HGd10PHB - SkillDescriptions

The following are in-depth descriptions of Knowledge, Movement, and Social descriptions. Crafting is separated into a separate page for each skill as each crafting skill is a lot more involved than a singular list like this would accommodate.

Accounting
Accounting is the skill that incorporates measurement, processing, and communication of financial information about economic entities such as businesses and corporations. This skill is used to see to the monetary stability and growth of a business in game. It only applies when a character owns and runs a business that is more than just doing one-off services or crafting singular items for sale. If there is over-head, staff, and resource management involved, this skill can be used to streamline the business and lowers those costs.

Related terms: Administration, Bookkeeper, Business Manager, Entrepreneur, Shop Keeper, Store Owner, CEO/CFO.

Active Roll: The active roll for this skill is typically a monthly roll to determine business costs for those who own a permanent business. The DS for the roll is based on a monetary value set by the player and GM based on the nature and extent of the business and then multiplied by the net business maintenance cost listed for the TSB + Roll Effect below.

''E.g. Trophemuck the goblin apothecary has one apprentice and one journeyman working at a single store in the Lower Atalicon district. He has a TSB of 34 in Accounting. His business costs 50 chrusil a month to maintain including building upkeep, supplies, and paying his employees. He rolls a d10 and gets an 8 so his total is a 42. This lowers his costs to 88% - 2% for the apprentice and - 4% for the journeyman for a total reduction of 18% to 82%. His costs for the month are 41, which saved him 9 gold that month.''

Reroll: This roll may not be rerolled again for the same month.

Untrained: Without this specific skill, a Basic Knowledge Skill check is made each month. If a 25 is rolled, the Accounting Skill may be learned for 1 BP with Training or 3 BP without Training. If less than 25, then Business Maintenance Costs are 150% - 1% per 2 over 10.

 Effect 
 * TSB 10 - Character knows the rudiments of accounting and business. Likely works for a business owner learning the ropes as an apprentice. Business maintenance costs: 125% or reduce costs for master by 2%.
 * TSB 20 - Journeyman level. Character knows enough to start their own business and keep the shingle out front. Still working through kinks. Business maintenance costs: 110% or reduce costs for master by 4%.
 * TSB 30 - Skilled business owner. Character knows enough to start and maintain own business at standard costs. Business maintenance costs: 100%-1% for every 1 over 30 or reduce costs for master by 10%.
 * TSB 40 - Master business owner. Character knows enough to start and maintain franchise. May also take on apprentice accountants to reduce business costs. Business maintenance costs: 100%-1% for every 1 over 30.

 Accountants & Etc. 

Characters who are by profession an Accountant (or equivalent) may roll this roll as often as necessary, but may only roll it once per month per customer (including themselves as a customer). They may also roll once per customer per tax period or other similar events not related to the constant maintenance of a business.

Training: Represents training with someone with at least 10 higher TSB for the allotted time studying ledgers, history, and strategies. The trainer need not be present for 90% of the time and the time need not be contiguous.

Appraise
This skill allows characters to determine the value of an object in their own market (for them, this is called the "standard market"). A Knowledge: Culture X with a TSB of 30 or higher treats Culture X as a standard market. Otherwise, the value can only be determined based on the character's own standard market without cultural adjustment and so a minimum of 10% estimation error is applied.

Certain items can give bonuses to this skill check.

Active Roll: Appraising an item takes 1 minute/1000c of actual value. For every 1 minute short, a -1 is applied to the roll by the GM. For every 1 minute over up to 10 minutes, a +1 is added to the roll. See below for roll Effect.

Reroll: A character may not reroll appraisal on any single item until one TP is gained in Appraise.

Kind Bonuses: Dwarves and Goblins gain +2 TP in Appraise as soon as they take this skill.

Untrained: Without this specific skill, a Social Skill check is made, but the minimum estimation error is 20%.

 Effect 

Rarity, magical traits, and cultural significance modify the DS of the Appraise check for items regardless of actual value. For every point rolled below the DS the character makes an estimation error of 1% above or below the actual value up to a maximum of 90%. Roll a 1d10. On a 1-5 the estimated value is low, 6-10 the estimated value is high.

DS - Rarity
 * 10-20 - common item
 * 25 - uncommon
 * 30 - rare
 * 35 - extremely rare
 * 40 - unique

DS - Magic

The DS increase for imprinted objects is 1/10th the Spell Skill check used to imprint the item (not the Imprint Spell itself).

DS - Cultural Significance

Must be in a standard market.
 * +0 - No cultural significance
 * +2 - obvious cultural significance
 * +5 - less obvious significant cultural significance
 * +10 - obscure significant cultural significance

Training: Training must be with someone with at least 10 TSB higher. Trainer must be present for 80% of the time during training. The time spent must be within a single week, though the time does not need to be contiguous.

Astrology
While connected to things mystical, Astrology is not itself a true magical ability. It is more closely associated with a natural, spiritual skill that those tuned to the right vibrational frequency can use to benefit themselves, another, or their adventuring party. Astrology is the study of celestial bodies such as stars, planets, and moons to see how their alignment affects vibrational harmony to affect an individual's life. Astrology has a number of tools such as crystals, tarot cards, and other spiritually attuned items that can enhance the prediction. Predictions can give general guidance about love, business, war, or other important matters, but is not specific to detail.

'' Example horoscope reading: New beginnings happen every day, usually without you noticing them. If you're wishing your life were different, take a moment to realize that it actually is! Focusing all the time on what you wish could be better is too negative and narrow-minded. You should try a little harder to take note of the progress you have made and pat yourself of the back for the good things you have accomplished. Sure, you may have a little farther to go, but who doesn't?''

Active Roll: An astrological prediction can provide guidance in many things. This guidance resolves into bonus or penalty to all related rolls for the given duration.

Effect: The Astrologer's roll is divided by the SPI of the person they are reading for with the following outcomes applied to relevant rolls: This bonus applies for a given duration based on the Astrologer's skill based on the following chart: If the prediction is given on the individual's day of birth and is positive, the duration is increased by one step on the chart above up to 2 months. If the prediction is negative, the duration is decreased by one step on the chart above with a minimum of 30 minutes.

Reroll: This skill may not be rerolled for any individual (recipient) for the duration of the prediction.

Untrained: This skill cannot be used without training.

Kind Bonus:  Intangi and Paidion get +2 TP for Astrology as soon as they take the skill.

Opposed Roll - Religion:

To cancel the effects of an astrological reading, a person may roll a Religion Skill check. If it is higher than the Astrology Skill check, the effect is canceled.

Training: Training time is split between communing with spirits, self-reflection, and learning from books, charts, and a trainer of at least 10 TSB higher.

Cartography
The skill of map-making is one of perception and artistic talent. A talented map maker is not only able to make a living off of making good maps, but they can also help during adventures by keeping an accurate depiction of where the group is going or by reading a map to determine where they should go.

Active Roll: When a group has a map provided by someone else and they are at a loss for where to go, the Cartographer may make a Cartography check to read the map and determine where they need to go next. The DS for this is set by the GM based on the complexity of the place being explored and the quality of the map using the standard Difficulty Scores.

If the group has been exploring and the Cartographer has been keeping a map, the Cartographer may also roll to see if anything on the map indicates something in a room they have already passed might have something they missed and should go back and check. Such a check can be called for by the GM as new parts of the area are explored and more of the map is revealed or if a discovery sheds new light on areas already mapped.

If a Cartographer is not in the location being added to a map and more than an hour has passed since being at that location, then the difficulty to draw an accurate map increases by 2 for every hour that has passed.

Reroll: The cartographer may not reroll this skill check for the same map location until after one long rest.

Kind Bonus: Invar receive +2 TP in this skill as soon as they take it.

Untrained: Attempting to draw or use a map without the Cartography Skill may be attempted using the Knowledge Basic Skill. XP is only added for successful rolls.

Training: Training consists of working with a trainer of 10 TSB or higher surveying, recording, and learning aspects of cartography out in the field. Training must take place contiguously with only small breaks for meals etc.

Computer Coding
Computer coding, hacking, slicing, or all things related to programming other than creating a major application are covered by this skill. {For major applications see Computer Programming under Crafting Skills in Chapter 8}.

Active Roll: For simple coding attempts, the check determines how difficult the program would be to overcome by another, or whether or not the coding is successful enough to accomplish the stated goal. The latter roll would be versus a DS determined by the GM. If the character is attempting to bypass another program, then such a check would be an opposed roll against the skill of the initial programmer.

Reroll: May not be rerolled.

Untrained: May not be used untrained.

Training: Requires taking classes from skilled teachers in either a formal or informal education setting. Most of the time is spent learning syntax rules, structure, and problem solving. Teacher only needs to be present for 10% of the learning time, but must have a TSB of at least 10 higher and must monitor and give feedback. Time need not be contiguous, but must be completed within one month.

Creatures
Knowledge of creatures, whether sentient or simply instinct-driven, pertains to their habitat, food, social structure, and inter-relationship with other creatures as well as any skills, traits, foibles, and magical ability they may have.

Active Roll: The following chart indicates what can be discovered based on the specific KNW: Creature roll. For each class of Creature: Common, Uncommon, Rare, Exotic, Legend, or Myth, lower rolls still may return information about them, but the information will be more flawed the lower the roll. For example, an adventurer wanting to know about a Phoenix's Home (Mythical Habitat) has to roll a 92 to get accurate information. If they roll a 64 (enough for Exotic Habitat), they might be led to believe that Phoenix's live in Volcanoes because they are fire-based birds. This may be partially true and partially false, or completely false depending on what the GM is ready to divulge to the Characters. A fresh adventurer who won't roll past the 20's isn't going to have wildly accurate information or more likely none at all. Reroll: This skill may not be rerolled for a given creature until TP increases by 1 or research is done.

Kind Bonus: Anthros get a +2 TP upon taking the skill.

Untrained: This skill may be used untrained by rolling the Basic Knowledge Skill. XP is only granted on success.

Training: Training consists either of studying tomes, scrolls, and other scholarly works or being out in the field with a trainer observing the Creature in question. Sometimes this latter method is dangerous but always provides accurate information.

Cryptography
Cryptography is about deciphering codes, ancient scripts, and other writings. This also includes magical writings granting that there is not some magic protecting the writing from mundane eyes. If such exists, the protection must be dealt with first before any deciphering can happen.

Cryptography is not a simple glance and done skill. It takes time to complete. Generally, the amount of time needed to decipher a code is based on its DS.
 * 15 or less - 15 minutes.
 * 20 or less - 1 hour
 * 25 or less - 4 hours
 * 30 or less - 10 hours
 * 35 or less - 20 hours

For every 5 above 35, double the time it takes to decipher. For example, something that has a DS of 100 would take 163,840 hours or 6827 days or 18.7 Terran years to decipher.

Active Roll: The Cryptographer rolls against the DS of the writing, or against the skill of the encoder, to decipher what is written (or typed in modern settings). If they succeed, they have deciphered the writing. If not, they may try again after the appropriate time has passed. There are ciphers, spells, and other tools that can lower the time necessary to decipher a code by lowering the effective DS of the code.

Reroll: This skill may be rerolled after 1 day and the time period per DS has passed to reflect taking a break for fresh perspective and the time needed to study it again.

Kind Bonuses: Kradok, Dwarves, Phantim, and Hobgoblins gain +2 TP in this skill upon taking it.

Untrained: This skill can be used untrained by rolling the Basic Knowledge Skill. XP is gained only for success.

Training: Training consists of working under a teacher learning symbolism, geometry, culture, and linguistic concepts related to language analysis. Teacher must a TSB at least 10 higher. Time need not be contiguous, but can be done in 2 hour blocks and must be completed within two weeks.

Data Analysis
To many, the concept of Data Analysis might seem like a computer age skill. However, it can be applied in any age for different scenarios. Data Analysis can be applied to logistics of an army or a settlement/city. It can be used to analyze troop movements of an enemy or the migratory patterns of certain animals.

The primary function of Data Analysis is to provide a synergy bonus to other skills. The following is not an exhaustive list, but should provide a significant idea of how Data Analysis can help other skills.

Synergy Bonus To: Accounting, Computer Coding, Crafting (Architecture), Crafting (Vehicles), Cryptography, Education, Government, Investigation, Logistics, Mathematics, Navigation, Science, Security Systems, Smuggling, Surveillance, Tactics, Track.

Active Roll: The Active Roll for Data Analysis usually provides a synergy bonus to other skills. For every 10 rolled for the Data Analysis check, add +1 to an appropriate Specialized Skill. When not used synergistically, Data Analysis can also be used in lieu of roleplaying to solve puzzles for when the Player is unable to figure out something their Character should have no problem with. In this scenario, the Data Analysis rolls against the DS of the puzzle.

Reroll: This skill may not be rerolled for the same scenario for one month or if the TP increases by 1.

Kind Bonuses: Phantim, Kradok, and Hobgoblins get +2 TP in this skill upon taking it.

Untrained: This skill can be used untrained by rolling the Basic Knowledge Skill. XP is gained only for success.

Training: Time spent with a trainer pouring over charts, graphs, and data finding patterns. The trainer must have at least 5 TSB higher and the time spent in training must be contiguous with small breaks only.

Demolition
Knowledge (Demolition) is a skill that pertains only to disarming explosives. Different eras of training change the difficulty of disarming a charge. The era of the explosive changes the DS of the explosive to disarm in the following manners:
 * primitive  - uses the standard DS.
 * modern - adds 10 to the base Demolitions check
 * futuristic - adds 20 to the base Demolitions check.

Active Roll: The roll for Demolition is versus a DS to disarm/disable an explosive. Failure within 10 may shorten the timer or just mean that you haven't succeeded yet and need to try again. Failure of 11 or more means the device goes off.

For crafting explosives see Craft: Demolitions.

Reroll: This skill can be rerolled immediately if the device has not exploded yet.

Untrained: This skill can be used untrained by rolling the Basic Knowledge Skill roll. Not that it should be.

Training: Trainers will provide training with dummy explosives that do little more than fireworks if the student fails until the student's TSB is at least 30. Time spent in training must be contiguous with only one long break in the middle for sleep. Training consists of 30% reading, 70% practical with a trainer at least 10 TSB higher.

Dungeoneering
Knowledge of Dungeoneering pertains to understanding the thoughts and intents of the designers of locations filled with treasures, traps, hidden doors, and all manner of things to catch or kill the unwanted intruder. With this knowledge, a Dungeoneer can make more educated guesses as to layouts, how to disarm traps, where the treasure might be located, and even what denizens might be laired within. This knowledge comes form experience and study.

