples of performance skills and what they encompass are listed below;
- Acting: Comedy, drama, miming
- Buffoonery: Joke telling, limericks, prate falls
- Dance: Ballet, jigs, waltzes
- Keyboard: Harpsichord, organ, piano
- Percussion: Chimes, drums, gong
- Sing: Ballad, melody, opera
- String: Lute, lyre, mandolin
- Speech: Epics, odes, story telling
- Wind: Flute, pan pipes, trumpet
- Ride – The skill needs to be taken for each type of mount you wish to be able to ride. Basic TNs and modifiers are listed below. Note that all TN’s are increased by 1 if you are riding a non-war trained mount in combat.
- Stay in saddle over rough terrain: Failure means you fall. TN 1
- Fight while mounted: Failure means you fight with a -3 penalty. A critical fumble causes the character to fall from their mount. TN 2
- Control fall: Normally, when you fall from your mount you take 1 non-lethal damage per size category over your own in addition to normal fall damage if applicable (as the case of flying mounts). Success lets you ignore the damage from the mount. TN 2
- Leap: You can cause the mount to jump when it normally wouldn’t. TN 3
- Push Mount: Pushing the mount causes the mount to sprint. Its movement stat is increased by +1, and an additional +1 per success. The mount can maintain this pace for a number of turns equal to its Constitution stat. The mount takes 1 non-lethal damage every turn it maintains this pace. TN 3
- Control mount with legs: You can control the mount without having to hold the bridle. Otherwise you must use at least one hand to control the mount. TN 3
- Fast mount or dismount: TN 2 as 1 AP action, TN 4 as FA; usually is a FR action.
- No saddle/harness: TN +1
- Rope Use – This skill is used when a character needs to tie knots, bind prisoners, secure grappling hooks, and swing from ropes.
- Knots: A basic know is a TN 1. Every special trait or condition a knot has (such as the ability to slip or loosen with a tug) adds +1 to the TN.
- Bind Prisoners: This is used as an opposed check verses the bound characters gymnastics + dexterity.
- Secure grappling hook: The base TN is 2. For every 5 hexes/squares of distance (or fraction thereof) the hook is thrown increases the TN by 1.
- Swing from rope: You can swing from a rope to reach a distance equal to the distance between the pivot point and where the character leaps from. The TN of the swing starts at 0 and increases by 1 for every 3 hexes/squares traveled. In case of a failure see the scatter rules to determine where the character ends up. A fumble means you land prone. A critical fumble means you slip off the rope while swinging.
- Appraise – This skill lets you judge how much an item is worth and one who is very skilled can detect magic in an item. The base TN begins at 2. Getting only the base successes needed lets you judge the price within 1-6% of its actual cost. Every success over the base narrows the error in the cost by 1%. A failure varies between 5-30% (sum of 5 dice). A critical fumble varies between 15-90% (sum of 15 dice). Modifiers to the roll are given below;
- Uncommon item: TN +1
- Rare item: TN +2
- Determine if object is magical: TN +2
- Determine items magical qualities: TN + 4
- First Aid – This skill lets you heal others with bandages and the like. You heal non-lethal damage and lethal damage equal to your successes. This roll may be made once per person per day. It takes a number of rounds equal to the number of successes to perform. Modifiers to the roll are listed below;
- Enviormental Conditions
- Good: Sterilized facility +1 dice
- Average: Clean, indoor settings +0 dice
- Poor: Wilderness or dungeon -1 dice
- Bad: Combat, bad weather, swamp -2 die
- Terrible: Fire, severe storm, filthy setting -3 die
- No supplies: -3 dice
- Uncooperative patient: -2 dice
- Medicine – This skill lets you heal others with poultices and extended care. The patient rolls an additional number of dice equal to the successes rolled on the medicine roll when resting for natural recovery. This roll may be made once per person per day. Alternatively, the medicine skill can be used to let a character reroll a save against poison or disease. The character receiving treatment gets a +1 bonus to the roll for every 2 successes on the medicine roll. This roll can be made once per person per disease or poison per day. It takes a number of minutes equal to the number of successes to perform. Modifiers to the roll are listed below;
- Enviormental Conditions
- Good: Sterilized facility +1 dice
- Average: Clean, indoor settings +0 dice
- Poor: Wilderness or dungeon -1 dice
- Bad: Combat, bad weather, swamp -2 die
- Terrible: Fire, severe storm, filthy setting -3 die
- No supplies: -3 dice
- Uncooperative patient: -2 dice
WILDERNESS
- Herbalism – This skill encompasses the ability to identify and prepare special herbs that counteract the harmful effects of poison and disease and alleviate the suffering incurred. 1 point of ability penalty is removed (skill users choice) for every 2 successes rolled on the herbalism check. This roll can be made one per person per day. It takes a number of minutes equal to the number of successes rolled to perform. Modifiers to the roll are listed below;
- Enviormental Conditions
- Good: Sterilized facility +1 dice
- Average: Clean, indoor settings +0 dice
- Poor: Wilderness or dungeon -1 dice
- Bad: Combat, bad weather, swamp -2 die
- Terrible: Fire, severe storm, filthy setting -3 die
- No supplies: -3 dice
- Uncooperative patient: -2 dice
- Survival – This skill has a variety of uses that lets one skilled in it survive when the odds are against them.
