Your characters will not start with any skills. As they gain skills, we'll fill out this list.
U - marks an Untrained skill, not marked is a Trained skill
P/T - marks a Pool skill vs a Trigger skill
Skill Name | U | P/T | Description |
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Armor Skills | * | T | Burn 1 point to block current armor rating's worth of damage |
Acrobatics | | P | Add to Agility in situations where acrobatics could help |
Backstab | * | T | Burn 1 point multiply damage by to-hit multiplier + 1. Must attack opponent from behind. |
Climbing | * | P | |
Dodge | * | T | Burn 1 point to double your score for physically avoiding one attack |
First Aid | * | P | Intelligence check vs wound points, heal multiplier points of damage |
Grit | * | T | Burn 1 point to check Endurance vs one source of incoming damage, block multiplier points of it. For example, Endurance of 15 vs incoming damage of 5 is a x3 check, can block 3 points of the incoming damage. Apply grit to damage after reductions for armor. |
Goblin Lore | | P | Can also burn points from this to affect goblin related tasks (to hit, damage, etc) |
Juggling | | P | |
Lockpicking | | P | |
Magic Lore | | P | Knowledge of general magical theory. Adds to any spells cast for the purposes of making skill checks. Can be burnt to pass magic related skill checks. |
Medicine | | P | Intelligence check vs wound points, add to natural healing for that wound |
Navigation | | P | |
Shield | | T | Adds to Agility for defending against attacks a shield could affect. Burn 1 point to block shield's rating in damage, or to bash an opponent |
Sleight of Hand | | P | |
Smithing | | P | Intelligence check to repair items, time taken depends on check vs damage needing repaired |
Spinning Attack | | T | Burn 1 point to attack all targets in range with melee weapon |
Stealth | * | P | |
Weapon Skills | | P | |
Spell Name | U | P/T | Description |
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Heal | | T | Burn 1 point to make Willpower check vs wound damage, success heals wound |
Repair | | T | Burn 1 point to check Intelligence vs item damage to repair (for wood/metals/glass) |
Mending | | T | Burn 1 point to check Intelligence vs item damage to repair (for cloth/textiles) |
Enhancing | | T | Burn 1 point to check Intelligence vs multiples of item rating to enhance rating. Lose 1 point of enhancement per day. An item may only have one enhancement at a time. Maximum bonus based on the item's material applies (as per the crafting section in the rules) |
Energy Bolt | | T | Burn 1 point to make Intelligence check to hit target, does 5 damage that ignores non-magical armor |
Haste | | T | Burn 1 point to make an Intelligence check vs target's Agility. Success doubles target Agility and grants 1 extra attack each round for 1 hour. |
Mage Armor | | T | Burn 1 point to make an Intelligence check vs target's Endurance + Armor rating. Success adds multiplier points to armor in the form of a magical field, +5 points max. This can add to existing armor rating only if the target is wearing it when the spell is cast. Otherwise only the higher of the two armor ratings is used. |
Recall | | T | Burn 1 point to make a Willpower check vs distance in km to target circle. Exceeding check by X multiples allows additional X willing subjects to be taken. |
Summon Item | | T | Burn 1 point to check Intelligence vs distance in km to marked item to summon it to caster's current location. Size limit is current Intelligence in kg. |
Summon Creature | | T | Burn 1 point to check Intelligence vs distance in km to willing creature carrying marked item to summon it to caster's current location. Difficulty scales based on size. |
This message was last edited by the GM at 18:52, Thu 14 Mar.