Active Roll: The roll for Dungeoneering is usually opposed to a trap's DS for detection and disarming, finding a secret door, or any number of other obstacles found below. The Dungeoneering roll can also be used to learn something about the general architecture and thus the creators of the dungeon, or other useful loar that pertains to it.

Reroll: No. Either the loar is not known, the trap or lock is too hard, or the secret door is not there or too hard to find.

Untrained: No.

Training: Training below 5 TP requires book study that must be completed within 4 days. 6 TP or higher may involve reading, but most likely involves the trainee to follow the teacher into some dungeon and observe while the teacher makes his way through obstacles. The teacher may even allow the student to attempt some of the easier obstacles themselves.

Electronics
Electronics covers anything related to electrical hardware such as computer, vehicle, or building systems. When these systems are not working properly, the Electronics Skill can determine the issue and repair it given the right parts. The KNW: Electronics Skill can also rewire existing systems to bypass faulty circuitry for a patch job until serious repairs can be made, or to get around security systems as needed. Where Security Systems is a skill focused on the software side of things, Electronics is the hardware. This can also be used to hotwire a vehicle.

Active Roll: When rolling an Electronics Skill roll, the Player is attempting to overcome a DS to repair or bypass an existing system.

Reroll: This skill may not be rerolled for the same system for 1 long rest or if the TP increases by 1.

Kind Bonuses: Phantim and Centaur get +2 TP in this skill up on taking it.

Untrained: This skill may not be used untrained.

Training: Training with a trainer must be completed within 3 days but need not be contiguous. Training consists of working with systems hands on for 70% of the time with the other 30% being instruction or reading manuals. Trainer must be at least 5 TSB or higher.

First Aid
First Aid is a skill that has multiple uses. It is a non-magical way to heal a small amount of LIFE. It also has a chance to overcome natural debuffs and status conditions. Status condition DS to overcome for First Aid are listed in Chapter 11:Rules of Engagement under Statuses. When First Aid is used, the Status will will have a discription of how the First Aid helps.

First Aid can be used to restore a small amount of LIFE, but it is not as effective as Mystical skills. First Aid can be increased through the use of Healing Kits or MedPacs.

Active Roll: First Aid Skill checks are rolled against the DS of a Status to remedy that Status. Alternatively, a First Aid Skill roll can restore an amount of LIFE equal to 1+Roll/10.

E.g. a roll of 9 will restore 1 LIFE where a roll of 20 will restore 3 LIFE.

Reroll: This skill may not be rerolled for the same scenario/event.

Kind Bonuses: Anthros, Nymphs, Phymorians, and Hobgoblins get +2 TP in this skill upon taking it.

Untrained: Someone can attempt First Aid without training by rolling a Basic Knowledge Skill check. XP is gained only on success.

Training: Training must be contiguous for 6 hours with only small breaks for food and nature. Trainer must have 10 TSB higher. 60% of time is spent assisting trainer with real emergencies with the other 40% spent in lecture or reading.

Logistics
Logistics concerns the detailed coordination of a complex operation involving many people, facilities, or supplies. Whether running a multiple branch business or keeping an army supplied at home and in the field, Logistics is an important skill. Note that the Logistics roll does not actually determine how many branches, ships, or soldiers there are, only how many can be supplied effectively by the roll that month.

Active Roll: The Logistics Skill check pertains to different organizations in different ways. Use the following chart as a basis for maintaining successful coordination. For every 10 below the needed roll, the organization suffers a 25% reduction in effectiveness until the next roll is made. Reroll: This skill may not be rerolled within the same month unless TP increases by 1.
 * Business - a land-bound or at most coastal business spanning at least two civic centers. This roll addresses keeping production centers connected with retail outlets.
 * Fleet - sea-based or space-based business or naval unit maintaining ships, keeping crew and soldiers fed and supplied with necessary equipment, and manipulating goods along trade routes. For ship units see Craft: Navel Vessel or Craft: Capital Ships.
 * Army - land-based military supply lines. Keeps the maximum listed number of soldiers and their support units fed and supplied with necessary equipment.

Kind Bonuses: Hobgoblins and Dwarves get +2 TP in this skill upon taking it.

Untrained: This skill can be used untrained by rolling the Basic Knowledge Skill. XP is gained only for success.

Training: Time must be spent in daily blocks with small breaks for lunch and nature. Trainer must be at least 6 TSB higher. Student will practice by examining systems and making choices which are then evaluated by the teacher, who will correct choices as needed to make any real systems continue to run smoothly. First 25% of time is spent studying with the last 75% of time spent in practicum.

Lore
Lore is a non-Mystical way of identifying things and providing understanding to others. Whether it be a magical device, information about an ancient kingdom, a mythological creature, or any other esoteric information, this skill represents a Character who picks up random bits of information like a sponge. They spend much of their spare time reading and take information the way a cleptomaniac takes objects.

Active Roll: The Lore Skill check determines how much about a certain item or concept they have picked up over the years. The higher the roll, the more accurate and detailed the information is. The more common the item or concept, the more accurate and complete the information will be at lower rolls. GM determines how much they wish to reveal and how accurate based on the standard Difficulty Scores table.

Reroll: This skill may not be rerolled for the same concept or item unless TP goes up by 1 or research is done for a number of hours equal to the DS of the concept or item.

Kind Bonuses: Dragons gain +10 TP and Elves gain +2 TP upon taking this skill.

Untrained: This skill may not be used untrained.

Training: The time spent in training is not contiguous, but represents time reading scrolls, books, datapads, or listening to others with knowledge such as sages, professors, or mystics.

Mathematics
Mathematics, especially applied Math, is the theoretical and concrete discipline of the manipulation of numbers. More importantly, Mathematics is considered a pure language of logic. Learning mathematics teaches reasoning skills that can be applied to many other facets of life. Mathematics provides a synergy bonus to most Craft skills and any skills like Investigation, Science, Engineering, or Computers that require logic. Furthermore, Mathematics can also be rolled to solve logic-based puzzles or to simply reason through a situation if need be.

Active Roll: There are two parts to Mathematics, synergy or independent. Reroll: This skill may not be rerolled for the same problem for 1 day or TP increases by 1.
 * Synergy - When rolling a synergy roll to support another skill, the bonus applied to another skill is 1+roll/10 truncating any decimals.
 * Independent - The active roll is opposed to a DS to solve a math or logic problem or against opposed roll if applicable.

Untrained: This skill can be used untrained by rolling the Basic Knowledge Skill. XP is gained only for success.

Training: When training, the trainer must be at least 5 TSB higher. Consists of at least 1 hr blocks working problems with trainer and applying to real world situations.

Mysticism
Knowledge of Mysticism is the mundane side of casting spells. A character does not need to have a drop of mystical ability in them to have and use the Knowledge: Mysticism skill. It is primarily used for identifying spells, mystical symbols, or anything related to magic. It is also used by external casters to read, write, and obtain mystical spells.

Active Roll: The active roll is used in one of two ways.

1) To ascertain the nature of a spell being cast at or in the presence of the character.  In this case, the DS for the roll is the Active Roll of the one casting the spell to be identified.

2) To read or understand some mystical writing, symbol, object, or device.  For this, the DS is either the DS of the spell itself, the DS used to create the effect, or a DS determined by the GM for the purpose of the story likely based on the standard knowledge difficulty chart.

Reroll: Depends. For spells being cast, there isn't enough time for a reroll to make sense. For the second option, a failed roll means that the text, symbol, or device is beyond the character's knowledge until the KNW: Mysticism gains 1 TP. After that, a reroll for the same text, symbol, or device can be rolled.

Untrained: No.

Training: Training is typically done with comparative texts, interlinears, concordances, and like tomes. It may also include identifying mystical devices in a controlled environment. Trainer must have at least 12 TP higher than the student at all times.

Navigation
Navigation is a skill that has three subskills: Land, Sea, and Space (Astrogation). Each of these must be selected separately as a different skill.

Navigation is the skill of being able to successfully determine the correct path when traveling long distances.

Active Roll: The active roll has different travel times and outcomes depending on the type of Navigation. The active roll is made against a DS depending on the difficulty of the journey and the distance. The chart below is based on the Active Roll compared to the DS of the journey. Reroll: This skill can only be rerolled after 24 hours has passed (giving everyone enough time to realize they are not going the right way). Each reroll is a cumulative -2 until an inhabited friendly region is reached and new directions can be given.

Untrained: For Land and Sea Navigation the Basic Knowledge Skill roll may be used. XP is only gained if successful. Astrogation may not be used untrained.

Training: Training in Land and Sea Navigation requires the student to go on trips so while the time for training may be small, the actual time required for the trip is as long as it is. Only 1 XP can be gained per day during training no matter how many hours are spent traveling. The trainer must be at least 5 TSB higher than the student.

* Astrogation takes much longer to learn and is done through study of complex equations and simulations then checked by the trainer or a navigation system such as a robot. Training need not be contiguous, but must be done in 4 hour blocks and take no longer than a week to complete. It ain't like dustin' crops.

Nobility
Knowledge of Nobility is about whether a character knows something of the heraldry, ancestry, history, or proper titles of the nobility in any given region.

Active Roll: The active roll is against a GM provided DS is to determine if a specific piece of information is known.

Reroll: This skill may not be rerolled for a given piece of information. Either a character knows that information or doesn't. Later, if that piece of information is needed again, the character may only roll for it again if their Trained Points in Nobility have increased. Once a piece of knowledge has actively been introduced to the character (somebody introduces them to a noble) then the character knows that information and does not need to roll for it - unless the player forgot to write it down!

Kind Bonuses: None. However, a Nobility Check gains a +10 if the character is in their home region (as determined by the GM). This becomes a -10 if they are on a different continent, a cumulative -10 for different kinds or on a different world. So a different kind on a different planet would be a total of -30 this check (10+10+10).

Untrained: Not applicable.

Effect: A successful KNW: Nobility check means that a significant piece of information the character needs (but the player doesn't necessarily know) is known and can be used. This allows for a distinction in player vs character knowledge and does not handicap the character for the player's bad memory or lack of knowledge.

Training: This training can be done by simple study in an appropriate library or under a trainer who actively takes the student through social gatherings where the nobles and practices are. Such a trainer would introduce them to the nobles and actively teach them the procedures.

Religion
The KNW: Religion skill is used to determine what a character knows about the doctrines and practices of a given religion.

Active Roll: The GM uses the standard knowledge difficulty chart for a given piece of information. The roll opposes this DS. If successful, the character knows this piece of information.

Reroll: None.

Kind Bonuses: None.

Untrained:  A player may roll a Basic Knowledge check to see if they have picked up the information randomly. XP is granted for the Basic Skill only on success.

Effect: If the skill roll is a success, the character knows the basic information they need at the moment. For 10 higher than the DS, they know enough about the topic and it's immediate context to have a brief conversation. If 20 higher than the DS, they know the topic and more remote context to have an extended conversation about it.

Training: Training in this skill requires at least access to books or scrolls covering the topic. If person to person training is given instead, the trainer needs to have at least 10 TP higher than the student.

Robot Logic
Robots and other Artificial Intelligences are typically not sentient and therefore incapable of free-will choices. However, the complexity of their programming may offer a challenge when attempting to get them to comply with directives. Robot Logic is a skill some have developed where they are able to convince a robot to comply through a series of logical arguments. The DS for this skill is the Robot's INT+PRC+PRS+WIS.

Active Roll: This skill is used to determine if a robot or other artificial intelligence can be reasoned with in order to get it to do what needs to be done. This skill should only be used in cases where an AI is not initially willing to be compliant. Roleplaying is encouraged and the GM is encouraged to offer bonuses for good RP.

Reroll: Not applicable.

Kind Bonuses: (sentient A.I. kinds or other inherently logical creatures may receive a kind bonus at the GM's discretion).

Untrained: A person attempting to use this skill untrained will likely end up in a worse state than before. This skill may not be used untrained with any hope of success.

Effect: A success means that a character is capable of getting a robot or other AI to comply with one directive or a series of closely related objectives.

Training: Training requires hands-on training, study from manuals, and an instructor of at least 10 TP higher than the student.

Synergy: A person who has the skill Computer Coding gains a +1 synergy bonus for every 10 TP in Computer Coding.

Science
Science is a system of learning about the way a given universe works, how its laws function. It is a system of thinking that requires logical thinking (INT) and observation of evidence (PRC). While there are many different scientific disciplines, the basic approach is the same for all of them. Typically science is broken down as a specific skill into these categories for purposes of the game: For your specific game purposes, feel free to break them down into more specific branches as you have need. (E.g. Astrophysic, Quantum Chemistry, Xenobiology, etc.)
 * Physics
 * Chemistry
 * Biology

Active Roll: As with most specific knowledge skills, the active roll is opposed to the DS of the information a character needs to know based on the standard Knowledge chart. Unlike other skills, this skill is not just whether or not a character knows the information already. It can also be used to determine if the character can use the scientific method to arrive at the needed conclusion given enough time in game. A positive modifier may be given by the GM if the player describes the methodology used to arrive at the conclusion through experimentation. Note that experimentation may take the following forms: Reroll: Not applicable. Each new roll is a new experiment or new thought process and thus is a new roll.
 * Logic - a series of logical premises constructed on known laws put together in a such a way that a conclusion is demanded by that arrangement.
 * Direct Observation - the lab-coat test-tube method we are all familiar with
 * Hybrid - this is used to draw conclusions about things impossible or unlikely to observe directly through a combination of the other two methods; e.g. explaining how the Grand Canyon was formed.

Kind Bonuses: None yet.

Untrained: Yes. A Basic Knowledge check may be performed in lieu of a specific Science. XP is gained whether the roll succeeds or fails since something is learned either way. Also, kids make the best scientists because they have no biases, and it is not likely that they have any training whatsoever.

Effect: The character either knows or can come to know something about the related scientific field. This knowledge can then be applied to other skills.

Training: The best method for training is hands-on experimentation, preferably with a teacher with 10 TP higher than the student. If no teacher is present, training time is tripled.

Security Systems
Security Systems are any system put into place to prevent access to something or somewhere. These may be primitive systems such as dart traps, trip wires, pressure plates, and the like found in dungeons; advanced electronic systems including biometric scanners; or computer software used to prevent access into virtual environments. The skill roll applies to the character's primary experience.

For example, a Dungeoneer from a typical fantasy setting will be excellent against primitive security systems while going tomb raiding, but if they find themselves suddenly transported into a futuristic setting full of computers, they will not be able to use this skill immediately and without training.

