Skills

Skills are broken down into two main categories: major and minor. Major skills each govern a set of minor skills. Putting a point into a major skill will raise the base of every minor skill it governs by 1.

All skills are limited to having 10 skill points spent on them. Therefore, the maximum base for a major skill is 10 and the maximum base for a minor skills is 20. The total bonus to this skill can of course be higher than this through bonuses, however.

Beyond these categories, the skills are also divided into three: Combat, Civil and Magic.

Upon level up, players will get one point to spend on major skills and one point to spend on minor skills from each of these three categories.

Most characters will not be able to use magic at level 1. If they obtain magic use at a higher level, the missed points are not awarded retroactively. This is an intended means to balance how powerful magic is.

Major Skills

Combat Skills

Civil Skills

Magic Skills

Minor Skills

Climb

Climb governs how well your character is able to scale walls, climb trees etc.

Acrobatics

Acrobatics determines how well you can jump. Long jumps and high jumps are covered by the following tables and there are also modifiers such as wind.

Mobility

Every two points in mobility increases your movement by 5ft.

Swim

Swim determines your ability to swim

One-Handed

Each point in one-handed gives you a +1 bonus to hit with one-handed weapons

Two-Handed

Each point in two-handed gives you a +1 bonus to hit with two-handed weapons

Ride

Ride represents your proficiency in riding tamed animals such as horses.

Heavy Armour

Each point of Heavy Armour will

Light Weapons

Each point in Light Weapons gives +1 to hit and +1 damage with all Light Weapons

Light Armour

Each point of Light Armour will

Medium Armour

Each point of Medium Armour will

Improvised Weapons

Each point of Improvised Weapons will give you +1 to hit with Improvised Weapons. You may use your skill with Improvised Weapons at a -4 penalty to all other weapon types in place of the normal skill for those weapon types.

Craft

The Craft skill can take many forms. Usually, Craft skills are increased by putting points into Profession.

Escape Artist

Escape Artist represents your ability to wriggle out of tight spots. You can use it to escape binds (eg shackles) or to fit through very tight spaces. It can also be used to move without taking an attack of opportunity.

Stealth

Stealth represents your ability to sneak. You can make a stealth roll opposed to a perception roll. You can also make a stealth check to have areas of a map that are well hidden pointed out to you by the GM.

Sleight of Hand

Sleight of Hand determines allows you to pick pockets or create illusions with your hands.

Machine Weapons

Each point in Machine Weapons gives you +1 to hit with Machine Weapons

Archery

Each point in archery gives you a +1 bonus to hit with archery weapons

Thrown

Each point in thrown gives you a +1 bonus to hit with thrown weapons

Perception

Perception can be rolled to notice things, search areas and to oppose certain rolls like Stealth or Sleight of Hand.

Cooking

Each point of cooking adds +1 to your dishes' sustainance.

Hunting

Hunting represents your ability to track creatures

First Aid

First Aid is used for non-magical healing. Generally, it will allow you to stop someone from bleeding out, and then allow for natural healing, which will take several days. Usually, it would be used to stabilise someone before they can receive magical healing.

Navigation

Navigation affects how well you can travel while using vehicles. Generally speaking, each vehicle will have a minimum skill requirement and everyone controlling the vehicle will need to meet this.

Appraise

Appraise allows you to determine the value of an item accurately

Bluff

Bluff is used to deceive both verbally and when making Feint Attacks. When used verbally, it must be made alongside role playing what is said. The GM will give bonuses or penalties to the roll based on how well the attempt matched the NPC.

Intimidate

Intimidate is used to intimidate people. It must be made alongside role playing what is said or done. The GM will give bonuses or penalties to the roll based on how well the attempt matched the NPC.

Persuade

Persuade rolls must be made alongside role playing what is said. The GM will give bonuses or penalties to the roll based on how well the attempt matched the NPC.

Knowledge

The knowledge skill can take on many forms. Usually, knowledge is raised by putting points into scholar.

Alteration

Each point of Alteration gives you 1/4 of a point of natural resilience. You must always round down, but these stack with fractional bonuses from elsewhere.

Conjuration

Each point of conjuration increases your summoning pool by one point.

Divination

Each point of Divination increases your dodge score by +1/2. You must always round down, but these stack with fractional bonuses from elsewhere.

Enchantment

Each point of Enchantment decreases the MP cost of using enchanted items by 1

Evocation

Illusion

Necromancy

Each point of necromancy increases your necromancy pool by one point. Your necromancy pool will determine how many dead you can have raised at once.

Transmutation