- Foraging – You can provide enough food for one person per success. This reduces your overland travel speed by half. You can move at full speed if you choose to only provide enough food for one person for every two successes.
- Avoid natural hazards – You can quickly identify natural hazards such as quicksand and rockslides and steer the party around such obstacles. If it is impossible to avoid the hazard, you provide everyone a +1 bonus to saves and skill checks to avoid the effect of the obstacle for the length of your encounter with it for every 2 successes you roll on your survival check.
- Predict weather – You have the ability to predict what the weather will be like within the next day. The TN of this check is 3. For every success over the TN you can predict the weather for the following day.
- Navigation – This skill is used when trying to find shortcuts, read a map, and find your way when lost.
- Find north – You can determine which way is north without having any visual clues. The TN of this check is 3. For every visual check you have available, reduce the TN by 1 to a minimum of 1.
- Read map – Most maps have a TN of 2 to read efficiently. Note that some maps have too much or too little detail, labeled incorrectly, or are not to proportion, causing the TN to increase accordingly.
- Overland travel – For every success rolled on your navigation check you are able to move 5% further that day, representing the use of shortcuts and using terrain to your advantage.
- Track – Used when trying to find an individual by evidence left behind in their passing. When tracking someone you move at half speed. To determine the TN add the values applicable in Tier 1 and Tier 2 below;
- Tier 1 – Ground conditions
- Very soft: TN 1
- Soft: TN 2
- Firm: TN 3
- Hard: TN 4
- Tier 2 – Mitigating factors
- Creature size – If more than one creature is being tracked, use the largest of the group.
- Minute: TN +4
- Tiny: TN +2
- Small: TN +1
- Medium: TN +0
- Large: TN -1
- Huge : TN -2
- Colossal: TN -4
- Every day since trail was made: TN +1
- Every hour of rain since trail was made: TN +1
- Fresh snowfall covers the tracks: TN +3
- For every three creatures in the group being tracked: TN -1
- Tracked party hiding their trail: TN +2
- Visibility
- Moonless night/shadowy light: TN +2
- Overcast/moonlit night/torch light/fog: TN +1
- Clear conditions/sunny/well lit interior: TN +0
- Animal Handling – This skill is used to give commands and to train animals. It has a variety of uses and most of them are extended test. Note that once a wild animal or beast is reared, it is considered a domestic animal.
- Handle domestic animal: TN 1
- Push domestic animal: TN 2
- Teach domestic animal an easy trick: TN (20/1 week)
- Teach domestic animal a hard trick: TN (30/1 week)
- Rear wild animal from infancy: TN (20 + animals Willpower x 2/1 month)
- Rear wild beast from infancy: TN (35 + beast Willpower x 2/1 month)
- Train a wild animal*: TN (20 + animals Willpower x 2/1 week)
- Train a wild beast*: TN (35 + beast Willpower x 2/1 week)
- * = Note that the animal or beast is still considered wild and acts accordingly, though will most often listen to its trainers commands.