The time needed to disarm a given trap or barrier is equal to the DS/5 in minutes. For every 5 over the DS on the Security System roll, one minute may be subtracted from the total time. The minimum time needed to disable a trap or barrier is 1 Round.

Active Roll: This skill is used to find and disable traps and barriers that prevent entrance into a specific environment, whether real or virtual. The roll is opposed to the DS of the trap or obstacle, but may also be an opposed check if the setting is actively trapped by another character and rolls were made to set the trap. In the second case, the DS is the roll made to create the trap, usually either a CFT: Mechanics or KNW: Computer Coding skill.

Reroll: A reroll is allowed given enough time. However, for every point the first roll failed adds one minute to the next roll.

Kind Bonuses: Paidion may receive 3 initial XP in this skill when they take it due to their culture as they may have picked up the skill as a kid and already have some experience with it.

Untrained: This skill may be used untrained by rolling a Basic KNW check. XP is awarded for success or failure as knowledge is gained either way.

Effect: If the check succeeds, the character knows how to defeat a particular trap or barrier within a security system.

Training: The best training for security systems is hands-on within an instructor. The instructor must have at least a TP of 10 higher than the student. Training without an instructor takes 4 times as long.

Starship Ship - Engineering
Starship Engineering is a skill that pertains to all things related to propulsion and energy supply for the rest of the ship. If something goes wrong with either, it is the ship's engineers that must fix it. While the size of the ship may determine just how complex the repair or changes might be, the knowledge is generally the same. A starfighter, one or two-man crafts, might have a problem of access whereas a freighter might have more complexity. Capital ships and space stations might have the easiest access, but the complexity of the system might be far more. Thus, the difficulty for all sizes of ships has been distilled to one Difficulty Score.

Active Roll: Typically, the Starship - Engineering active roll will be against a Difficuly Score of some problem. This problem could arise from combat, wear and tear, or anomalies encountered in space. The more complicated or widespread the issue, the higher the DS will be.

If the active roll fails, for every 10 below the DS, the DS increases by 1 as the engineer exacerbates the problem rather than fixing it.

''E.g. if the DS is 40 and the Active Roll (or Reroll) is a 31, then the DS remains a 40. However, if the roll is a 30, the DS increases to 41. If the DS is 40 and the person rolls a 20, then the DS increases to 42.''

Additionally, the active roll can overclock the propulsion or power systems by a certain amount above the rating (DS) of the engine. The duration of this bost and the percentage of it above normal are inversely proportional. To determine this, roll against the Engine Rating (DS). That number represents a combination of time and bonus percentage such that: Roll - DS = Minutes + Percentage Bonus.

''E.g. A starfighter pilot orders his droid to boost the power to the engines. The droid complies and rolls a Starship Engineering roll of 45 against the 35 rating of the engine which is a difference of 10. The droid adjusts the power over maximum by 8% for 2 minutes. 8 + 2 = 10.''

Reroll: A reroll of the Engineering skill is allowed, but the complexities of a capital ship system makes the reroll more difficult. It takes a number of minutes equal to the DS of the problem before the engineer can reroll. In such cases where that time is not available, the engineer may attempt to reroll earlier, but for each minute below the DS of the problem, the engineer takes a -1 to their roll.

''E.g. Scotty th'Forge has an engineering problem with a DS of 35. He rolls a 31 the first time and the problem remains with a DS of 35. It would take him 35 minutes to reroll to see if he fixed the problem. However, the engine core would explode before then destroying the ship. He only has 30 minutes before that happens. He rerolls at 29 minutes and therefore takes a -6 to his roll. Thankfully he rolls a 44 this time and fixes the problem.''

A boost may not be rerolled.

Kind Bonuses: None currently.

Untrained: Starship Engineering is a vastly complicated skill that requires training to even begin. Attempting to fix a starship untrained will almost certainly make the problem worse. This skill may not be used untrained.

Effect: If successful, the Active Roll can repair a damaged propulsion system or power system.

If boosting power, there is a cumulative 5% chance for each boost that the system will break and the ship will have no propulsion and power. If the system breaks, the DS for the damage is equal to the percentage chance at which the engine broke. To overcome this and reset the percent to 0, the ship must go through a full maintenance process.

Training: Training requires the trainer to be at least 10 TSB higher than the student. Training time is hands-on working with the trainer on actual problems. These times vary depending on the nature of the problems. However, the skill does not increase until the total training time has been put in.

Starship - Operations
Starship Operations is about personnel and logistics. Is the ship supplied with the right people to get the job done? Are there enough supplies to complete the mission? What happens if personnel or supplies are lost and how does that affect the overall efficiency of a ship?

Active Roll: The active roll for Starship - Operations is against a DS pertaining to a given event. Typically, if a ship is going into a known environment to accomplish an established mission, a roll is not needed. Instead, the GM can look at the ship's Operations Officer's TSB to determine how well the ship is prepared. Once trouble is encountered, this roll is used to determine how well the ship operates with losses in systems, supplies, and personnel. The DS for this roll is determined using the standard difficulties chart

A ship that takes damage or encounters environmental hazards takes a hit to its operational efficiency. When these events happen, every 5 percentage points of decline in efficiency translates to a penalty to all rolls related to the operation of the ship: systems, weapons, piloting, etc. The Starship - Operations skill allows the ship to keep operating despite these deficiencies.

For example, a decline in efficiency of 11% means that all rolls related to the ship are at a -3.

A ship reduced to 100% deficiency can no longer be repaired or operated without docking and receiving specialized external repairs. This does not necessarily mean the ship is destroyed, but it is functionally inoperable with no active systems. There may be breatheable air for a few hours giving the crew time to cobble together a liferaft or life room to survive in until help arrives, but there is not enough of the ship left to repair the primary systems across the ship.

Reroll: No. However, after a number of Player Turns equal to the current operational deficiency a new Starship - Operations roll may be made to further reduce the deficiency.

Kind Bonuses: None currently.

Untrained: A Basic Knowledge check may be used. XP is gained whether there is success or failure.

Effect: The Starship - Operations roll mitigates the operational efficiency penalty by finding a work-around. For every point above the DS, one percent of deficiency is mitigated.

''For example, due to combat, a ship's operational efficiency has declined by 23%. The DS for these problems is currently set at 25 by the GM. The Operations Officer rolls a 31 for a difference of 6. This reduces the deficiency to 17% instead of 23%. All ship operations take a -4 instead of a -5. After 17 Player Turns, granting that no further deficiency has occurred, another roll is made at a 34 reducing the deficiency by 9 to 8% and a penalty of -2 to all rolls.''

Training: Training requires a teacher or manuals for operation and either simulators or real-world experience under a supervisor. Trainer/supervisor must have at least 10 TP higher than the student.

Starship - Systems
Starship - Systems refers to various systems including: Each of these systems operates at 100% normal efficiency giving no penalty or bonus to rolls involving these systems. Each system has a description of what penalty or bonus is applied for each percentage of efficiency gain or loss. Starship - Systems is a skill that allows efficiency to be shifted from one system to another.
 * Computers (Communication, Navigation, Peripheral Systems) - Every 5% difference in efficiency grants a -1/+1 to all related rolls.
 * Life Support - Every 5% of deficiency results in a -1 to ALL individuals on the ship for ALL rolls.
 * Propulsion - Every 5% difference grants a -1/+1 to ship movement rate and maneuverability.
 * Security - Every 10% difference grants a -1/+1 to ships security against intrusion.
 * Sensors - Every 10% difference grants a -1/+1 to related rolls (not including weapon attack rolls)
 * Shields - Every 5% difference grants a -1/+1 to defense versus attacks.
 * Weapons - Every 5% difference grants a -1/+1 to weapon attacks and effect against a target.

Active Roll: Starship - Systems is a skill that allows efficiency to be shifted from one system to another. Failure means that the ship rejected the shift and nothing changes. If the roll fails by 10+, then the system efficiency was being shunted from loses that efficiency for a number of seconds equal to the amount of failure. If the roll fails by 20+ then all systems involved lose the intended efficiency shift for a number of seconds equal to the amount of failure.

''Example: Bladewind wants to shift 20% from his Propulsion and 10% to Weapons and 10% to Shields. The DS for this is 15 + 20 = 35. He rolls a 14 which is a difference of 21. Propulsion loses 20% efficiency (-4 to all rolls), but Weapons and Shields both lose 10% efficiency as well (-2 to all rolls).''

Reroll: No. A new roll is required to shift efficiency again. A reroll for the same shift makes no sense.

Kind Bonuses: None currently.

Untrained: No. Attempting to shift the delicate systems of a complex ship will more likely cause the ship to suffer irreparable damage to the ship rather than help.

Effect: The DS for the shift is 15 + the amount of shift the character wants to accomplish.

''Example: Bladewind wants to shift 10% from his Propulsion and add 5% to Weapons and 5% to Shields. The DS for this is 15 + 10 = 25. He rolls a 28 and is successful. He takes a -2 to all movement and maneuverability for his ship, the Falcon, but gains a +1 to his shields and weapons.''

Training: Training requires a teacher or manuals for operation and either simulators or real-world experience under a supervisor. Trainer/supervisor must have at least 10 TP higher than the student.

Surgeon
A surgery is a medical procedure that deals with problems far more severe than what First Aid can handle. Whether it is reattaching a severed limb, stopping massive internal bleeding from a fall, or putting in a stint to prevent a heart attack, a surgeon's job is very complex. Typically surgery is done in a hospital, medical bay, or other prepared location with sufficient tools to complete the surgery.

Active Roll:  A surgeon rolls to see if they are able to rectify whatever problem is presented to them. They roll against the difficulty of the particular problem and the difference in the Active Roll and DS will determine the result. Surgeries typically move a patient from one medical status to another. Depending on the status after the surgery, the patient will take time to recover and heal. The surgery will often leave at least scars if not some lasting side effect from the wound or the surgery itself.

Reroll: No.

Kind Bonuses: None currently.

Untrained: No. Attempting surgery without training or guidance will more likely kill the patient than anything.

Effect: The difference between the skill roll and the DS has the following effects: Medical Status Chart: Training: Training requires time observing a trainer at work and hours spent studying biology and anatomy. Trainer must have at least 15 TP higher to train a student.

Terrain
The KNW: Terrain skill is used to determine what a character knows about a given terrain. This skill can offer bonuses to skills like Hunting, Tactics, and Survival. The skill can also allow improved movement through otherwise impassible or impaired terrain.

Active Roll: A Terrain check can offer a bonus to skills where knowing the Terrain might benefit the specific skill. This roll is opposed to the standard DS chart based on the GM's choice.

Reroll: No reroll is possible. A new roll may be made if the terrain changes.

Kind Bonuses: Anthros and Invar receive +6 XP when they take this skill.

Untrained:  Yes. A Basic Knowledge skill roll can be used. XP is gained whether successful or not. Failure when untrained moves down the Terrain chart below for every 10 below the DS.

Effect: If using the skill to modify another active skill like Hunting or Tactics, for every 10 rolled on Terrain there is a +1 bonus that can be added to the skill. This bonus applies to converting to d10.

If using the skill to modify movement through rough terrain, then success means one of the following: Training: Training requires experience with a guide of at least 5 TP higher or study of book related to the skill.
 * For every 10 over the DS, the terrain Movement Rate moves up the chart one category. This does not prompt a new roll at an easier DS.

Use Magic Device
A character does not need to have any skill in a mystical spectrum to use mystical devices. They only have to be brave enough to attempt to activate it based on their knowledge of such things.

Active Roll: The Use Magical Device roll is opposed to the Craft DS of the device if known. If not, then the GM sets the DS and should generally use the standard difficulty chart.

Reroll: A new roll to activate a magical device one does not know how to use may not be rolled again until the BP or TP increases.

Kind Bonuses: Invar, Hobgoblins, and Trolls recieve +6 XP to this skill when they take it.

Untrained: Yes. A Basic Knowledge check may be used to activate the device. However, a failure of 15 or more means the device breaks and might have more dire consequences such as explosion or other magical consequences. Summoning a demon is not out of the realm of possibilities.

Effect: If the roll is higher than the DS, the character has discovered one ability of the device. Further rolls are needed to determine what, if any, other functions the device may have. Failure means the device did not activate.

Training: Training consists largely of reading tomes and manuals, though a trainer might show them a collection of devices and walk them through how to operate them as a form of hands-on training. The trainer must be 15 TP higher than the student.

Acrobatics
Acrobatics is a skill that pertains to the ability to move the body through rotations on all three axes, to find and use protrusions, ropes, and other extended objects to swing from or move across, and to generally move about through otherwise obstacle-filled environments. The famous "parkour" discipline is an example of acrobatics. Note that acrobatics does not give the character the ability to jump farther, but the skill can be used in conjunction with the Jump skill to enhance the acrobatic movement.

The typical acrobatics roll should be used against sections of an environment as determined by the GM rather than individual moves when there is more than two or three acrobatic moves required. This will prevent tedium in the game.

One possible obstacle-filled environment is a battlefield. As long as no enemy has Focus on the character at the beginning of the Acrobatics movement through the environment, a character may use Acrobatics to avoid any Attacks of Opportunity against them. The DS for this maneuver is the highest TSB for an attack skill of the enemies.

Active Roll: The active Acrobatics roll is against the DS of a singular obstacle or against a section of environment that requires Acrobatic-style movement. The GM should use the standard difficulty chart.

Reroll: A reroll is allowed for the same environment or obstacle, though some consequence for failure should be applied including extra time.

Kind Bonuses: Paidion receive +3 XP upon taking this skill.

Untrained: Yes. A Basic Movement skill check can be used if the character does not have the Acrobatics skill. XP is awarded for success or failure.

Effect: The character is able to move past the obstacle or environment. If avoiding Attacks of Opportunity on the battlefield, a successful roll means that no Attacks of Opportunity are successful against the character.

Training: To train, the student must learn from a teacher in an appropriate environment. The teacher must have a TP of 10 higher than the student.

Balance
Balance is a skill used when the character must traverse precarious terrain where falling would be detrimental to the character.

Active Roll: Balance is rolled against the DS of the environment based on the standard difficulty chart.

Reroll: No. If the balance check fails, the character falls. The environment is too difficult for the character to traverse without some form of assistance until their TSB increases.

Kind Bonuses: Paidion, Invar, and Elfs receive +6 XP to this skill upon taking it.

Untrained: Yes. A Basic Movement check may be made instead. XP is gained with success or failure.

Effect: The character is able to traverse the precarious environment successfully.

Training: No trainer is required, but practice in difficult environments with no distractions for the total time required is a must.

Burrowing
Burrowing is the skill that allows a character to rapidly dig into loose matter such as dirt or sand and even bury themselves to hide or for protection in that medium. It also allows for them to escape being buried in such an environment if put there by others.

Active Roll: The active roll for Burrowing is opposed to the DS of the material to be burrowed through. The chart below gives some examples but is not comprehensive. The movement rate for burrowing is 1m per Round.

Reroll: No. If the roll fails, the material in that area is too tough to burrow through for that character until their skill increases. Then they may try again.

Kind Bonuses: Dwarves receive +3 XP to this skill when taken.

Untrained: Yes. A character may use the Basic Movement skill to burrow through the material. However, the movement rate is halved and does not increase for higher rolls. XP is gained for success only.

Effect: A character may burrow through the material in question. For every 10 higher than the DS, the movement rate increases by 1m/Round.

Training: No trainer is required, but uninterrupted practice for the duration is required.

Climb
Climbing is a skill about vertical movement in a gravity-rich environment. This includes moving up a steep incline, climbing a vertical surface such as a wall, cliff, or tree, or even across a ceiling with something to cling to.

Climbing requires two hands. However, a character may use one hand to cling to a surface while using the other to complete somatic components of a spell, swing a one-handed weapon, wield a shield, or perform some other action that only requires one hand. While clinging, the character cannot move. The Dodge skill cannot be used while climbing unless the character is able to move at their full movement rate (see Effect below).

Active Roll: The active roll for climbing is against the DS of the surface to be climbed. The GM should use the standard difficulty chart for a given surface, but the following modifiers should be used as well. They are cumulative. Note that climbing gear also provides bonuses to this skill.

Reroll: No. If a character fails a climbing check, the environment is too difficult to climb. They may attempt it again when their skill increases.

Kind Bonuses: Echtinik and Tinikeans have the Spiderclimb trait. For smooth, oiled, or wet surfaces they may make an untrained roll at a +30.

Untrained: Yes. A Basic Movement skill check may be used to attempt to climb a surface. XP is gained for success or failure. Movement rate is 1m/Player Turn.

Effect: A character is able to climb the surface or move across the ceiling at 2m/Player Turn. For every 10 over the DS of the environment, they may add 1m/Player Turn to this rate up to their normal movement rate.

Training: Training may be done without a trainer in an appropriate environment structured for this purpose. Training must be continuous for the duration.

Concentration
Concentration is a skill used to supplement other skills that require full concentration to accomplish. Whenever some form of distraction (damage, environment, or even communication) would disrupt a particular skill, Concentration is rolled to continue the skill as if no distraction exists.

Active Roll: The active roll is made against either a DS for environmental distractions or against a skill when the distraction comes from another character's attempt to disrupt the character. If the distraction comes from taking damage, then the DS is 10+damage taken. If the distraction comes from a non-damaging skill, then the DS is that skill's roll versus Concentration.

Reroll: No.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Movement check can be made. XP is awarded for success or failure.

Effect: If the character succeeds with a Concentration check, they may proceed with the normal skill roll as if no distraction is present.

If the character fails, then the skill attempt is wasted. No XP is gained for the skill being attempted (but is still gained for Concentration). Any consumable material components for spells or skills are consumed. If the failure is during an attempt to cast a spell and the Concentration check fails by more than 10, then the spell backfires. Any new attempts to accomplish the same skill takes 1 Minute/pt of failure before a new try can happen.

''E.g. Sareh is attempting to pick a lock (M: Mechanics) with a Concentration DS of 34 in a tense situation. She rolls Concentration for a 32. She must wait 2 minutes to do a Mechanics check again.''

Training: Training requires continues practice with a trainer who is at least 10 TP higher than the student.

Dance
Dance is a performance skill used to entertain others, communicate, or even to complete complex rituals.

Active Roll: The active roll is often a simple performance check to determine the quality of the dance for observers. It is not necessarily opposed to anything. However, when used to communicate or complete some form of ritual through specific movements, the active roll will be opposed to a DS determined by the GM. In a competition, the active roll is opposed to another character's Dance skill check.

A dancer may dance for 30 minutes before needing to roll a 1d10+CON versus a DS of 5 + the number of 30 minute time periods since they started dancing. Failing this check means the dancer is fatigued and unable to continue dancing with any skill and must stop to rest.

Reroll: There are certain instances where multiple attempts may be made to complete a dance at the discretion of the GM.

Kind Bonuses: Fey receive +6 XP when taking this skill.

Untrained: Yes. A Basic Movement skill check can be made. XP is gained for success or failure.

Effect: If the Dance is opposed to a DS or other character's roll, then a higher roll means a success. If the Dance is a performance, then use the following chart to determine the audience reaction, and potential income for a performance. Those with enough skill may pick up a patron such as a noble or a performance troupe. The patron may finance the continued learning of the performer and pay them a constant wage to dance at gatherings. Training: Training comes from hours of continuous grueling work practicing dances. Trainers may be hard task masters, but must be at least 10 TP higher than student.

Dodge
Dodge is a skill that can be used in multiple contexts. This makes Dodge one of the most versatile skills in the game, as well as one that players will focus on quite a bit. Dodge can be used in Physical Combat, to avoid Spells, and in certain situations versus the Environment. Each has it's own roll mechanics to consider and so they are divided into the three categories below.

Dodge does not work if the character has been immobilized or is completely unaware of an attack. Such instances will be explicitly stated in certain spells, but the GM needs to remind players that certain status effects on their character prevent them from using the Dodge Skill.

 Dodge in Physical Combat 

Dodge can be used in Physical Combat situations instead of armor. It works against melee and ranged attacks in place of an armor roll. For mechanic's sake, when a person would be aware enough of combat for their Armor Skill check to apply, they are also aware enough for the Dodge Skill check to apply regardless if they are focused on a specific opponent.

Dodge is a Reactive Roll and should be declared before the Active attack skill roll is made that Dodge would be used in opposition to.

If Dodge is higher than the Active attack skill roll, then no damage is taken. However, if the Dodge roll is lower, then the full Effect of the Physical attack is applied. The only mitigation of this damage is the Equipment Value of any armor worn. For example, a character wearing Leather Armor would subtract 5 from any damage taken if they fail their Dodge roll.

This may make armor appear more desirable at first, but in the long run, because Dodge is used in so many more contexts, it will eventually outpace Armor Skills in its effectiveness against Physical Attacks.

 Dodge versus Spells 

Various spells require an Active Attack roll to hit a target. These are typically ranged attacks or touch attacks. Typically, when a player uses Dodge against certain spells, they can avoid some or all of the damage or effect. Below is an outline of how each spell's shape can be used to determine Dodge's effectiveness.

Touch/Missile/Ray - Dodge completely avoids getting hit on a higher roll, or takes the full effect of the spell if the Dodge Skill roll is lower. While certain armors may have some defense against missiles or rays, they do nothing against Touch attacks.

Area/Volume - If the spell attacks an area rather than a single target, typically Dodge Skill success means taking half the Effect from the spell and failure means the character takes the full effect. Certain traits and foibles can alter this. Armor generally is useless against these kinds of spells.

 Dodge versus Environmental Events 

Certain environmental events -- for example, a landslide -- may require the character to roll the Dodge Skill. In this case, the Dodge Skill roll is an Active Roll versus the DS of the event.

Reroll: This skill may not be rerolled for a given event.

Kind Bonuses: Paidion and Goblins gain +2 TP in Dodge upon taking this skill.

Untrained: This skill may be used untrained by rolling the Basic Movement Skill roll.

Training: Training in dodge requires practical training with a trainer of no less than 5 TSB higher.

Escape Artist
Escape Artistry is about a character removing themselves from a binding situation. This situation could be ropes, manacles, hand-cuffs and the like, a tight space, or even another character's grapple.

Active Roll: Each general scenario has a different DS for the Escape Artist to roll against: The time needed to escape is equal to the DS minus the difference in the successful roll.
 * To escape from manacles, hand-cuffs, a jail cell, or other mechanical restraint, the DS is based on the Craft check for the restraint.
 * To escape from a rope used to tie the character up, the Active Roll is opposed to the opponent's Ropework skill check.
 * To escape from another character's grapple, the Active Roll is opposed to the opponent's Grapple check.
 * To escape from a tight space, the GM will pick a DS from the standard difficulty chart, and the Active Roll will be versus that DS.
 * To escape from a binding spell, with the GM's consent, the character may roll against the Spell check as the DS.

''For example: Vivaldi Kant seeks to escape from a snare trap before the molten lava reaches him in 7 minutes. The DS of the snare is 20 and he rolls a 35 for a difference of 15. 20-15 means it takes 5 minutes to escape the snare.''

Reroll: A reroll to escape a particular restraint may be accomplished but the length of time is doubled for each attempt.

Kind Bonuses: Paidon and Kradok receive +3 XP for this skill upon taking it.

Untrained: Yes. A character may attempt to escape physical restraints only. To do so, they must roll a Basic Movement skill check. XP is only gained for success.

Effect: A successful roll means the character has escaped the restraint. Training: Practical training with a trainer (someone to at least untie the character if they get stuck!) for the total time achieved. Time need not be consecutive but must be completed within a week. Trainer must have 10 TP higher than student.
 * If the character has Ropework, Grapple, Craft: Restraint, or the skill opposed to their Escape Artist check, they gain a +5 bonus against that particular restraint.

Fast Draw
Fast Draw is a skill used to bring a weapon to ready from a sheather, holster, or even the ground. This skill can be used to temporarily increase initiative for the Round for the character and may give an extra attack for that first round.

Active Roll: The Active Roll for Fast Draw is typically against another character's Fast Draw. However, it can be used against the follow DS levels to gain a 1 Round advantage in combat: If disarmed, the character can roll Fast Draw versus a DS of 25 to quickly grab their weapon from the ground as a Secondary Action.

Reroll: No.

Kind Bonuses: Phantim and Goblins gain +3 XP when taking this skill.

Untrained: No.

Effect: Character is able to retrieve a weapon and bring it to ready before enemies.

Training: Does not require a trainer or continuous training time, but does require training to be completed the same day or the training time resets.

Filch
Filch is a skill related to slight-of-hand actions needed to either take something or place something without being seen by anyone. A thief attempting to take the purse or wallet of an unsuspecting mark, or a spy attempting to place cameras would both use the Filch skill.

Active Roll: Filch is a skill opposed to an opponent's Senses skill check.

Someone with the Juggle skill provides a +1 synergy bonus for each 10 TSB in Juggle.

Reroll: No.

Kind Bonuses: Paidions and Goblins gain +6 XP to this skill upon taking it. They also train in 10h/INT instead of 15.

Untrained: Yes. A Basic Movement skill roll can be attempted. XP is gained for success or failure.

Effect: If successful, the intended action is unobserved by interested parties. If unsuccessful, the action is observed.

Training: Training must be done under the watchful eye of a trainer with 10 TP higher than the student. This is usually done in a simulated environment for advaced societies or with assistants who represent the marks in more primitive societies. These assistants are likely other students.

Flying
The Flying skill relates to two categories of characters, those with the natural ability to fly or those assisted by devices that are not powered such as hang gliders, base jumper suits, or parachutes.

Natural fliers move at a given Fly Speed assigned at character creation based on their kind. A non-natural flier moves at the rate specified by the device or mystical skill.

Most fliers can ride air currents when tired and will not require a CON check, but in certain circumstances, flying for 1 hour (such as within a storm or doldrums) will require a 1d10+CON check equal to 5 + total hours flown. If this check fails, the character is too tired to continue flying and will fall until they find a current to bear them up or other outside assistance. Non-natural fliers can stay aloft as long as their device or mystical skill designates.

Active Roll: Flying in standard conditions does not require a roll for natural fliers. When weather grows difficult, a flier is in combat especially against another flier, or the flier is otherwise impaired, then the natural flier must roll. For those using artificial means to fly, a roll must always be made. See the chart below for Difficulty Scores. A +10 is added to the DS for non-natural fliers. A person who is temporarily enchanted with a mystical power is considered a non-natural flier. When attempting to outmaneuver another flier, the Active Roll is opposed to the other flier's Flying Skill check.

Reroll: No.

Kind Bonuses: All natural fliers recieve +6 XP at creation.

Untrained: All natural fliers must take the skill at creation. All fliers attempting flight artificially may attempt this action using Basic Movement. However, the DS modifier is +15 instead of +10. XP is awarded for success or failure, granting that the character survives the failure.

Effect: Character is able to successfully fly under the given conditions and move to whatever location they are attempting to move to. If the conditions change, a new roll is needed. If an opposed roll is successful, then the flier has position on their opponent and gains a +5 bonus to all combat or competitive actions.

Training: Trainer must have at least 15 TP higher than the student for non-natural fliers. For natural fliers, they must learn from someone with 5 TP more than themself.

Juggle
Juggling is the skill about multitasking, about keeping conscious awareness of multiple objects or concepts in the character's head all at the same time. The most common form of this is, of course, physically tossing various objects in the air one after another and catching them in a continuous cycle. However, a juggler is also able to do more than simple entertainment. They can keep track of multiple enemies on the battlefield, manage multiple aspects of a crisis, or handle multiple jobs simultaneously.

This skill also involves any form of sleight of hand action and thus provides a synergy bonus to Filch.

Active Roll: The Juggle skill roll is used to determine how many concepts or objects a juggler is capable of managing simultaneously in a given scenario. The level of risk or danger modifies this roll, but there is not usually a DS to roll against and it is not an opposed roll unless in competition. See the chart below for some suggested modifiers. Reroll: No.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Movement check can be rolled to juggle objects or attempt to multitask. However, XP is only gained for success.

Effect: Starting at 15, for every 5 rolled, one additional object can be juggled, one additional opponent can receive a characters Focus, or one additional task can be managed simultaneously.

''For example, a student new to juggling rolls a 17 and can therefore juggle one additional object. An advanced student rolls a 26 and can juggle four objects at once (26-10 = 16 so 3 additional objects).''

Training: Training comes with practice whether its tossing objects in the air, combat simulations, or crisis situations. Training must be done with a teacher having 10 TP or higher than the student.

Jump
A seemingly simple skill, Jump relates to extreme feats of athleticism rather than a simple hop such as a kid might accomplish in play. As the skill increases, the distance a character can jump increases as well. There are four kinds of jumps a person can do with variations making this a more complex skill than many might think. Additionally, the limitations of the real world are lessened here so that those with relatively high skill can perform jumping feats such as might be found in anime or similar forms of media.

Active Roll: The Jump Skill check first determines what kind of jump is to be performed then how far the jump distance is. There is no direct opposed roll or DS, though comparative rolls between competitors can certainly be made.

Reroll: Not for the same jump at the same moment in time. Each new roll is a new attempt even if the object to be jumped is the same.

Kind Bonuses: Echtinik and Tinikeans receive +10 XP when taking this skill for the first time. Centaur and Fauns receive +6 XP when taking this skill for the first time.

Untrained: Yes. A Basic Movement skill check can be used instead of jump. XP is only gained for success.

Effect: When the Jump Skill is performed, the total distance is determined by the direction of the jump and the speed of the jumper at launch. See the following table: Jumping multiple times across various objects can also modify the roll. Training: Training has two parts to it, development of Strength and Constitution of the legs, and balance. Because of this, training must be done consecutively in a single day with only minor stops. The trainer must be at least 10 TP higher than the student.

Mechanics
The mechanics skill pertains to a basic, general understanding of mechanical systems. It is distinct from the more specific skills of Science or Engineering. This skill allows a character to disarm or even recover mechanical traps, field repair some mechanical systems, and jerry-rig some systems.

Active Roll: The Active Roll for Mechanics is opposed to either the DS of the trap or mechanical system the character is attempting to work with according to the standard difficulty chart, the DS to craft the trap, or to the opposed roll of the creator of a trap or mechanical problem the character has to overcome.

Reroll: Yes, multiple attempts may be made for the same mechanical issue, but time and other limitations may occur.

Kind Bonuses: Kradok and civilized Trolls gain +6 XP to this skill when taken.

Untrained: No. Attempting to disarm a trap or solve another mechanical issue is most likely going to end in setting off the trap or making the issue worse.

Effect: The trap is successfully disarmed or the mechanical system is made functional, at least temporarily. If the roll is 10 higher than the DS of a trap, the trap may be recovered for use by the character who disarmed it. This may not apply to all traps, e.g. entrenched traps that are part of the architecture.

Training: Training may involve diagrams, charts, and manuals - especially for non-trap mechanical systems. However, most of the training requires a hands-on approach under the oversight of a skilled teacher. The teacher must have 10 TP higher than the student to train them.

Piloting - Air
This skill refers to piloting any powered vehicle that moves within an atmosphere in three dimensions. This includes planes, jets, helicopters, and the like. It does not include unpowered forms of transportation like gliders or base-jumping suits (see Flying).

Active Roll: There are two main reasons to roll Piloting - Air. The fiirst is against a DS to determine if the character can actually fly the craft in question due to mechanics and complexity or because of environmental factors. The second is against an opponent in order to gain positional advantage against them in combat.

Reroll: No. While continual Piloting rolls may be made in any given situation, a reroll for the exact same maneuver at the same time as the initial roll is not allowed.

Kind Bonuses: None currently.

Untrained: Yes. The player may roll a Basic Movement skill check to see if their character can pilot a given craft. XP is awarded for success or failure.

Effect: If rolling against the DS of the aircraft, success means that the pilot is capable of piloting the craft in standard situations. Failure means they cannot and will likely crash if already in the air unless outside intervention happens. The more complex the controls are, the higher the DS.

If rolling against the DS of a situation such as malfunction, weather, or the like, then success means that they have overcome that obstacle and the aircraft continues to fly. Failure means the obstacle has caused the aircraft to succumb to gravity and further rolls will need to be made if time permits before crashing.

If rolling against another pilot, use the following chart to determine how positions between the two combatants works out. Training: Training consists of some reading and study, but mostly hands-on in the presence of an instructor. This instructor must have at leat 10 TP higher than the student. Training is completed in 1 hour increments though they may be contiguous.

Piloting - Ground
This skill refers to piloting any vehicle that moves only in connection to a solid surface and is functionally 2-dimensional even if the surface is not perpendicular to gravity (hills, walls, etc.). This includes cars, tanks, hovercraft, even bicycles, and the like. It does not include riding living creatures (see Ride: Land or related skills). This skill also does not include Mechs (see Piloting - Mech).

Active Roll: There are two main reasons to roll Piloting - Air. The fiirst is against a DS to determine if the character can actually drive the craft in question due to mechanics and complexity or because of environmental factors. The second is against an opponent in order to gain positional advantage against them in combat.

Reroll: No. While continual Piloting rolls may be made in any given situation, a reroll for the exact same maneuver at the same time as the initial roll is not allowed.

Kind Bonuses: None currently.

Untrained: Yes. The player may roll a Basic Movement skill check to see if their character can pilot a given craft. XP is awarded for success or failure.

Effect: If rolling against the DS of the vehicle, success means that the pilot is capable of piloting the craft in standard situations. Failure means they cannot and will likely crash unless outside intervention happens. The more complex the controls are, the higher the DS.

If rolling against the DS of a situation such as malfunction, weather, or the like, then success means that they have overcome that obstacle and the vehicle continues to drive normally. Failure means the obstacle has caused the vehicle to succumb to natural forces (e.g. slippery terrain causes swerving) and further rolls will need to be made if time permits before crashing.

If rolling against another pilot, use the following chart to determine how positions between the two combatants works out. Training: Training consists of some reading and study, but mostly hands-on in the presence of an instructor. This instructor must have at leat 10 TP higher than the student. Training is completed in 1 hour increments though they may be contiguous.

Piloting - Mech
This skill refers to piloting any vehicle with the Mech designation. Mech or mecha may take many different forms, may be ground-based, flight or space capable, or even submersible. Mech are significantly more complicated to pilot than their non-mech counterparts such a tanks, planes, starships, and sea-going vessels. Thus, the DS assigned to them should be proportionately higher (at least 10) for the same basic functionality.

Active Roll: There are two main reasons to roll Piloting - Mech. The fiirst is against a DS to determine if the character can actually operate the mech in question due to mechanics and complexity or because of environmental factors. The second is against an opponent in order to gain positional advantage against them in combat.

Reroll: No. While continual Piloting rolls may be made in any given situation, a reroll for the exact same maneuver at the same time as the initial roll is not allowed.

Kind Bonuses: None currently.

Untrained: No. Mech are too complex for a character to pilot without at least basic training.

Effect: If rolling against the DS of the mech, success means that the pilot is capable of piloting the mech in standard situations. Failure means they cannot and will likely crash unless outside intervention happens. The more complex the controls are, the higher the DS.

If rolling against the DS of a situation such as malfunction, weather, or the like, then success means that they have overcome that obstacle and the mechcontinues to operate. Failure means the obstacle has caused the mechto succumb to natural forces and further rolls will need to be made if time permits before crashing.

If rolling against another pilot, use the following chart to determine how positions between the two combatants works out. Training: Training consists of some reading and study, but mostly hands-on in the presence of an instructor. This instructor must have at leat 10 TP higher than the student. Training is completed in 1 hour increments though they may be contiguous.

Piloting - Sea
This skill refers to piloting most vehicles that moves primarily on or through liquid media such as water. This includes boats, ships, submarines, wave runners, and the like. It does not include unpowered forms of transportation like surfboards, nor does it include Mechs (see Piloting - Mech).

Active Roll: There are two main reasons to roll Piloting - Sea. The fiirst is against a DS to determine if the character can actually pilot the craft in question due to mechanics and complexity or because of environmental factors. The second is against an opponent in order to gain positional advantage against them in combat.

Reroll: No. While continual Piloting rolls may be made in any given situation, a reroll for the exact same maneuver at the same time as the initial roll is not allowed.

Kind Bonuses: None currently.

Untrained: Yes. The player may roll a Basic Movement skill check to see if their character can pilot a given craft. XP is awarded for success or failure.

Effect: If rolling against the DS of the craft, success means that the pilot is capable of piloting the craft in standard situations. Failure means they cannot and will likely crash and/or sink unless outside intervention happens. The more complex the controls are, the higher the DS.

If rolling against the DS of a situation such as malfunction, weather, or the like, then success means that they have overcome that obstacle and the craft continues to sail normally. Failure means the obstacle has caused the craft to succumb to natural forces and further rolls will need to be made if time permits before crashing and/or sinking

If rolling against another pilot, use the following chart to determine how positions between the two combatants works out. Note that sea combat is often much slower in terms of maneuvering and multiple attacks may be possible before the Case changes. In primitive settings where sails are the primary propulsion, each Case represents an entire Round rather than individual Player Turns. Training: Training consists of some reading and study, but mostly hands-on in the presence of an instructor. This instructor must have at leat 10 TP higher than the student. Training is completed in 1 hour increments though they may be contiguous.

Piloting - Starship
This skill refers to piloting any powered vehicle that moves primarily in outer space in three dimensions. This includes everything from one man starfighters to light freighters to capital ships. It does not include Mechs (see Piloting - Mech).

Active Roll: There are two main reasons to roll Piloting - Starship. The fiirst is against a DS to determine if the character can actually fly the craft in question due to mechanics and complexity or because of environmental factors. The second is against an opponent in order to gain positional advantage against them in combat.

Reroll: No. While continual Piloting rolls may be made in any given situation, a reroll for the exact same maneuver at the same time as the initial roll is not allowed.

Kind Bonuses: None currently.

Untrained: No. The complexity of a starship prevents someone without at least basic training to successfully pilot such a ship under normal circumstances.

Effect: If rolling against the DS of the spacecraft, success means that the pilot is capable of piloting the craft in standard situations. Failure means they cannot and will likely crash if a suitable gravity well or other obstacles are in the flight path unless outside intervention happens. The more complex the controls are, the higher the DS.

If rolling against the DS of a situation such as malfunction, anomalies, or the like, then success means that they have overcome that obstacle and the spacecraft continues to fly. Failure means the obstacle has caused the spacecraft to succumb to gravity or other issues and further rolls will need to be made if time permits before crashing.

If rolling against another pilot, use the following chart to determine how positions between the two combatants works out. Note that the mass of Capital Ships is enormous and therefore their Case time for maneuvering is extended to Rounds rathrer than individual Player Turns. Training: Training consists of some reading and study, but mostly hands-on or in a simulator in the presence of an instructor. This instructor must have at leat 10 TP higher than the student. Training is completed in 1 hour increments though they may be contiguous.

Ride: Land
This skill pertains to characters riding all non-vehicular mounts (usually living) that move naturally on the ground or other solid surface.

Active Roll: This roll is first used against the difficulty of riding the mount including when unusual circumstances would complicate riding a mount the character normally has no difficulty with. Normal mounting and riding does not require a roll if the TSB is greater than the DS of the mount. The second use of this skill is to use it in terms of travel times up to the maximum travel distance as listed in the Creature Codex. This second use is optional for the GM.

Reroll: No reroll makes sense for the same animal in the same context at the same moment. However, the person who attempts to ride a mount and fails, can try a new attempt, time permitting after a Handle Animal check is used to settle the animal back down enough to be mounted again.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Movement skill roll can be used. XP is gained for success or failure.

Effect: If successful, the character can ride the mount or successfully navigate the complex situation while on the mount. If rolling for travel, the roll determines how far the mount can be ridden in one day in kilometers up to the maximum distance of the mount as given in the Creature Codex.

''For example, a horse has a maximum travel distance in one day of 65 km with a rider or 40 km pulling a wagon. A player rolls their character's Ride: Ground skill and rolls a 36. They can travel 36 km that day on that mount.''

Training: Training must be continuous until completed. Trainer must be 10 TP higher than the student.

Ride: Sea
This skill pertains to characters riding all non-vehicular mounts (usually living) that move naturally across the surface of or within the oceans or other liquid media.

Active Roll: This roll is first used against the difficulty of riding the mount including when unusual circumstances would complicate riding a mount the character normally has no difficulty with. Normal mounting and riding does not require a roll if the TSB is greater than the DS of the mount. The second use of this skill is to use it in terms of travel times up to the maximum travel distance as listed in the Creature Codex. This second use is optional for the GM.

Reroll: No reroll makes sense for the same animal in the same context at the same moment. However, the person who attempts to ride a mount and fails, can try a new attempt, time permitting after a Handle Animal check is used to settle the animal back down enough to be mounted again.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Movement skill roll can be used. XP is gained for success or failure.

Effect: If successful, the character can ride the mount or successfully navigate the complex situation while on the mount. If rolling for travel, the roll determines how far the mount can be ridden in one day in kilometers up to the maximum distance of the mount as given in the Creature Codex.

''For example, a kelpie has a maximum travel distance in one day of 80 km with a rider. A player rolls their character's Ride: Sea skill and rolls a 36. They can travel 36 km that day on that mount.''

Training: Training must be continuous until completed. Trainer must be 10 TP higher than the student.

Ride: Air
This skill pertains to characters riding all non-vehicular mounts (usually living) that move naturally in the atmosphere or other gas-type environments.

Active Roll: This roll is first used against the difficulty of riding the mount including when unusual circumstances would complicate riding a mount the character normally has no difficulty with. Normal mounting and riding does not require a roll if the TSB is greater than the DS of the mount. The second use of this skill is to use it in terms of travel times up to the maximum travel distance as listed in the Creature Codex. This second use is optional for the GM.

Reroll: No reroll makes sense for the same animal in the same context at the same moment. However, the person who attempts to ride a mount and fails, can try a new attempt, time and circumstances permitting after a Handle Animal check is used to settle the animal back down enough to be mounted again.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Movement skill roll can be used. XP is gained for success or failure.

Effect: If successful, the character can ride the mount or successfully navigate the complex situation while on the mount. If rolling for travel, the roll determines how far the mount can be ridden in one day in kilometers up to the maximum distance of the mount as given in the Creature Codex.

''For example, a pegasus has a maximum travel distance in one day of 150 km with a rider. A player rolls their character's Ride: Air skill and rolls a 36. They can travel 36 km that day on that mount.''

Training: Training must be contiuous until completed. Trainer must be 10 TP higher than the student.

Ropework
Ropework is a skill that coveres a broad range of circumstances. From tying off ropes for climbing, tying off ships docked, and binding captured targets. However, it also covers the use of whips for the purpose of binding or movement rather than attack as well as grappling hooks and other similar modes of movement.

For example: A survivor in a post-cataclysmic world uses a harness with automated grappeling lines to swing between the ruins of buildings in an effort to avoid or even attack creatures that would overwhelm them on the ground.

Active Roll: Ropework is either rolled against a DS to tie a particular knot or secure a particular object in a specific environment, or as an opposed check to a skill like Escape Artist.

Reroll: Yes. If an attempt fails, another attempt may be permitted if time and circumstances permit.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Movement skill check can be made. XP is gained for success only.

Effect: The rope or other device is securely fastened or otherwise correctly configured according to the character's desire on a successful roll.

Training: Training requires 1 hour blocks to be completed within 3 days to be effective. Trainer must be at least 10 TP higher than the student.

Seafaring
The Seafaring skill relates to all things needed to operate a sea-going vessel that isn't actually piloting the vessel (see Piloting - Sea) including understanding the depth of the water, the weather, food rationing, hiring crews, and the like. This skill can be applied to finding good fishing locations or general knowledge of sea predators that might cause issues for sailors. It is up the GM to acknowledge whether a situation relates to Seafaring or not, but if it does not fit another specific skill and relates to living and working on the water, it should go here.

While this skill involves a lot of knowledge, it also involves a lot of physical activity hence it is considered a Movement Skill rather than a Knowledge Skill. The knowledge aspect is addressed in the Primary Characteristic.

Active Roll: The active roll is against the DS of a situation. If the DS is equal to or below the TSB of the character, no roll is needed. However, the GM can allow a roll if the roll would determine a greater outcome than a standard result. E.g. finding a good fishing spot would benefit from a higher roll even if standard fare can be found without a roll.

Reroll: Yes, in certain circumstances a reroll is permitted, though time constraints apply (e.g. starvation).

Kind Bonuses: None currently.

Untrained: No. The experience and knowledge required for Seafaring is not something a landlubber can duplicate by chance.

Effect: Navigation through or to a location is accomplished, or finding what is sought happens on a successful roll.

Training: Training is often done on the job and through experience. In this case it should be done continuously under the experienced hand of a trainer who must have 10 TP or higher than the student, though not necessarily contiguously.

Sport
The skill is actually multiple skills related to specific organized sports. For modern times this may be Football, Basketball, or Track & Field. For mythical settings it might be a sport of flying around on animated devices or pegasi smacking around a ball through hoops. It can even refer to sports in the future for example where gravity is low or advanced technology is used in conjunction with the body. This skill also includes any form of video game up to and including virtual reality game.

Active Roll: A specific sports related skill roll can be used to either accomplish a particular move (like shooting a ball through a hoop with a trick shot, completing a video game level) versus a DS or more broadly against an opposed roll in head to head competition. The GM must choose how broad or narrow they want the rolls to cover (e.g. a whole game versus individual moves or plays within a game).

Reroll: No. This does not mean that a level may be retried or a new play that is the same as the last attempt cannot be tried. However, that given attempt that failed is failed and cannot be rerolled for the same moment in time. For example, a Basketball player misses a shot from a location on the floor. They can shoot again from that same spot in that same game another time.

Kind Bonuses: GM and player can determine if their kind in their world has a bonus or not.

Untrained: Yes. A Basic Movement skill check can be rolled for general, broad checks (e.g. playing a whole game of street basketball or a whole game of flag football) but should not be used for individual complex moves or plays. XP is gained for success or failure.

Effect: For broad rolls, a success means completion of a level or winning a game against an opponent. For more specific rolls, it means the move in question was accomplished.

Training: Training requires 1 hour contiguous training blocks to be accomplished within a single week. Trainer must have at least 10 TP higher than the student at all times.

Stealth
The Stealth skill covers anything related to moving or hiding without being sensed by anyone or anything the character does not want to be sense by. Whether this means moving silently, hiding in the shadows, or even covering tracks and misdirection, the stealth skill still applies. Stealth relates to all senses, though sight and sound are the two most commonly used (see the Sense skill). For other senses, exceptional aids may be required or roleplaying things out (e.g. rubbing mud all over a character's body to mask scent).

Active Roll: The Stealth roll is always in opposition to a Sense roll even if the target using the Sense roll is mystical or mechanical.

Reroll: No. If a Stealth roll is failed, then the character has been sense by the target they were trying to avoid being sense by.

Kind Bonuses: Goblins, Paidion, Elfs, Invar, Phantim, and Echtinik all get +5 XP upon taking this skill.

Untrained: Yes. A Basic Movement skill check can be used. XP is not awarded for succes or failure.

Effect: A succesful roll means the character was not sensed by whatever they were attempting not to be sense by using the stealth skill.

Training: Training can be done in simulations or controlled environments with others participating. The Trainer must be 10 TP higher than the student at all times.

Swim
Swimming is a skill that pertains to moving through liquid media unpowered and under a characters own strength. The liquid does not have to be water, but density differences may give bonuses or penalties to the check. Swimming may be done on top of the liquid surface or submerged within it.

A character makes this check once per Round while in the liquid medium. If they are submerged and do not have breathing equipment, then they may hold their breath for a number of Rounds equal to their CON x 3. After that time the character must make a 1d10+CON check versus a DS of 5 + the number of Rounds beyond the CONx3. If they fail, they begin to drown.

A character may swim for 1 hour before they may become fatigued. At the end of each hour of swimming, the character must make a 1d10+CON check versusa a DS of 10 + the number of hours they have been swimming. If they fail, they are fatigued. if already fatigued, then they become tired then exhausted.

A character swims at half their normal movement rate on land without additional support if not taking any other actions. If taking a standard action they move up to one quarter of their normal movement. Characters with a natural swim speed move at that speed in the liquid media.

Active Roll: A swim check is opposed to the difficulty of the medium in which the character is swimming and the circumstances for why they are swimming. Armor or other gear provides a penalty to this check unless specifically designed to aid in swimming. A person trying to cross a deep, swift river filled with pirhana might face a DS of 30 whereas a family swimming in the shallow end of the local pool might face a DS of 12. it is up to the GM to determine the difficulty of the swimming environment.

A TSB equal to or higher than the DS does not need a roll to be successful.

Reroll: Yes. A character may attempt to reroll a failed roll but it is done so with a -1 cumulative penalty.

Kind Bonuses: None currently.

Untrained: Yes. A character may roll a Basic Movement roll to swim. However, they can do little mor than doggy paddle and move at a rate equal to 1/10th their rate on land.

Effect: A successful check means the character can swim normally within the medium for up to one hour unless exceptional circumstances (stormy sea, combat, etc.) requires more frequent rolls.

Training: Training is in the water or other liquid and must be in 1 hour blocks. Trainer must have at least 10 TP higher than the student.

Conversation
Characters can use Conversation in a number of ways, but the goal is to keep the target talking and even move their perception more favorably toward the character. The Conversation skill can be used in bartering, in misdirection, distraction, diplomacy, to find directions, or any other situation where talking rather than fighting is important to the interaction. When attempting a related skill such as Persuade, Diplomacy, or other skill the GM deems related, rolling conversation first can give a synergy bonus to those rolls.

Active Roll: Conversation is usually opposed to a DS related to the reason for the conversation and the circumstances surrounding it. The DS is chosen based on the standard difficulty chart.

Reroll: A reroll is allowed depending on the circumstances and is up to the GM.

Kind Bonuses: Hobgoblins gain +3 XP in this skill upon taking it.

Untrained: Yes. A Basic Social roll can be made if the character does not have Conversation. XP is gained only for success.

Effect: If the Conversation roll is a success, then the goal of the conversation is accomplished. If rolling for a synergy bonus, then for every 10 rolled in Conversation there is a +1 synergy bonus to the skill in question.

Training: Most training requires practical experience. This is usually done in a controlled environment with a teacher present to observe and offer feedback. Training need not be contiguous hours, but must be completed within 1 week. Trainer must be 10 TP higher than the student.

Cosmetology
Cosmetology refers to the skill of altering appearance, generally through makeup and surface care (hair or skin care). This skill can be used to grant a direct bonus to Beauty or as a synergy bonus to related skills such as Disguise, Perform, Persuade, Romance, etc.

Active Roll: Cosmetology is a support skill and does not usually have an opposed roll or Difficulty Score. Instead, the roll determines how much of a bonus is provided to other skills.

Reroll: No. While alterations will be made during the process of application, the roll represents the final attempt to be applied to skills when those skills are rolled, not when the makeup and care are being applied.

Kind Bonuses: None.

Untrained: Yes. A Basic Social roll can be made. XP is gained for success only.

Effect: For every 10 rolled, BEA can be temporarily increased by 1. Alternatively, for every 10 rolled, a synergy bonus of +1 can be applied to the following skills regardless if BEA is a PC or SC: Conversation, Diplomacy, Disguise, Perform, Persuade, and Romance.

Training: Training requires experienced teaching of someone at least 10 TP higher than the student. Training comes in 2 hour blocks of time that do not need to be contiguous. However, the 20 hours must be completed within 1 week.

Defiance
Defiance is a Personality-based skill used in social situations to resist any kind of social pressure or social skills.

Reactive Roll: Defiance is actually a Reactive Roll against any Social Skills brought to bear against the character.

Reroll: No.

Kind Bonuses: All Unbula breeds, Dwarves, Kradok, Phantim, Paidion, Drakonic, and Echtinik gain +3 XP upon taking this skill.

Untrained: Yes. If the character does not have Defiance, they may make a Basic Social skill roll instead. XP is only gained if successful.

Effect: Character is able to defy or resist whatever social pressure is being broughtt o bear against them.

Training: Training is gruelling by nature and requires 6 hour blocks of continuous, intense training. This is similar to boot camp for militaries, but may be in the form of any kind of social pressure. It is essentially thickening the mental skin of the student. Trainer must have at least 10 TP higher than student in Defiance at all times.

Diplomacy
When a character uses Diplomacy, they are attempting to negotiate a specific outcome between two or more interested parties. Where Conversation is about perceptions and attitude, Diplomacy is about reason and compromise in deal-making. The goal is to achieve advantage over other negotiators or to resolve conflicts without hostilities. While Conversation may be used to settle the negotiators and put them in a better mood, Diplomacy is the skill used during the negotiations to reason through contracts, disputes, and the like.

Active Roll: Diplomacy is an opposed check against another character's Diplomacy roll.

Reroll: No. A Diplomacy check is rolled to determine a final outcome in a specific negotiation. Succeed or fail, further attempts will only sway the opponent away from the desired outcome.

Kind Bonuses: Any half-breed and were-kin gain +3 XP upon taking this skill.

Untrained: Yes. A Basic Social skill roll can be made if the character does not have Diplomacy. XP is awarded only for success.

Effect: A successful Diplomacy check means that the negotiator has succeeded in accomplishing a specific goal stated before the roll is made. This can be as narrow as having a line added to a contract or as broad as ending a war and having an entire treaty accepted as written.

Training: Training usually involves the student observing the trainer while the trainer negotiates. This is done in 4 hour blocks and must be completed within 1 week. The Trainer must be 10 TP higher than the student when the training begins.

Disguise
The purpose of the Disguise check is to hide the original physical identity of the character being disguised (whether self or another). This may be done to escape detection, to add to a performance, or even to impersonate another individual.

Active Roll: A Disguise check is made once the disguise is completed. This roll then becomes the opposed DS of a Senses check for anyone who might have their attention drawn to the character that matters. Only significant characters need make the check and react. Random indiviuals who may see through the disguise but provide no consequence because of the recognition are not relevant.

Modifications to this roll are given in the chart below. Modifications are cumulative: Reroll: No.

Kind Bonuses: Untrained: Yes. A Basic Social skill check can be made. XP is gained for the roll.
 * Were-kin +1 XP upon taking the skill
 * Voidwrought +5 to impersonate a non-Voidwrought version of themselves
 * Demons +6 XP upon taking the skill if shapeshifting into another form.

Effect: The Disguise roll sets a DS for others to see through with their various senses or mystical skills.

Training: Training includes hours of practical experience in a controlled environment under observation of a trainer who is at leats 10 TP higher than the student. Training is done in 2.5 hour blocks that do not need to be contiguous, but must be completed within one week.

Education
Anyone who desirs to be a teacher, instructor, professor, or trainer to professionally teach others in any skill, should take the Education Skill. Not only does this skill provide an added bonus to training, it is a profession in which a character can get paid for their knowledge. With this skill, a trainer can also train multiple students at one time, up to a number of students equal to their Education Skill/5.

Without Education, training another person requires bargaining for price of services and will generally end up with the trainer receiving less than a tenth of what they could demand with the Education Skill. Also, without Education as a skill, the trainer may only train one student at a time.

Active Roll: There are two primary ways in which the Education Skill is rolled. The first is to provide a XP bonus to training students. The second is to determine the fee in Chrisil for training.

Reroll: No.

Kind Bonuses: Hobgoblins, Phantim, and Anthros all get +3 XP upon taking this skill.

Untrained: Yes. A Basic Scoial skill roll can be made if the character does not have the Education Skill. However, this can only be used to determine pay and the value is in Arguril not Chrusil.

Effect: There are two different effects fro the roll:

1) If the roll is to determine a training bonus for students, for every 20 higher than the DS of the skill to be learned, the student gains 1 additional XP per training period.

''For example: The DS to learn Espionage is 25. The Espionage trainer - who has at least 10 TP more than their student in Espionage - rolls their Education Skill. They roll a 48. That is at least 20 higher so the student gainst 2 XP rather than one for the 25 hour training period.''

2) If the roll is to determine pay, then the roll determines how much Chrusil can be earned from NPC students during the training period. Trainer must still meet the criteria for training the students (minimum TP in trained skill) to get paid.  It is up to the teacher to divide this cost out for multiple students in a single class or not.

Training: Training in education is typically done in an apprenticeship/assistant style where the student observes the teacher in a classroom setting and assists with various tasks fo tthe duration of the training. The student does not get XP for the teaching of the other students (and is not likely high enough to do so anyway), but they do get awarded the XP for the training period.

Espionage
Espionage is a skill that involves that gathering of information through stealth. Whether it is the rogue scoping out a mansion to burglarize, a scout looking ahead for a party or army in unknown or enemy territory, or a spy seeking information in a foreign kingdom, this skill applies. Espionage covers all detailed skills related to spying except for Stealth and Disguise which are separate skills. Can be used as a Surveillance check in foreign environments.

Active Roll:  The character has a stated goal for information they wish to gain in specific circumstances. The GM determines how difficult that is based on the standard difficulty chart and sets the DS accordingly. There may be situations where two or more spies are working against one another to sow disinformation. In such a scenario, the rolls would be opposed rolls with the higher achieving the intended goal.

Reroll: No.

Kind Bonuses: Phantim, Elf, Goblin, Paidion, and Echtinik all gain +3 XP upon taking this skill.

Untrained: Yes. However, the results are one higher category on the Effect chart. A Basic Social skill roll can be used if Espionage is not known by the character. XP is only gained for success.

Effect: Use the chart below to determine the success or failure of the Espionage roll. Roll is made in comparison to the DS or opposed roll. Training: For TSB less than 20, training is done in a controlled environment under the watchful eye of the trainer. For TSBs from 21-40, training is likely done in the field as an assistant to the trainer. For TSBs 41+, training is done as a partner to a more skilled spy or scout learning nuance and tricks not considered by the character before. Training must be completed within a month.

Etiquette
Etiquette is the customary code of polite behavior in society or among members of a particular profession or group. It is more than just knowledge, but practiced behavior among people in a common societal niche. This niche does not necessarily have to be high society such as among nobels, but any societal group. Examples might include a thieves den, a barbarian tribe, a monastic order, or even an alien kind. Proper etiquette shows respect toward the society in question and engenders respect in return.

Active Roll: Etiquette is a skill the GM requires when a character enters into a setting where their behavior may trigger a negative response if improper. The roll is measured against the standard difficulty chart taking into account how different the culture and manner of thinking is from the character. The roll may be general covering the entire encounter or specific covering a particular ceremony or exchange within the encounter.

Reroll: No. If an etiquette roll fails, the reaction or at least perception of the character is already established for the specific exchange or general encounter.

Kind Bonuses: Phantim gain +3 XP toward this skill upon taking it.

Untrained: Yes. A Basic Social skill roll can be used if the character does not have Etiquette. XP is only gained for success.

Effect: For rolls equal to or higher than the DS of the situation, the character has successfully navigated the societal encounter and gained the respect of all important parties. For exceptionally high rolls, the GM may offer additional social rewards to the character beyond the desired outcome.

Training: For TSB of 20 or less, the training is done through a combination of reading and practice in a controlled environment under the watchful eye of the teacher. For a TSB of 21-40, the student may be brought into various social environments and introduced as a student learning about etiquette so that any faux pauxs are dismissed more easily. For a TSB of 41 or higher, the student may attend social functions with the teacher watching from a distance in order to discuss any needed corrections. Training time must be completed within one month.

Forgery
Forgery consists of faking legal documents, coins, or other official symbols including counterfeit money.

Active Roll: The active roll for Forgery determines the DS for a number of related skills that might be sued to detect that something has been forged as a fake. These might include Appraisal, Cryptography, Investigation, or even a Crafting skill related to what has been forged.

If the item to be faked falls under a specific Craft category that the character has, then the character gains a +1 synergy bonus for every 5 TSB in that Craft. E.g. crafting forged coins would get a synergy bonus if the character has the appropriate metalsmithing skill for that coin.

Reroll: No. If the player believes their character might feel that the forging job is sub-par (a significantly bad roll would indicate this) they can create a new forgery if material and time permits.

Kind Bonuses: Goblins receive +3 XP upon taking this skill.

Untrained: No.

Effect: If the Forgery roll is sufficient to pass whatever opposed check is made against it then the forgery itself is taken as authentic.

Training: This skill requires training under a skilled trainer in a practical setting, but also specific research into the different items that can be faked: handwriting, money, crafting, seals, and the like.

Gambling
Gambling involves not only knowing the rules of various games, but also understanding the complex statistics involved in winning, how to read others at the table, and even how to detect cheaters. For those who wish to cheat at gambling, a Juggling (sleight of hand) skill roll is needed.

Active Roll: Gambling is made as an opposed check to other gamblers or a dealer in situations where the actual game is not played out among the players. Rather than dealing out cards or rolling dice, the opposed rolls are made and the higher roll is the winner. This roll can be as general as an entire night of gambling or as specific as any hand or throw of the dice or other gambling paraphernalia.

Reroll: No.

Kind Bonuses: None.

Untrained: Yes. XP is only gained for success.

Effect: Winning a Gambling roll either detects that someone is cheating (and the character decides how to react to that information separately), or determines that the character has won against other players or a dealer and may collect the pot or other prize.

Training: Lower TSBs are usually taught in a controlled, safe environment where they learn the basics of the game among those who will not likely harm them for winning. Higher TSBs mean that the trainer brings the student into a live environment but they are introduced as someone wanting to learn. This way if the student has to back out of the game or makes a mistake, it can be excused more easily. The trainer must have a TSB at least 5 higher than the student and can only raise their TP by 1 before a new trainer must be found.

Government
The Government skill covers any action, knowledge, or crafting of a government-related situations. A lawyer in a court case or advising a client, a judge presiding over a case, a politician writing legislation or navigating the procedures, an executive of a company or nation executing the laws, or even a regular character navigating regulations for their business or other relationships all apply under the Government skill. This is by no means an exhaustive list as the law of a nation pertains to nearly all things in a civilized land. Note that this roll can be used in lieu of Diplomacy if appropriate, but Government is more about the law and processes while Diplomacy is more about negotiating where law does not determine specific outcomes.

Active Roll: The Government roll is either against the standard difficulty chart based on a stated goal, or as an opposition roll to another character's Government roll such as lawyers on opposite sides in a court case or legislators on opposite sides of a bill passing through the legislative process.

Reroll: No.

Kind Bonuses: Phantim receive +6XP when taking this skill. Drakonic receive +3 XP.

Untrained: No.

Effect: If against a DS, then a success means the intended or stated goal is achieved and a failure means it is not. If rolled in opposition the higher roll has the favorable outcome in the scenario.

Training: Training requires a lot of study of government systems and specific laws from multiple different nations. It also requires observation and even assisting in various scenarios for TSBs higher than 25. The trainer must have a TP 10 higher than the student.

Handle Animal
Much like Diplomacy but with animals, Handle Animal is a skill that intends to change the perception an animal has in favor of the character making the roll. This is usually to make an animal more docile or willing to not be violent, but in some instances might be used to incite an animal against another character. Handle Animal can also be used to befriend animals ot such an extent that they can be trained or even become companions willing to defend the character to the death.

Active Roll: The Handle Animal roll is generally rolled against the Handle Animal DS listed in the Creature Codex but the GM can also use the standard difficulty chart. Adjustments to the standard DS can be made based on the following chart: Note: An animal cannot be trained until first domesticated.

Reroll: Yes. Attempting to do any of these actions with a specific animal can be retried after the animal has had time to rest and sufficient motivation (usually food) is provided.

Kind Bonuses: Anthros and Invar receive +6 XP upon taking this skill.

Untrained: Yes. A Basic Social skill roll may be used if the character does not have Handle Animal. XP is only gained on success.

Effect: Animal does what the character intends according to the chart.

Training: Trainer must be 10 TP or more higher than the student. Typical training requires some reading, but mostly working with animals as an assistant to the trainer.

Improvisation
Improvisation is the ability of the character to think on their feet. This may be in a formal setting such as theater, but also includes any kind of bluff, change of plans, or misdirection.

Active Roll: The Improvisation check may be used in a number of ways:

1) As a performance roll to gauge how well the audience my react.  This roll is not opposed to anything, but a metric to determine how well a performer acts for the GM to gauge audience response.  A 25 or better is usually a favorable response from a standard crowd.

2) As a bluff or feint, Improvisation is an opposed roll against a Sense Motive or even a Tactics roll made by an opponent.

3) As a way for the GM to help a character out of a rapidly changing situation if the player is unable to think of something that the GM has in mind.  For example, the ledge collapses but the player is stuck for how to react.  Their character is quick witted and should be able to react soon enough to save themselves as far as the GM understands.  The GM has the player roll the Improvisation skill and determines that the character knows what to do and so makes that suggestion to the player.  The player does not have to do as suggested.

Reroll: No. By its very nature, Improvisation is quick and at that moment.

Kind Bonuses: Paidion, Goblins, and Bugbears all get +3 XP upon taking this skill.

Untrained: No.

Effect: Depending on how the player is using hte skill, the following effects apply:

1) Performance: Less than 15 gets booed; 15-24 is mildly entertaining; 25-35 is entertaining; 36+ is highly entertaining.  These effects are for a standard, small town audience and should be shifted based on culture of the audience.

2) Bluff:  If the Bluff is higher than the Sense Motive, the bluff works.

3) vs. Tactics:  If the Improvisation is higher than the Tactics roll of the opponent, it negates the Tactical bonus for any character the Improvisor goes up against.

4) Quick thinker: The higher the roll, the more information a GM can give a player to help their character out of a sticky situation.

Training: Likely in a stage or controlled environment with practical training under the trainer who must be at least 10 TP or higher than the student. Training is in 1 hour blocks and must be completed within 1 week.

Interrogation
Interrogation involves getting information out of someone who is uninterested or hostile to the idea of giving it to you. This can mean a captured enemy, but might also be a witness on the street. Interrogation involves the right method of questioning to elicit the information wanted.

Active Roll: Interrogation is rolled against another character's Sense Motive skill roll if being questioned in an uncontrolled environment. It is rolled against a character's Defiance skill roll if being questioned in a controlled environment like a prison. Opposed roll should be kept secret.

Reroll: No.

Kind Bonuses: Bugbears receive +3 XP upon taking this skill.

Untrained: No.

Effect: See the following chart: Training: For TSB below 20, classes, books, and lectures with observation in a controlled environment. For TSB 20 and above, assisting the trainer in the field. Trainer must be 10 TP higher than the student. Training must be completed within 3 days.

Intimidate
Intimidation is a skill that a character can use to gain an advantage over another character by sheer presence.

Active Roll: Intimidation can be used in a number of different contexts to either cause a person to fail at something they are trying to do, or to cooperate when they would otherwise not want to. It is an opposed roll based on context: The context affected must be declared befor the skill is used. E.g. the intimidator may not Intimidate both spell casters and physical combatants simultaneously.

Reroll: No.

Kind Bonuses: Ogres gain +6 XP to Intimidate when taking the skill.

Untrained: Yes. If Intimidate is not known, the character can use the Basic Social skill roll. XP is only gained for success.

Effect: Intimidate can be used to reduce the effective skill checks within a single context (category) of characters on opposing sides of a conflict. For every 10 over the opposed roll, the opposed characters take a -1 to all rolls within that category. If a display of force is roleplayed by the player, add -2 to the effect.

Training: This skill requires practical training in the field watching or assisting a trainer who is at least 10 TP higher than the student. Training must be completed within three days.

Investigation
Investigation is an skill used to find out information surrounding a specific context, usually from the environment. A character would use Investigation to find clues at a crime scene, to find traps or hidden passages in a dungeon, or to attempt to understand in a mundane manner how something worked. Investigation can be used in some cases instead of Sense, especially if the player is actively searching for a stated target. Investigation may be used as a mundane form of the Learn Purpose with regard to learning how a particular device (magical or mundane) operates.

Can be used as a Surveillance check in domestic environments.

Active Roll: Investigation is rolled against the standard difficulty chart or against the Crafting DS of an object. If the object is mystical in nature, the DS is 15 higher than standard.

Reroll: No.

Kind Bonuses: Phantim and Tinikeans gain +6XP upon taking this skill.

Untrained: Yes. A Basic Social skill check may be rolled if Investigate is not known. XP is only gained upon success.

Effect: A successful roll means the investigator has found a clue related to what they are investigating, a trap, a hidden passage or lever, or how to operate a device.

Training: Training is typically poring over old tomes, manuals, and the like coupled with practical field training assisting the trainer on cases or dungeoneering. Training must be in 4 hour continious blocks and completed within one week.

Linguist
The Linguist skill is used to determine if a character can speak, read, and write a particular non-native language and how fluently they can do so in a given situation. All characters can speak their own kind's language fluently under normal circumstances and, if context allows, read and write. The more different a kind is from their own, the more difficult it is to communicate in that kind's language.

Active Roll: The Linguist roll is opposed to the standard difficulty chart with the following modifications: Reroll: Yes if time and circumstances permit.

Kind Bonuses: No.

Untrained: No. Only mystical powers allow someone with no knowledge of a language to use it.

Effect: A successful roll means that the linguist is able to communicate effectively in the language of choice for the intended duration.

Training: For TSB of 20 or less, training is with books and a trainer in a controlled environment (like a classroom). For TSB over 20, training is likely more immersive with the trainer there to help correct mistakes in communication.

Oratory
Oratory is the skill of giving speeches. Whether a political speech used to move constituients, a story told by an old man to an audience of local children, or a king inspiring his troops before an impossible battle, the power of words to motivate cannot be undervalued. Oratory must take place at an appropriate time related to any engagement and takes a minimum of three rounds.

Active Roll: Oratory as a support skill is used synergistically with other skills of the speaker or to inspire the audience. As such, it is not rolled against any DS, but grants a bonus to either the speaker or the audience based on how high the roll is. The roll must be declared as a synergistic use or inspiration use before being rolled and what category is being inspired. A single roll cannot be used for both synergy and inspiration or for multiple inspiration categories.

Reroll: No.

Kind Bonuses: None.

Untrained: Yes. A Basic Social skill roll can be used if the character does not have the Oratory skill. XP is gained for all such rolls.

Effect: For every 10 rolled, the speaker is granted a one use +1 synergy bonus to the following skills: Conversation, Diplomacy, Education, Interrogation, Perform, Persuade, Romance, & Tactics. If used ot inspire others, then every 10 rolled in Oratory grants a +1 bonus to all skills in one of the following categories: Knowledge, Movement, Social, Physical Combat, or Mysticism. This inspiration lasts for 1 Minute.

Training: Training is practical in a controlled environment under the guidance of a trainer with at least 10 TP higher than the student.

Perform
Perform is a closely related set of skills related to presenting as a form of entertainment to an audience. A performer may be good at one or up to all of the following related performance skills: Note that Dance and other Movement related performance skills are under Movement rather than Social and do not come under the Perform umbrella.
 * Acting (stage, movie)
 * Playing Instruments (electronic, string, wind, etc)
 * Singing (ballad, chant, melody)
 * Stand Up (comedy, poetry, storytelling)

Active Roll: The active roll is often a simple performance check to determine the quality of the performance for observers. It is not necessarily opposed to anything. However, when used to communicate or complete some form of ritual through specific actions, the active roll will be opposed to a DS determined by the GM. In a competition, the active roll is opposed to another character's Performance skill check.

A performer may perform for 1 hour before needing to roll a 1d10+CON versus a DS of 5 + the number of 1 hour time periods since they started performing. Failing this check means the performer is fatigued and unable to continue performing with any skill and must stop to rest.

Reroll: There are certain instances where multiple attempts may be made to complete a performance at the discretion of the GM.

Kind Bonuses: Invar, Elfs, Paidion, and Were-kin receive +6 XP when taking this skill.

Untrained: No.

Effect: If the Perform check is opposed to a DS or other character's roll, then a higher roll means a success. If it is a performance to an audience, then use the following chart to determine the audience reaction, and potential income for the performance. Those with enough skill may pick up a patron such as a noble or a performance troupe. The patron may finance the continued learning of the performer and pay them a constant wage to perform at gatherings. Training: Training comes from hours of continuous grueling work practicing the performance. Trainers may be hard task masters, but must be at least 10 TP higher than student.

Persuade
Persuade is a skill used to convince someone to believe or act differently than they are currently inclined to. Persuade can use either logic and evidence or emotional pleading. It is important to know the audience to know which would be effective. Note that persuasion through logic and evidence has a lasting effect whereas emotional pleading is temporary at best.

Active Roll: Persuade is used in opposition to a character's Sense Motive or Defiance skill.

Reroll: See below.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Social skill check may be used if the character does not have the Persuade skill. XP is gained for success only.

Effect: The character that is the target of the persuade skill is effected in the following way based on the difference in the Persuade roll and their Reactive Roll: Note - if a Persuade check is accompanied by emotional pleading rather than logic and evidence, then the Persuade check receives a -10 penalty and even a "Fully Persuaded" person's stance will wane over time. This stance wanes to a score of 0 on the above chart at a rate of 1 point for every number of days equal to the Persuader's Personality (PRS) score.

Training: Training is a mix of reading, writing, and giving persuasive speeches in a controlled environment under the tutelage of a trainer of at least 10 TP higher. Training must be completed within 1 week.

Provoke
Provoke is a skill used to mentally push a target to do something they are not currently inclined to do. In combat this draws combatants to attack the provoker, but socially it may prompt someone to perform any action they are not inclined to take otherwise. Provoke does not always prompt someone to take an action that would be considered negative or harmful to self or another. A person can be provoked to do good and right things as well.

Active Roll: Provoke is an opposed roll to Defiance.

Reroll: No.

Kind Bonuses: Ogres and Drakonic gain +3 XP in Provoke upon taking the skill.

Untrained: Yes. A Basic Social skill roll can be made of the character does not have the Provoke skill. XP is gained for success or failure.

Effect: The target is prompted to act as the provoker intended.

Training: Training is usually done in groups of students in a controlled environment. The trainer must be at least 10 TP higher than the student. Training must be completed within two days.

Romance
Romance as a skill is about understanding the nature and nuance of relationships of the romantic sort. This skill may be applied when attempting to woo someone of the opposite sex, to instruct others on its nature, or even to write about it for the purpose of entertainment. Romance is more than just knowledge, it is wisdom based on experience of interaction.

Active Roll: If rolled for the purpose of building a romantic relationship with another character, this is an opposition roll to Sense Motive or Defiance, but only iff the individual is not already inclined toward romance with the character. If the target is already inclined, or the skill is being used instructionally or for entertainment, then the roll determines the level of success of a given action according to the following chart: Reroll: No. Each new roll is a separate action after a reasonable amount of time has passed.

Kind Bonuses: Nymphs get +10 XP upon taking this skill.

Untrained: Yes. If the character does not have the Romance skill, they can use a Basic Social skill instead. XP is gained for success or failure.

Effect: A target character may become or grow more romantically interested in the character, or an audience may gain understanding or be entertained by the character.

Training: Training varies depending on the teacher, but the trainer must be at least 10 TP higher than the student. Training must be completed in one week.

Sense Motive
As the name suggests, Sense Motive is a skill used to determine the intent of the target of the skill. Success does not necessarily mean that the character is against what the target is trying to accomplish, only that they are aware of the reasons behind it.

Active Roll: Sense Motive can be used as an active roll to determine what a target is up to, or at least why they are up to whatever, even if they are not using a skill. Otherwise, Sense Motive is used as a Reactive roll against any number of skills where motive needs to be determined.

Reroll: No.

Kind Bonuses: Sophae gain +3 XP upon taking this skill.

Untrained: No.

Effect: The character is able to glean something about why someone is doing something. Training: The character spends lots of time researching and studying people with a trainer who points out the motivations and what led the trainer to conclude that those were indeed the motivations. Trainer must be 10 TP higher than the student at least. Training must be completed within four days.
 * 0-15 - No real motive is understood.
 * 16-25 - A basic understanding of likely motivations is understood.
 * 26-35 - A deeper understanding of actual motivations is understood.
 * 36+ - Empathy or complete understanding of motivations is achieved.

Sense
Senses a broad skill involving the physical ability to perceive the world. Most organisms and even objects perceive the environment around them through sight, sound, smell, touch, and taste. These senses work together in a complex, integrated system to give a complex report on the environment to the brain for the mind to reason through. While this roll may be used in conjunction with only one or perhaps two senses at a time, all five are engaged even if only peripherally.

For the purposes of Traits like Keen Sense, the primary sense being used for the roll must be declared before any bonuses can be applied. Understand, there is only one Sense roll, not five, but which sensory organ is being used predominately is what is being declared.

Active Roll: The character rolls against the DS from the standard difficulty chart as determined by the GM and applies any specific bonuses based on their declared sense. This roll is a general roll concerning what is perceived. It is not as specialized as skills like Investigate or Sense Motive and can only tell the character what is, not why or how.

Reroll: Yes. Given enough time, or if conditions change, a new roll to Sense the same thing may be rolled at the GM's discretion.

Kind Bonuses: Drakonic and Invar receive +6 XP to this skill upon selecting it. Elfs and all Unbular breeds receive +3 XP. Sylphs receive +10 XP upon taking this skill.

Untrained: Yes. A character can roll 1d10+PRC instead of Sense if they do not have the skill. No XP is gained for this.

Effect: The character is able to percieve the environment as it is presented to them. If the roll is 15 higher than the DS, the character is able to sense through any natural illusions present. To see through mystical illusions requires a spell or 30 higher than the DS.

Training: Practical training with a trainer of at least 10 TP higher than the student. Training must be completed within two days.

Smuggling
Smuggling involves the movement of resources or people in a manner outside of government regulation and unobserved by government officials or those who would report to them. The skill also pertains to knowing anything specifically related to Smuggling including hidouts, routes, tricks, and even contacts.

Active Roll: Smuggling is rolled against various applicable Reactive Skills such as Sense, Investigate, or Government dependingon the circumstances. It may also be rolled against the DS from the standard difficulty chart.

Reroll: No. If the smuggling roll fails, then the attempt has been observed.

Kind Bonuses: None currently.

Untrained: Yes. A Basic Social skill roll may be made if the character does not have the Smuggling skill. XP is only gained by success.

Effect: Smuggler is able to move resources or people without being observed by authorities or authority sympathizers. A successful roll might also mean that the smuggler knows the best hideout, path, or other needed information for them or someone else to have the easiest time smuggling.

Training: Training is largely practical as the student assists the trainer. The trainer must be 10 TP higher than the student. Training must be completed within 1 week.

Streetwise
Streetwise is a skill for those who are familiar with the common folk in a region and can use that familiarity to gain knowledge or make connections to some end.

Active Roll: The Streetwise roll is against a DS based on environment and goal. In the following chart, applicable modifiers are cumulative. Base DS is 10 + modifiers. Reroll: Yes, but continued attempts to obtain the goal will draw attention.

Kind Bonuses: Paidion and Goblins recieve +10 XP to this skill upon taking it.

Untrained: No. The character has not developed the skill and connections necessary to do more than annoy people.

Effect: The goal is achieved, whether it be to collect information about current events, jobs, deals, or important people or use connections to accomplish something through the common people rather than more official channels.

Training: Heading into an area and making connections with the trainer not only adds 1 XP per training time, but it can also move the difficulty modifier up the chart in terms of familiarity of the town. Trainer must be 10 TP higher than that student and at least native to the kingdom in which the training takes place even if the student is not.

Survival
The character is able to keep themselves fed, sheltered, and alive in non-civilized and even hostile environments.

Active Roll: The roll may be against the DS of a particular event or obstacle, but is usually rolled once a day. The DS is base 10 + Modifier and applies to only the character using the skill. The bottom row  Use the chart below to determine modifiers: Note: Survival is not a skill used to track anything. The Track skill is used for that regardless of environment.

Reroll:   Yes. For each failed roll, all affected characters move from Normal, to Fatigued, to Tired, Exhausted, Sickened, Unconscious, Swooning, Dead for each consecutive day the Survival skill is failed. To move in reverse, three consecutive successes must occur.

Kind Bonuses: Anthros, Invar, Faun, Meliai, Feldae, Phymorians, and uncivilized Trolls all get +3 XP upon taking this skill.

Untrained: No.

Effect: Keeps the specified number of people fed, sheltered, and alive in wild and even hostile environments.

Training: A trainer will take the student out into the wild and provide practical tips and experience for the student. Trainer must be at least 10 TP higher than the student. Training must be completed within one week.

Tactics
A Tactics roll can aid groups of people in combat. However, the more people the more complex the situation so the less the bonus provided.

 Active Roll:  The Tactics roll may be rolled opposed or unopposed. If opposed, the bonus provided is calculated from the difference in the two rolls. For every person beyond the first in the group, a -2 is applied to the TSB before the roll is made. The check may be made any time during the round as an Action, but only once per Round. The bonus applies only to the rest of the Round and resets to 0 after the Round ends.

For every 5 rolled on the Tactics Skill check, a +1 is provided to all members of the group for the rest of the round on all combat-related rolls.

 Mass Combat:  For generals or other commanders of large groups, the opposed check is the same except that the -2 is applied for every 100 people beyond the first 100. This penalty is applied before the check is made. This difference reflects a difference in the nature of the tactics of individuals within a small group versus large groups. GMs may decide to apply the -2 to various size categories as they see fit (such as every 10 or every 1000 and so on).

In cases where the group dynamics are unbalanced - say ten versus a thousand - then the Tactics check by the tactician will be applied based only on the group the Tactics check would benefit, not the size of the opposition. Use the following chart to determine how the group size determines the roll. The tactician/commander must have a minimum TSB to command that many troops or they may not apply the Tactics check to an army that size. Called Shots: In many combat situations, a tactical maneuver includes a called shot. However, called shots can drastically reduce the capacity to hit because they require such precision, especially for smaller parts of the body. A person who is tactically minded, however, has honed their ability to hit these targets when it gives them a tactical advantage to do so. Their level of precision is heightened by their awareness of tactical advantage and constant use of tactical strikes.

Normally, a withheld action does not give any bonuses to die rolls, it just allows the character to react more appropriately to what the enemy is doing. For the tactician, a withheld action translates into real combat currency. If you withhold your action for a turn, you may anticipate the action of an opponent. When they make an attack, roll Tactics. The opposition roll is either the Tactics roll of the opponent if they have one or their attack roll just made (whether against you or an ally). If you succeed, you have correctly anticipated their attack and have an opportunity to use this to your advantage (e.g. attack an appendage or weapon, or parry and riposte). This may only be done once per round. For every 5 your Tactical roll exceeds the opposed roll, you may decrease the penalty for a called shot by 1. This modifier cannot exceed the penalty of the called shot.

''For example: A tentacled aberration wraps Marli up with a grapple attack. It succeeded by rolling a 24. Thean has held his action and rolls Tactics for this round and scores a 40 beating the attack roll of the aberration by 16. Thean attacks the tentacle (a called shot to the Lower Arm which is usually a -5). He can reduce the penalty by 16/5 = 3 to a -2. Had Thean rolled a 54 giving him a difference of 30/5 = 6, he would only have been able to reduce the -5 to 0 and gained no further bonus from fighting tactically.''

Reroll: This skill may not be rerolled within the same Round.

Kind Bonuses: Kradok and Bugbears gain +2 TP in this skill upon taking it.

Untrained: This skill may not be used untrained.

Training: Training in Tactics requires studying old battles with a trainer of at least 10 TSB higher.

Track
The Track skill allows a character to read signs in a given environment and follow a target moving creature in that environment. If the environment changes, a new roll would be needed.

Active Roll: The Track skill is opposed to a DS listed in the Tracking line of the Creature Codex if available, or the standard difficulty chart if not. For opponents, the Reactive Roll is a SC: Survival, MV: Stealth, or KN: Terrain rolls.

Each Track skill roll is good for 8 hours or until the environment changes significantly (e.g. day to night, soft to hard ground, weather changes, etc.). At such time, a new Track skill roll may be required if the change made the modifier increase. The original roll may be kept if the change lowered the modifier if the player chooses.

Modifiers to the standard DS are listed below: Note: If a spell is used to assist in masking the passage of a creature, the Modifier is the roll for the spell in addition to any other modifiers above.

Reroll: Yes, but with a -5 penalty to account for additional time passing for the trail to go cold.

Kind Bonuses: Anthros, Tinikean, and Were-kin all get a +6 XP to this skill upon taking.

Untrained: No.

Effect: The tracker is able to follow the same path the tracked creature took for as long as the skill is successful or until the creature is found.

Training: Some book research but mostly in the field practice with the trainer. Trainer must be at least 10 TP higher than student. Training must be continuous with breaks for food, rest, and normal body operations but not for other contexts.

Ventriloquism
This skill is a natural ability to "throw" the character's voice, to make it sound as if its coming from another place or direction than the character.

Active Roll: The Ventriloquism roll is opposed by a Sense (hearing) roll for the opponent to accurately determine the source of the voice if actively seeking it. The ventriloquist can project their voice a number of meters equal to their roll - 20 in normal conditions with a minimum of 1m. An environment where sound is easily reflected off surfaces and where a significant number of these surfaces exist gives anywhere from a +5 to a +20 bonus to the roll. Background noises may provide a positive or negative modifier. For example rain or a body of water may provide a significant bonus, but fog or cold air might provide a significant penalty.

Reroll: No.

Kind Bonuses: Sylphs gain +6 XP upon taking this skill.

Untrained: No.

Effect: The voice sounds as if coming from a location up to the maximum distance and intended direction of the ventriloquist. If used on the battlefield or being tracked, Ventriloquism provides a +1/10 rolled synergy bonus to Stealth or any attempt to Flank an opponent for the next turn.

Training: 3 hour blocks in a controlled environment with a trainer. Trainer must be at least 10 TP higher than the student. Training must be completed within a week.

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement