Choosing Class Skills

Wizard Quest 2nd Edition TMK Skills

Skill Sets: Skills and abilities your character can use in-game.
1) Purchase a new skill set for 1000 XP any time you level up. Each new set comes with 1 start skill.
2) Each time you level up a class set, for Level x 1000 XP, gain a new skill in any of your skill sets.
3) If a skill set is not class related, level it up independantly of your class skill sets, for same cost as a class set (Level x 1000 XP).
4) You may take any Skill Set during a level up without changing your class and its bonuses.

Classes: the skill set your character is most focused on
1) Choose one class.
2) Each class comes with free skills and check bonuses.
3) Fach class comes with a skill set you may choose from.
4) Each time you level up a class, you gain a new class skill, and +1 to add to one of your check bonuses. Class Level defines your character level and rank.
5) You may change your class at any level up but old class and ALL of its bonuses must be removed. The skills you have already learned remain even if you change your class. Class Level does not change because the skills have already been learned.

Custom Skills: Submit custom Skills to the GM. The GM will assign stats to the ability. Custom Skills are at the discretion of the GM.

New Characters: A new character starts with 7 free Skills. These Skills can be of any class.

Class Skills

First, choose a class (or multiclass, or custom class) for your character:

Academician:
Academia skill set
Research: +10 XP towards field of study when roll succeeds against research LoD
Acquisition: gain +10 gold per day
Contacts: +1 contact. +5% chance of getting what you need per contact. Buy additional contacts when you level up.
Bonuses: +10 intelligence

Apothecary:
Apothecary skill set
Herbalism
Chemistry
Research: +10 XP towards field of study when roll succeeds against research LoD
Bonuses: +5 intelligence +5 perception

Assassin:
Assassin skill set
Missiled Weapons
Edged Weapons
Stealth
Bonuses: +5 stealth, + 5 movement

Bard:
Bard skill set
Bardic Lore
Shake Will
Charm
Bonuses: +5 intelligence, +5 charisma

Battlemage:
Combat and Magic skill sets
Choose 1 full path, 2 limited paths, or 40 spells:
Choose 2: Edged Weapon, Blunt Weapon, Polearm, Archery, Thrown Weapon, Whip
Bonuses: +2 strength, +4 intelligence, +4 stamina (recalculate health with added bonuses)

Beserker:
Beserker and Shield Combat skill sets
Duel Wield: choose two one handed weapons; Melee, Thrown, or Whips, +1 strength
Shield Bash: strength = damage and stun -1 AR, -1 per ace
Berserk: character goes berserk, no other specialty abilities allowed. Character gets +4 HB, +1 AR, inflicts Double Damage, with +5 Fortitude and +20 HP. Character cannot retreat. Character has 0 HB on defense. Ally who tries to deter character suffers attacks from berserker for 1 d6 AR. Berserk doesn't end until all present foes are slain. When it ends, bonuses cease and character takes -0 HB and saving throws for 5 turns.
Bonuses: +5 strength, +5 stamina (recalculate health with added bonuses)

Defender:
Defender skill set
Path of Protection; full path, Start with 3 free spells.
Gift of the Protagonist: +2 HB, +3 d6 on any defense; -2 init, -1 HB, -1 d6 on all attacks
Martial Combat with two weapons, ranged and melee.
Bonuses: +5 strength, +5 stamina (recalculate health with added bonuses)

Custom Class | Name:
Choose one or two skill sets
choose a class related path, power, weapon-type, or skill
choose a class related ability, power, weapon type, or skill
choose a class related ability, power, weapon type, or skill
Bonuses: (up to +10 points in chosen checks)

Diplomat:
Diplomat skill set
Persuasion
Intimidation
Backstab
Bonuses: +5 charisma, +5 willpower

Empath:
Empath skill set
Path of Protection: +1 spell per level from any of these three paths; Wizardry, Spectremancy, and Shaman
Empathic: gain insight into exactly what people are feeling (not thinking), also sense spirits and their demeanor (sense danger).
Insightful Defense: +2 HB, or +4 d6 on any defense roll.
Bonuses: +6 perception, +4 intelligence

Enchanter:
Enchanter skill set
Tap Sphere (elemental, arcane, inborn, or one oriented)
Enchant (fuse and seal)
Layer Power
Bonuses: +5 intelligence, +5 willpower

Equestrian:
Equestrian skill set
Note: take Warmount if mount is not a horse.
Equestrianship (or Rider)
Choose One; Polearm, Greatsword, Duel Wield (one handed weapons), Horseman's Flail
Mounted Archery (choose crossbow or shortbow)
Bonuses: +8 stamina, +2 strength (recalculate health with added bonuses)

Espionage:
Espionage skill set
Reconnoiter: 5% chance, +2% per level of not getting caught at eavesdropping or infiltration.
Stealth
Subterfuge
Bonuses: +5 stealth, +5 intelligence

Knight:
Knight skill set
Weapon Specialization: Choose One; Duel Wield, Two-handed Weapon, Blunt Weapon, Shield Combat, or Polearms
Ranged Weapon of Choice: choose one ranged weapon
Valor: knight and all near him/her gain +1 physical checks, +1 per ace, and +10 health, +5 per ace until end of encounter.
Bonuses: +5 strength, +5 stamina (recalculate health with added bonuses)

Lore Master:
Lore skill set
Lore Mastery
Occultism
Cryptology
Bonuses: +5 intelligence, +5 willpower

Mage:
Magic skill set
Choose Two Paths
Ranged Power: range of up to 10 feet, +1 foot per level.
Bonuses: +5 stamina +5 intelligence (recalculate health with added stamina bonus)

Martial Artist:
Martial Artist skill set
Ranged Weapons
Edged Weapons
Stealth
Bonuses: +5 dexterity, + 5 movement

Merchant:
Merchant skill set
Persuade
Drive a Hard Bargain
Charm
Bonuses: +3 intelligence, +4 willpower, +3 charisma

Pacifist:
Pacifist skill set
Go Unnoticed
Evasive
Harmless Persona
Bonuses: +5 stealth, +5 stamina, +20 Health (recalculate health with added stamina and health bonus)

Ranger:
Ranger and Survivor skill sets
Weapon of Choice (take a specialized weapon skill)
Scout: +1 perception
Athletic: +5 stamina, +20 health
Bonuses: +5 strength, +5 movement (recalculate health with added strength bonus)

Rogue:
Archery skill set
Archery
Duel Wield Edged Weapons
Stealth
Bonuses: +5 stealth, +5 intelligence

Survivor:
Any two Survivor skill sets
Find and Make safe shelter: find or make a shelter that guards from the elements in a safe location where camp will go unnoticed by enemies on success.
Improved Health: +50 HP, 80% disease resistance (resists arcane disease if immune to disease)
Bonuses: +8 stamina, +2 deterity (recalculate health with added stamina bonus)

Warrior:
Combat skill set
Choose three Weapon Types: Edged, Blunt, Polearms, Archery, Thrown, Lashing
Melee Expertise: use any melee weapon with equal finesse, +1 HB.
Bonuses: +5 strength +5 stamina (which also grants a health bonus, recalculate health with added bonuses)

Level ups and Saves

Cost: all class levels cost 'Level x 1000 = XP cost' (level 3 is 3000 XP).
Forum Rank Cost: all class or skill set levels cost -1 rank point per level. Each rank dot is worth 5 points. One rank dot will earn you 5 levels.
ABOUT SAVES: player must devise of a way within reason, however unlikely, character could have escaped an incident unscathed, free, or alive when they should have been harmed, captured, or killed. A gate from a secret admirer could have swallowed them, a tornado could have swept them away, a vine could have tripped the enemy and sent them face first into a bramble which tangled them up, the sky is the limit as long as the enemy who bested you is not harmed or humiliated by your anecdote. Give them credit for defeating you.

Skill Sets

Academia Skills :: Academician Class

Academics: +1 intelligence , knowledge of math, science, history, civics, literature, geography, art, and music.
Book Research: +5 XP on a successful roll per day.
Calm Heart: hold up well under pressure, no natural penalties to will.
Field Research: +10 XP on a successful roll per day.
Field of Study (type): +1 intelligence per field of study. Field is used to provide +1 needed information to others about that field (architecture, archeology, biology, zoology, herbology, astronomy, lore, ancient history, demonology, arcanology, planeology, etc.)
Genius: +2 intelligence
Highly Logical: +2 willpower and intelligence s, logic moreso than emotion and fancy governs this intellectual making them resistant to charms and illusory powers by +2% per level of intelligence.
Intellectual: character is cultured, reasonable, and wise, and as such is respected by intelligent people and has diplomatic persuasion. Take diplomacy skills as academic skills. +1 on all mental rolls.
Keen Acumen: +1 perception, little slips by this character who is not only observant but has developed a sharp intuition for what goes on around them.
Photographic Memory: character can learn things instantly, +2 to all memory related rolls.
Quick Study: character learns tremendously quick, roll during level up and pay half XP cost if roll succeeds, or purchase 2 skills for the price of one.
Scholar: +1 intelligence
Sleep Less: no penalties for sleep deprivation unless no sleep for seven days.
Speed Reader: can roll research skills twice a day.
Test Well: +1 HB on all test rolls, set LoD of Test, gain +100 XP per test passed, Test once every two weeks game time.
Valuable Knowledge: character is valued for their knowledge and can benefit others with their acumen. Character provides +1 desired information, +1 fact per ace in any Field of Study. +1 to all Fields of Study.
Well Rounded Education: +1 intelligence , character knows enough to be a benefit in almost any situation. If intelligence roll succeeds, GM provides answer to a situation for the character (if needed).
More Pending

Apothecary Skills :: Apothecary Class

Notes:
..... total roll=potency to benefit or harm.
..... beneficial effects and checks are affected by +1, +1 per ace.
..... harmful effects and checks are affected by -1, -1 per ace.
..... Two 'like' ingredients required to make a mixture. (remedy + remedy = remedy, poison + poison = poison, potion + potion = potion etc.)
..... If a mixture has 4 effects, 8 ingrediants are needed.
..... Record mixtures made and their effects on a potion list under ingredients list. Keep in character folder in file named Apothecary.
..... If roll fails, ingredients are lost and mixture fails.

Book Research: gain +5 XP each time character does book research towards apothecary skills, roll once a day for success of research.
Camping: basic knowledge of camping while doing field research and collecting herbs and minerals; build fire, pitch tent, make leanto, find spring water.
Chemistry: +1 HB, +3 d6 towards success and potency.
Climb: +1, +1 dexterity, climb to those hard to reach herbs and minerals.
Expert Apothecary: get more out of less, double amount of doses made in a batch whenever a crit is rolled.
Field Research: gain +10 XP each time character does field research towards apothecary skills, roll once a day for success of research.
Find Gemstones: because of your knowledge of minerals, you are more prone than most to find valuable precious (1, +1 per ace w/crit) and semi-precious gems (1, +1 per ace) at value of 1 gold per semi-precious, and 10 gold per precious gem. Roll when in mineral rich areas (as called by GM).
Find Rare Ingredients: these hard to find ingredients boost a mixture to critical potency. +2% chance per level of finding the remote or hidden locations where these ingredients, whether mineral or herbal, can be found. (a valid side quest post will take the place of a roll).
Forage Adeptness: Identify, and correctly harvest, edible plants, mushrooms, nuts, roots, herbs and know how to prepare them. +1 intelligence . +1 edible plant found per success.
Herbalist: Find, Identify, and correctly harvest, medicinal or poisonous plants, mushrooms, nuts, roots, and herbs and know how to prepare them. +1 intelligence . +1 medicinal or poisonous plant found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
Jump: +1, +1 dexterity, jump across gaps to those hard to reach herbs and minerals.
Make Medicine: using items collected, make medicine with 1 called effect which restores a called check or HP, +1 additional effect or dose per AR spent.
Make Poison: using items collected, make poison with 1 called effect which damages a called check or HP, +1 additional effect or dose per AR spent.
Make Potion: using items collected, make a potion with 1 called effect which effects a called check, stat, action, or HP, +1 additional effect or potion per AR spent.
Mineralogist: Identify, and correctly collect, medicinal or poisonous minerals and know how to refine them. +1 intelligence . +1 medicinal or poisonous mineral found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
Panning: because of your knowledge of minerals, you have taken an interest in gold panning to help find the minerals you need. Gain +1 gold value per success. Pan in creeks, rivers and lakes or where a slues is set up. If hit dice fail, no gold or other valuable metals are found. +1 ingredient mineral found, +1 per ace whenever roll succeeds.
Poison Tolerance: by test sampling your own poisons, you have gained a strong resistance to poisons. +1% poison resistance per poison sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for poison resistance.
Resistance to Sleep: testing sleep potions has given character a strong resistance to the same. +1% sleep resistance per potion sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for resistance to forced sleep effects.
Resistance to Paralysis: testing paralysis mixtures has given character a strong resistance to the same. +1% paralysis resistance per mixture sampled. Lose -1 HP permanently per mixture sampled. This ability allows character to trade HP for resistance to paralysis effects.
Swim: +1, +1 stamina, swim to those waterside and underwater herbs and minerals.
Test Results: sample your own potions, remedies and poisons to test their effects and learn unexpected effects, add +1 effect to a mixture.
More Pending

Archery Skills :: Archer Class

NOTE: All warrior classes may take archery.
Archer Doyen: take only if your character's ONLY weapons are bows and crossbows. +3 HB, +5 strength, +10 draw-weight,
Archery: can use longbow, shortbow, crossbow, compound bow, great bow, recurve bow, state draw weight on drawn bows (strength x 2 = max draw weight = damage)
Armour Piercing Shot: +2% chance of piercing armor per level, max of 80%.
Arrow Craft: make arrows and crossbow bolts at +4 d6 damage, +1 d6 damage per additional level
Arrow Flurry: Attack all nearby with arrow volley, -1 HB penalty, a 1-2 on hit dice misses and gets no HB, cost of 2 AR. Radius of up to 10 feet, +1 foot per success.
Bow Craft: make bow with up to 45 lb draw weight, +5 lbs per additional level. Takes one day.
Bow and Fletcher: make bows with up to 45 lb draw weight, +5 lbs per additional level, make arrows, know what wood to use, how to shape and layer wood, how to make a rudimentary lathe, how to knap arrowheads and make them out of steel, fletch and make well balanced and straight arrows, requires one month to make bow while traveling, two weeks stationary, and one day per arrow. Knowledge of making makeshift bows and arrows on the fly in 1 d6 hours at 0 HB and damage of 3 d6 total.
Critical Chance: improves chance to make a critical hit by +2% per level, even when hit dice miss. Maxes at 90%. -1 additional stamina to use.
Crossbow Combat: +1 d6 with crossbows
Longshot: range of +10 extra yards per ace.
Mounted Archer: +1 dexterity, use bow while on horseback, dexterity vs. movement check while moving.
Multi Shot: +1 AR, hit up to +1 target, +1 per ace for each attack with a bow, uses -1 stamina per target in addition to AR stamina cost.
No Obstacle Penalty: can find clear shots around any obstacle (does not include armor)
Open Wound: +2 additional wounding damage per turn for +1 turn, +1 per ace.
Pinning Shot: target cannot move for 3 seconds, +1 second per ace.
Replenishing Quiver: quiver never runs out of arrow type used.
Staggering Shot: normal arrows can stagger for 0 HB, for +1 action, +1 per ace.
Stunning Shot: normal arrows can stun for -1 AR, -1 per ace.
Thrash: +1 strength, use bow as a melee weapon much like a quarter staff to strike opponents, stuns -1 AR, -1 pa, weight of bow + character strength = dmg. (excellent for doyens to take)
True Aim: Never shoot a friend with an arrow, +2 HB.
Whistling Arrow: -1 HB distraction, -1 HB per ace, arrow fletching is cut in just such a way to make arrows whistle. Can also be used to draw attention away from something or someone and towards sound of arrow (arrow is faster than its sound), grants +1 AR, +1 per ace to anyone arrow detracts attention from.
Wicked Spin: +5 damage per ace on arrows when this skill is called.

Assassin Skills :: Assassin Class

Quietude: +1 stealth while moving or standing.
Ranged Weapon Adeptness: (type) +1 HB ranged weapon use.
Precision Aim: +1 HB ranged shots.
True Aim: +2 HB ranged shots (double cost)
Backstab: +2 HB if stealth is successful, death or paralized as called on a crit.
Blend In: +1 stealth blending into a crowd.
Knife Adeptness: +1 HB knife use
Quick Reflexes: +1 dexterity.
Ambush: +1 init
Disappear in Crowd: +1 stealth to escape into a crowd.
Light Blade Adeptness: +1 HB on light swords and blades.
Hide in Shadows: +1 stealth
Superior Stealth: +1 stealth per level, includes appearance, silent movement, and all round quietude.
Set Snares and Traps: +1 intelligence to roll, Level (LoD) vs. detection
Find and Remove Hidden Doors and Traps: +1 perception. skill vs. concealment (LoD) level.
Critical Chance: improves chance to make a critical hit by +2% per level, even when hit dice miss. Maxes at 90%. -1 additional stamina to use.
Conceal Doors: skill determines level (LoD) of hidden door concealment.
Covert Breaking and Entering: +1 stealth while breaking into a building or entering a target area. Level of skills also vs. LoD of target area's security.
Security Expert: disarm security.
Intelligence: gather +1 detail related to target per success intelligence, also gain +1 init on any +1 roll per ace, and +1 d6 advantage on all non-combat rolls.
Quick Escape: escape quickly if spotted with +2 on any physical roll.
Subterfuge: +1 charisma and intelligence to roll deception vs. wisdom. Used to get close to targets.
Persuasion: +1 charisma and intelligence to roll vs. wisdom.
Scale Walls and Buildings: +1 dexterity vs. LoD of falling.
Perfect Balance: +1 dexterity vs. being tripped or falling.
Snap Neck: +1 HB and +1 stealth sneak up behind a target and snap their neck, fails without a crit, death on a crit.
Find and Identify Poisonous Plants and Animals
Make Poisons: one dose with damage of up to +1 per success, times ten on a crit, or progressive on a crit until cured. All do aggravated damage for +1 day, +1 per ace, or +1 turn, +1 per ace on a crit. Each does lasts duration of one day (or encounter) before it spoils, unless properly sealed (taken from a poison list made by player). Poison has called effects.
More Pending

Bard Skills -- Bard Class

Bard Lore - knowledge, understanding, and application of correct utterance, +1 intelligence .
Bard Song: bard lifts his voice up in the middle of a battle to sing a fearless battle song of his people's victories, shaking the opposition, -2 willpower per ace, -1 d6 PA or MA, -1 d6 per ace to rivals, +1 charisma per ace vs. willpower, and +2 willpower to allies.
Combat; Battle Readiness: if bard takes weapon specialization, he or she can learn up to 10 combat skills which can be used with their weapon/s of choice, without multiclassing as a warrior or martial artist.
Combat; Melee Weapon Specialization: (type) bard can learn to use one type of melee weapon of any kind, and must specialize in this weapon in melee, +2 HB, and +3 d6 specialization.
Combat; Ranged Weapon Specialization: (type) bard can learn to use one type of ranged weapon of any kind, and must specialize in this weapon for ranged attacks, +2 HB, and +3 d6 specialization.
Company Valor: Each party member (up to 6 members, + 1 per ace) gets +1 HB, +1-PCD, +1 per ace, and 10% MR, +10% per ace rolled, next turn, stamina cost is 6 to use.
Diplomacy: +1 charisma, spy is very diplomatic and can influence political, economic, and corporate affairs when he or she needs or wants to.
Diplomatic Expertise: Take up to 10 diplomat skills and add to bard class skills without need of multiclassing.
Espionage: if bard goes this route for king, country or personal agendas, have him take up to 10 spy skills (one at a time at each level up) as bard skills without need of multiclassing.
Luck of the Bard: +1 save, or 10% chance of getting out of danger or trouble, +5% per level, up to level 85% (luck does not come into play during combat or hostile encounters Bard voluntarily walked into).
Mental Constitution: +1 on all mental checks.
Physical Fitness: +2 strength and stamina, +1 on all other physical checks, +1 regeneration and fortitude, +15 health.
Performance: +1 charisma, +1 on any roll where bard is singing, or acting out the roles of the characters in a story, or doing voices for those characters.
Persuasion: +1 charisma, +1 on all rolls where persuasion is used.
Politics: +1 intelligence to roll, spy has a good grasp of domestic and foreign goverments and can function well in those circles.
Regroup: +3 movement, +1 init when battle is reengaged as bard leads company to safe ground to regroup.
Vocal Impressions: ability to do impressions of various accents effectively, foreign and domestic, and to control vocal inflections or speak in a calm manner even when excited or afraid. Enhances all story telling rolls +1.
Vocal Presentation: +2 charisma, ability to control volume, crispness, quietude and mood of voice at will, and using inflections to enhance story telling, +1 HB using presence.

Beserker Skills :: Beserker Class

Battle Roar: Foes in radius of 2 yards, +1 yard per success, must save vs. fear or be paralyzed with fear -1 AR, -1 per ace, and suffer shock damage. Cost of -1 stamina per 3 levels to use.
Berserk: character goes berserk, no other specialty abilities allowed. Character gets +4 HB, +1 AR, inflicts Double Damage, with +5 Fortitude and +20 HP. Character cannot retreat. Character has 0 HB on defense. Ally who tries to deter character suffers attacks from berserker for 1 d6 AR. Berserk doesn't end until all present foes are slain. When it ends, bonuses cease and character takes -0 HB and saving throws for 5 turns.
Bone Armor: Can use bones of dead to make armor, takes 1 day and two skeletons. AC=Level+9.
Blood Sacrifice: improves chance of self and all allies nearby (within a 6 foot radious, +1 foot per ace) to make critical hits by +10%, +2% per level, even when hit dice miss. Maxes at 90%. -2 additional stamina to use. +2 damage to Berserker. Lasts 2 turns, +1 per ace.
Courage: Increases party members' willpower by +1 per ace.
Cripple: -1 turn, -1 per ace, knockdown on crit for -3 turns.
Cyclone Attack: +1 AR, +1 AR per ace present turn, a fierce all around attack when surrounded.
Death Blow: (type) +1 HB to death blows
Dodge: +1 dex and movement per ace vs. attack roll.
Duel Might: use two heavy melee weapons at level 36 strength.
Duel Wield: carry two one handed weapons, +1 strength.
Evade: +1 dex per ace vs. level of missiled weapons.
Fire Resistance: 5% resistance per level vs. fire and heat, normal damage suffered if resistance fails.
Heart Feast: Take 10 turns to prepare and eat the heart of recently slain foe; Heals by Level of Foe=# d6, +5 HP per success, +10 HP per ace, +1 drained level per ace, and restores 5 stamina per ace.
Leaping Attack: Leap 2 d6 feet with running start, or 1 d6 feet from standing start. +1 HB per ace, and +1 additional damage per success.
Lethality: +2% chance of crit on any hit per level.
Mastery: Use once a day per level. Roll any beserker ability twice, taking best roll.
Mock: Target/s rush to attack mocker, ignoring spells, missile weapons, or strategy to attack physically at -2 HB, and -2 Checks. +1 AR per ace, +10 damage. Lasts 1d6 turns. Skill and charisma vs. intelligence check.
Night Eyes: Night-vision up to +10 foot radious per ace for 6 hours.
Rage Attack: strength doubles while enraged while stamina loss also doubles, 0 HB defense, +1 HB attack while enraged.
Shield Warrior: take 'shield combat' techniques w/one handed weapons only.
Threaten: causes fear to lower willpower by -1, -1 per ace for same amount of turns.
War Cry: +2 HB and damage to party for the next three attacks. Use once a day.

Combat Skills :: Warrior Class

Adeptness, Weapon: (type) +1-HB
Ambidexterity, Weapon: (type) No penalty loss using weapon with either hand.
Ambush: Stealth and Strategy vs. Alertness for init. +1 on all rolls, +critical damage first attack if init succeeds. Enemy takes -1 on all rolls if init succeeds.
Ammunition Craft: The ability to make ammunition, Intelligence and Wisdom vs. Ammunition Creation LoD.
Anti-Terrorist Tactics: +1 init against terrorists.
Axe Throwing: d6
Balance Adeptness: +1 vs. trips, falls, +1 vs. LoD
Battle Fury: (leaders only) Attacking leader is so determined that a battle rage takes them. No attack penalties, +1 HB attacks, +3 strength, +5 willpower, +10% MR, -5-HB defense, -5 stamina after fury is spent.
Battle Mapping: +1 init
Battle Recruitment: +3 charisma, +1 intelligence to roll to recruit 1 unit
Battle Ship officer: (type)
Battle Strategy: +1 movement
Battle Tactics: (type - ground, air, sea) +1 init
Beam Weapons: (type)
Beheading Blow: +1 HB when beheading a target
Black Powder Weapons: +1
Blind Fighting: Level Fight in darkness or blind no penalty.
Blowgun: use with darts
Blunt Weapons: +1 (maces, clubs, staves, etc.)
Brawling: at current combat level
Breaking Sword Blow: a blow which damages or breaks the rival weapon, strength +1 d6 each hit to rival weapon, doubles on a crit. Weapon breaks when strength is at 0 or less.
Camouflage: adds stealth+1
Ceremony: (type) +1 charisma
Charioteer: Level chariot driving during combat or at other times.
Combat Derision (war): Enemies rush to attack the mocker, ignoring spells, missile weapons, or strategy to attack physically at -2 HB, -2 AC or -2 HB Defense, and -2 all checks. Lasts 1d6 turns.
Combat Discipline: hard to shake during combat, +1 HB or +2 focus vs. all distractions or effects which might unnerve character during combat.
Combat Driving: Level driving jeeps, or combat vehicles during combat without getting hit.
Combat Reflexes: +1 dexterity vs. melee, missiles, thrown, or lunging attacks.
Combat skill: (type)
Combat Weapon: (type, see weapon list for damage)
Concentration: +1 focus per success on all rolls requiring concentration.
Constricting Attack: +1 damage death hold or strangling.
Covert Operations: +1 stealth, +1 movement, +1 mental checks to party while being led by someone with this skill.
Daredevil Flight: +1 HB, +1 dexterity for escapes and evasions
Cripple: -1 turn, -1 per ace, knockdown on crit for -3 turns.
Death Blow: (type) +1 HB
Debilitating Attack: (-1 AR per effect in succession)
1. slows movement -1, -1 per ace, -1 action per -5 movement lost,
2. disables with 0 bonuses,
3. disables -1 level, -1 per ace,
4. with crit all bonuses are negative 2, with -2 levels and movement, -2 per ace.

Defense Bonus: +1 HB on defense.
Defensive Sword Master: +1, +1 HB defense
Deft Strike: +1 HB, add to hit dice, +1 dex and mvm.
Dirty Fighting: +1 anything goes
Dismembering Adeptness: (sword or axe) +1 HB Dismembering Blows, take stats for debilitating attack
Dodge: +1 dexterity and movement.
Drunken Fighting: Level take no penalty while fighting drunk.
Duel Wield: carry two one handed weapons, +1 strength.
Edged Weapons: +1 (swords, daggers, axes, etc.)
Enhanced Block: +1 HB on blocks
Enhanced Dodge: +1 dexterity and movement on dodges
Enhanced Move: +1 movement
Enhanced Parry: +1 HB melee defense
Expertise (type-weapon or combat style): +1 AR, +1 HB, +1 mvm and dex.
Fast-Draw Gun: (type) +1 init, +1 HB vs. surprise attacks
Fast-Draw, Weapon: (type) +1 init, +1 HB vs. surprise attacks
Firearms: (type) +1
Flight Combat: +1 (for winged creatures)
Flurry: +1 action (AR)
Gunsmith: +1 repair and make guns
Heavy Artillery: (modern or medieval) +1
Heavy Guns: (type) +1
Helicopter Pilot: +1
Full Coordination: +1 HB or +1 d6 per attack
Horsemanship, Combat Riding: +2-HB-Mounted
Improved Aim Missile: +1 HB
Improved Aim, Melee: +1 HB
Jet Fighter Pilot: +1
Jet or Airplane Gunner: +1
Judo: Level +1 mental and physical checks
Jujitsu: Level +1 mental and physical checks
Karate: Level +1 mental and physical checks
Katana Master: +1 katana
Knife Expertise: +1 HB with knives
Knife Throwing: +1 HB thrown knives
Knife Tricks: -1 dexterity and movement to target if knife tricks are used in an attack.
Master of Discipline: ignore pain, stay focused, don't get shaken in combat, +5 Willpower, +1 focus
Military Weapon: (type) +1
Military Leader: instill morale, courage, faith by +1 will, +1 per ace, and owed to your confidence and strength your commands are followed to the letter, +1 to all of leader's mental checks, +1 per ace.
Mock: Target/s rush to attack mocker, ignoring spells, missile weapons, or strategy to attack physically at +2 HB, with 0 HB defense, -2 mental Checks, Lasts 1d6 rounds.
Moving Target Precision: (weapon type) +1-HB-Moving Targets
Pike Combat: +1
Polearm Combat: +1
Precision Aim: (weapon type) +1-HB
Precision Attack: +1 damage, +1 HB.
Quick Reflexes: +1 dexterity, +1 movement.
Riposte: +1 counter-attack damage per level (strength+riposte damage) with successful block.
Saving Throw Bonus: +1
Shield Combat: +1 damage per success with shield.
Sharpshooter: +1 HB firearms
Ship Gunner: +1
Specialization: +2 HB one weapon only, +2 d6 damage
Star-ship Fighter Pilot: +1
Stealth: +1
Street Fighting: Level +1
Stunning Blow: melee, stuns if blow hits for -1 action, -1 per ace.
Swordsmanship: +1
Sword Smith: Level +1
Tactical Procedures: +1 init, +1 movement
Tangling Weapons: +1 (whips, chains, ropes, etc.)
Tank Operator: +1
Thrown Weapon: +1 HB thrown weapon
True Aim Missile: +2 HB
True Aim Melee: +1 HB
War Strategy: +1 movement to an entire force
War Tactics: +1 init to an entire force
Weapon Combat: (type) +1
Weapons Smith: (medieval) +1 make swords, axes, pikes, etc.
Whip Use: +1
Wound: inflicts sustained damage which reduces HP until healed
Zero-Sum Defense: attacker takes damage or effect equal to damage or effect they inflict. Defender takes -5 stamina progressively each time this defense is used, range combat only.

Diplomacy Skills -- Diplomat Class

Persuasion: +1 charisma and intelligence to roll vs. intelligence.
Deception: +1 charisma and intelligence to roll vs. intelligence.
Contacts: +1 contact. +5% chance of getting what you need per contact. Buy additional contacts when you level up.
Charm: +1 charisma vs. willpower to charm someone into doing something as called.
Passive Riposte: +1 damage blocking to attacker per success each hit, doubles on a crit.
Defensive Combat: +2 HB self defense and defend shop during combat.
Unarmed Defense: +2 HB, +1 dexterity and movement per ace to dodge and take evasive measures.
Economics: +1 d6 on mental rolls concerning economics.
Languages: (type) +1 charisma and wisdom speaking to anyone in their own language.
Keen Intellect: +1 intelligence vs. persuasive actions
Keen Wit: +1 charisma
Intelligence: +1% chance per level of finding and securing important information, or +1 charisma and intelligence to roll per ace vs. LoD or challenger.
Birthright: called immunity to one path or one condition.
Luckchild: 80% fixed chance of getting out of trouble even if something incredible has to happen for good luck to kick in. Also allows for incredibly good luck to benefit character even by outrageous circumstances. Character HAS to be of a good alignment to take this inborn trait. If alignment shifts to anything but good, trait is lost. (Player must invent a reason that makes escape from trouble or danger possible, no matter how unlikely, GM discretion. Rare trait, GM can refuse a character this trait if too many or any other characters in an RPG have it)
Quick Escape: +4 movement, knowledge of good escape routes and hiding places, +1 intelligence and stealth to roll.
Fortuitous: +1 to save
Balance Adeptness: +1 vs. trips, falls, +1 vs. LoD
Covert Operations: +1 stealth, +1 movement, +1 mental checks to party while being led by someone with this skill.
Dirty Fighting: Level anything goes
Dodge: +1 dexterity and movement.
Drunken Fighting: Level take no penalty while fighting drunk.
Enhanced Block: +1 HB on blocks
Enhanced Dodge: +1 dexterity and movement on dodges
Enhanced Move: +1 movement
Enhanced Parry: +1 HB melee defense
Quick Reflexes: +1 dexterity
Saving Throw Bonus: +1
Riposte: +1 damage per success blocking
Stealth: +1
Tactical Procedures: +1 init, +1 movement
Thrown Weapon: +1 HB thrown weapon
Keen Senses: +2 perception
Quick Thinker: +1 AR
Disguise: LoD vs. Perception.
Lip Reading: understand what someone says without perception them. Target must be in sight and language must be known. +5% chance of success per level.
Backstab: +1 HB
Danger Perception: Perception +3, Sixth Sense+1. Can sense imposing danger, or if someone is watching them.
Evasive Action: +1 d6 per ace, and +1 HB on all defensive rolls to defenders while leading evasive maneuvers.
Escape Bonds: skill vs. level (LoD) of bonds. The ability to escape ropes, shackles and chains.
Travel Light: +5 mvm. +10 stamina when traveling light.
Quick Escape: jump fences and know what alleys and streets to use to make a quick getaway, +1 mvm, +1 dexterity per ace.
Contacts: +1 contact. +5% chance of getting what you need per contact. Buy additional contacts when you level up.
Leadership: instill courage and faith, +1 will, +1 per ace, +1 persuasion.

Enchantment Skills :: Enchanter Class

Artificer: use of any magic item and the knowledge to figure out how it works, +1 intell, vs. LoD of item.
Augment: boost power of an enchanted item by +1 d6, +1 per ace. Use only once on a single object.
Enchant: using tap, channel and seal commands, requires -4 AR per +1 effect, -1 additional AR per each optional effect.

1) Tap Path of Power: tap a purchased sphere of power to capture its power (see Path of Power below).
2) Channel: command which directs a tapped power into a target object.
3) Seal: seal power in target object. Set LoD for enchantment strength by total roll of seal.
4) Optional Enchantments: marks, signatures, factors, etc. cost -1 AR each to imbed in enchantment.
5) Signature: (optional) mark object so item can be tracked and power in item can be sensed.

Layer Enchantments: enchant an item with +1 multiple effects, +1 per ace maximum.
Staff Artificer: Enchanter and Mage Class
Base Stats:
Bonded Power: staff gets a single, chosen bonded power at level 1 free; bonded power levels up whenever an artificer or magic skill is purchased.
All bonded powers include power of recall, which allows staff to be summoned from a called safe location at will.
Bonded power uses no stamina, grants +1 HB balance, +1 AR quickness, and has +4 d6 improved power
+4 d6 improved power to any powers channeled through staff
no stamina loss to any power channeled through staff at levels 1-9.
Spell movement is same as intelligence,
HB and AR for staffs is +1 per ten intelligence. Quick casting adds to AR.
-2 AR to use staff.
* 01-03: staff use; at range of up to +5 feet, +1 per success
* 04-06: staff proficiency; +1 HB targeted strikes and staff melee per +10 intelligence levels.
* 07-09: improved range; of +10 feet, +1 foot per success, doubles w/crit,
* 10-12: quick casting; +1 intelligence to roll, intelligence = movement.
* 13-15: fluid casting; activate aim and fire in a single motion, -1 AR to use staff.
* 16-18: spell barrage; shoots +1 multiple spell, and up to +1 per ace.
* 19-21: combine power; combine up to +2 powers, +1 per ace, into single spell when called.
* 22-24: duel wield staffs; use two staffs at once at same AR loss and w/o loss of precision.
* 25-27: improved area; area of power improved by up to +1 foot, +1 per success.
* 28-30: direct spells; cast direct spells w/o targeting using staff. Subject to MR.
* 31-35: master artificer, all spells channeled through staff use half stamina.
* 40+00: arch artificer, add up to +10 bonded powers to staff choosing from any mastered spell. List powers under staff.

Equestrian Skills :: Equestrian Class

Rider Skills :: Warmount Class

Note: take rider skills or warmount class if mount is not a horse.
Aerial Combat: (take if mount is winged) +3 HB on attacks and defense while mounted and in flight.
Call Mount: mount will come when whistled or called for.
Combat Riding: +2 HB while mounted.
Daredevil Riding: difficult to catch while mounted, mount gains +5 dexterity and mvm, -5 stamina.
Defender: wild attack by mount which does enemy +5 added damage to any attack and grants rider +2 HB defense.
Hard to Unhorse: 50% chance a dismounting attack will fail.
Jumping: clear fallens trees and normal fences without incident, over obstacles up to +4 feet high, +1 per ace.
Jump Gaps: jump over small ravines, creek gullies and the like, up to +10 feet distance, +1 per ace.
Mounted Charge: add mvm of mount to damage.
Ride Mount: (type) gain mvm of animal type. -1 stamina per mile traveled to animal while running.
Traverse Dangerous Paths: without injury to horse and rider
More PENDING

Espionage Skills :: Espionage Class

Master of Disguise: the art skill of makeup, costumes, molding and painting silicone prosthetics, and acting, including 'doing voices'. Each fluently spoken language adds +1 level each, Vocal Impressions adds +1 level..
Subterfuge: deceive others to hide an objective, +1 on any intelligence and charisma rolls vs. perception or intelligence.
Espionage Expertise: +1 on any roll whenever actively seeking or gathering intelligence, +3 movement and stealth quick escape.
Vocal Impressions: ability to do impressions of various accents effectively, foreign and domestic, and to control vocal inflections or speak in a calm manner even when excited or afraid.
Stealth: +2
Scale Walls: +1 dexterity vs. falls.
Swift Maneuvers: +4 movement even when jumping fences or scaling walls.
Daring Leap: up to +1 d6 feet per level up to level 10.
Fallguy: the ability to find the perfect person (played or assigned NPC) to take the blame for your own deeds. +1 on all rolls towards this end.
Beguile: +2 charisma and willpower, charm the coats off of beggars and wallets off of scrooges with nothing more than your natural charisma and appeal.
Vanish in a Crowd: +1 stealth, ability to move, act and take action in such a way as to lose yourself in a crowd in a matter of moments, +1 HB per -1 action taken towards achieving this goal. Action must be effective to count (GM call if needed).
Contacts: +1 contact. +5% chance of getting what you need per contact. Buy additional contacts when you level up.
Informants: +1 informant, purchase more, does not level up with class. People who are tied in with those you are spying on, working for, or are investigating who can feed you important information in regards to your case. They might also arrange meetings with important figures, get documents you need, help you get in somewhere, etc. +5% chance of getting what you need per informant.
Investigation: +1 intelligence to roll, +1 willpower, +1 on all rolls involving investigation.
Sneak Attack: +2 HB.
Infiltration Expertise: break in, blend in, steal into a place without being detected or discovered +1 to stealth, intelligence, charisma and subterfuge rolls, +1 on all infiltration involved rolls.
Air of Aristocracy: blend right in with the big wigs, +1 charisma and intelligence to roll.
Assassin by Necessity: if it comes to it, spy has trained to be an able killer, +1 stealth, +1 HB fatal blow.
Leave no Trace: +1 stealth and movement, spy can come and go without leaving a trace that they were ever there behind, removing all evidence of their presence quickly. If skill fails, they were interrupted and some trace was left behind, name what it is.
Safe Haven: spy has an out of the way place they can go to, chance of it remaining unfound is 50%, +2% per level.
Co-conspirator: spy has a partner they can actually trust who works with them undercover. Assign an NPC 10 skills (spy and combat), 2 weapons, 1 protective gear set (armour), and a name. Blanket level of +1 per class level. Buy extra levels to increase blanket level.
Combat Readiness: +1 HB combat, spy is intensively trained in combat, take up to 10 skills in combat (martial or warrior class) as spy skills without need of multi-classing. Purchase each combat skill one at a time or add combat skills you already have to spy class skills.
Slippery: +2 dexterity and movement, agile and quick, spy can be hard to catch.
Deceptive: +1 on all subterfuge, master of disquise, or other deception rolls.
Acting: +1 on any roll where spy is pretending to be someone else, Master of Disguise, subterfuge and deception add +1 level each to this skill.
Timing: spy happens to have good timing with 5% chance per level of being in the right place at the right time to get what he needs or get out of trouble. +1 save, +1 per 10 levels.
Extreme Physical Fitness: +3 strength and stamina, +1 on all other physical checks, +2 regeneration and fortitude, +20 health.
Politics: +1 intelligence to roll, spy has a good grasp of domestic and foreign goverments and can function well in those circles.
Diplomacy: +1 charisma, spy is very diplomatic and can influence political, economic, and corporate affairs when he or she needs or wants to.
Persuasion: +1 charisma, +1 on all rolls where persuasion is used.
Double Agent: +1 intelligence to roll, spy can work against or for two factions and stands a good chance of not getting caught, 50% chance of remaining in the clear if threatened by discovery, +2% per level up to 75%.
Triple Agent: +1 intelligence to roll, spy can work against or for three factions and stands a decent chance of not getting caught, 40% chance of remaining in the clear if threatened by discovery, +2% per level up to 65%.
Multi-tasking Expertise: +2 AR, spy can work on various projects and keep it all straight, also improves double and triple agent skills (if taken) by chance rolls of +5% with increase limitation of up to 85%.
Unique Apparatus Use: spy has access to some rather unique equipment and is skilled in using all of it (+1 equipment type per level), with +1 on any roll using special apparatus.
Set Snares and Traps: +1 intelligence to roll, Level (LoD) vs. detection
Find and Remove Hidden Doors and Traps: +1 perception. skill vs. concealment (LoD) level.
Conceal Doors: skill determines level (LoD) of hidden door concealment.

Knight Skills :: Knight Class


Archery:
Battle Command: Command gives all allies (self not included) in 25 foot radius +2 damage per ace, +2 HB for 2 turns.
Battle Roar: Foes in radius of 2 yards, +1 yard per success, must save vs. fear or be paralyzed with fear -1 AR per ace, and suffer shock damage. Cost of -1 stamina per 3 levels to use.
Berserk: character goes berserk, no other specialty abilities allowed. Character gets +4 HB, +1 AR, inflicts Double Damage, with +5 Fortitude and +20 HP. Character cannot retreat. Character has 0 HB on defense. Ally who tries to deter character suffers attacks from berserker for 1 d6 AR. Berserk doesn't end until all present foes are slain. When it ends, bonuses cease and character takes -0 HB and saving throws for 5 turns.
Bone Armor: Can use bones of dead to make armor, takes 1 day and two skeletons. AC = Level +9.
Bulwark: Willpower and Ability check negates fear and disease. This power is constant when taken.
Charge: +3 hit and damage when charging, -2 HB defense penalty though.
Combat Derision (war): Enemies rush to attack the mocker, ignoring spells, missile weapons, or strategy to attack physically at -2 HB, -4 AC, and -2 on all checks. Lasts 1d6, +1 AR per ace, +10 damage. Skill and charisma vs. intelligence check.
Company Valor: Each party member (up to 6 members, + 1 per ace) gets +1 HB, +1-PCD, +1 per ace, and 10% MR, +10% per ace rolled, next turn, stamina cost is 6 to use.
Courage: Increases party members' willpower by +1 per ace.
Cyclone Attack: +1 AR, +1 AR per ace present turn, a fierce all around attack when surrounded.
Dodge: +1 dex and movement per ace vs. attack roll.
Elemental Resistance: 5% resistance per level vs. elemental attacks, normal damage suffered if resistance fails.
Evade: +1 dex per ace vs. level of missiled weapons.
Heart Feast: Take 10 turns to prepare adn eat the heart of recently slain foe; Heals by Level of Foe=# d6, +5 HP per success, +10 HP per ace, +1 drained level per ace, and restores 5 stamina per ace.
Knight's Feat: Heals +5 HP per success, +10 HP per ace, restores +2 drained levels and 50% stamina.
Leaping Attack: Leap 2 d6 feet with running start, or 1 d6 feet from standing start. +1 HB per ace, and +1 additional damage per success.
Mastery: Use once a day per level. Roll any knight ability twice, taking best roll.
Mental Tower: +1 all mental rolls per ace until end of encounter.
Mock: Target/s rush to attack mocker, ignoring spells, missile weapons, or strategy to attack physically at -2 HB, and -2 Checks. +1 AR per ace, +10 damage. Lasts 1d6 turns. Skill and charisma vs. intelligence check.
Night Eyes: Night-vision up to +10 foot radious per ace for 6 hours.
Poison Adeptness: Brew poisons and identify poisons. Created poison causes +2 damage per success. Takes 1 day to gather ingredients and brew. Max of one dose per level may be mixed at once.
Regroup: Party gets 2 turns to regroup if battle comes to a pause. +1 init when battle recommences, +2 HB and +2 init if attacked while regrouping. Once a day unless GM calls otherwise. Allows party to reposition to gain an advantage.
Shield Combat: take shield combat set if using shield and melee weapon.
War Cry: +2 HB and damage to party for the next three attacks. Use once a day.
Zeal: Fill self with confident zeal, +3 HB, +3 d6 stamina, +4 d6 damage, cannot flee when in zeal.
Geis Tribute: Knight has the favor of a god or goddess, and has been blessed by his patron pantheon with a geis, or way of death. To kill the knight, he must have one foot in water, and the other on land, or he will suffer no death blows or mortal wounds. If disabled or KOd he is somehow miraculously ignored, or overlooked. Geis can vary with GM discretion and GM can refuse to allow a character to take this tribute. Geis can only be discovered if the knight tells someone, if that information got around, or by specialized spells.
Weapon Specialization: Specialize in a single chosen melee weapon at +2 HB and +2 d6 damage.
Travel Light: defense bonus of +2 HB when unarmored and unencumbered.
Faithful Mount: Around 10th level, the knight has a chance to acquire a bonded mount. This mount is very loyal, and has combat attacks. It also gets resurrections.
Poison Resistance: +5% resistance to poisons per level.

Good Aligned Knights Only
Circle of Power: If Knight has a Holy Sword he can Dispel Magic effects in a 10 foot radius.
Curative: Cure Disease, 1 d6 per level vs. Level of disease.
Detect Evil: Detect Evil at will.
Healing Hands: Lay On Hands to heal 1 d6+1 per level.
Templar Spells: Allows a Knight to choose 12 spells from the Shaman and or Wizard paths.
Resist Charms: +2 to saves vs. charm abilities and spells.
Save Bonus: +2 to all saving throws.
Turn Undead: If knight's Willpower beats Undead's Willpower, undead creature will fight on the side of the knight at a reduced level (levels drop to -2 levels beneath your own, -2 on all checks, all other levels remain the same.) Roll willpower each turn to determine duration, or until knight kills or dismisses undead. If Dismissed, undead will leave without doing further harm to knight. May not work on powerful undead with higher willpowers, but is sure to enrage them (0 HB to undead for 2 turns if power succeeds but willpower check fails to turn undead).
Superior Health: Immune to disease and path of disease.

Lore Skills :: Lore Class

INFORMATION:
Runes tend to rely on words of power or combinations to activate while glyph activation is more obvious or 'trigger' dependant. Either is correct however and used interchangably. Seals on the other hand are used to summon specific spirits and control them.
Spirit Summoning: If a roll fails the invoked spirit fails to enter rune or glyph. Some spirits may even turn against the Lore Artificer (25% chance) if power check fails; or if a 1 on hit dice is rolled (35% chance). If a roll botches, spirit invoked will almost certainly attack (90%).
Spirit Level: roll class level for each level, level is +1 per success. Checks are based on combat level roll. Some powerful spirit types have bonus levels. Novice Lore Masters should not attempt summoning *powerful spirit types. Spirit levels do NOT come into play unless a spirit escapes to turn on Lore Artificer, or is summoned by a seal.
Spirit Types: One must learn to call the various kinds of spirits which are captured inside of the runes, glyphs or seals.
Offerings: are what draw the spirit into a glyph when specific properties bathe the rune, whereby the spirit's power is captured and sealed inside of the glyph to power it as specified.
Hard Lore: a 'hard' rune, glyph, or seal is used to described lore carved into lasting materials like metal or stone. This kind of Lore can 'rematerialize' if almost rubbed out at 0 LoD. At -1 LoD hard lore is erased.
Soft Lore: a 'soft' rune, glyph or seal meanwhile describes temporary runes, seals, or glyphs scratched in soil, drawn on paper, drawn with chalk, etc, which can be easily erased or rubbed out by merely rubbing or scrubbing them away. Soft lore has NO LoD, but require an action specific to how it was made to destroy it. (rub a soft rune scratched in the soil away for instance)
The most powerful and dangerous of all the Lore are Artifact- Deific, Primordial, Demonic, and Divine Lore. Many Lore Artificers have died when commiting themselves to creating such Lore and the Lore itself can be very dangerous to others.
Lore LoD: the Level of Difficulty to destroy a 'hard' rune, glyph or seal of power made with Lore.

Required Skills
Vengeful Spirits: (all Lore Artificers must take this free) because of the nature of their work; Lore Artificers are hated by all manner of spirits and are often attacked by them, even when not creating Lore. Roll once a day for chance (5%, +2% per level) of encountering a vengeful spirit.
1-Master of Cryptology: learn to read, write and create cryptographs (Runes, Glyphs, Symbols and Seals), gain +1 intelligence.
2-Properties: (offerings) learn to identify, collect and use various properties as offerings such as salt, conjure dust, blood, charcoal, moss from a hangman's skull, body parts, cremation ashes, wood ash, powdered bone, ground herbs, spring water, ground root, breath of the demon, blood root juice, mica dust, etc., which evoke elements, spirits, and powers which harm, benefit, protect, boost, curse, summon, banish, repell, etc. Substance should relate to symbol and desired effect. gain +1 intelligence, and +1 stamina.
3-Elemental Spirit: call an elemental spirit into a lore glyph with offerings to create a called (or chosen) elemental glyph. (or choose another spirit type to invoke)
4-Lore Tome: gain a tome in which to record and thus learn your lore in. gain +1 Stamina.
5-Path of Lore: gain (create or choose) +1 glyph, rune or seal (according to your skills) for each level gained in Lore Class. Describe the rune or glyph and define its offering properties, spirit type, and power. Stamina cost is -1 per 3 levels. For a premade Lore Path, or premade Lore, see Lore in Arcane Spell Book.

Additional Skills
Area Runes: runes or glyphs which are activated when someone enters a designated area within
Artifact Rune: using spirit powers you have; capture an entire spirit inside a rune or glyph to create a 'sentient' artifact rune. These runes 'feed' off of the life force surrounding them so may drain will, health, stamina, strength, etc. It might also feed off of unsual things like disease, anger, or pain to heal, calm, or soothe. These 'side effects' can add to another effect or be the rune's sole effect. Having intelligence, this type of rune may seek to help, harm, or simply seek the company of certain people IT developes attachments to or feels threatened by. Level of Spirit and its power is +1 per success.
Bone Lore: runes of power etched into bone (injury occurs with failure, death can occur with a critical failure).
Elemental Runes: runes scored around, into, or near an element (a stone, tree, campfire, etc.) which give life, intelligence, and animation to that element when rune is activated by its set commands, whereby a tree may spring to life, fire-sprites might leap from a fire, a stone statue becomes animated, etc. as runes' power allows.
Erase Lore: -1 LoD, -1 per ace each action used. Lore erased when LoD is at -1 (at 0 Hard Lore can reconstitute itself)
Flesh Lore: runes of power burned, etched or tatood into/onto flesh. Often used to protect someone, but can also be used to enslave, curse, or harm.
Glyph Scrolls: place lore glyphs on parchment to evoke a desired effect for one time use.
Glyph Items: place lore runes on items such as swords, armour, jewelry, flasks, etc. to evoke a desired effect.
Positional Command: runes or glyphs which are activated when placed in a certain order or place.
Runeguard: protects a rune, glyph or seal from destruction by total roll + level = LoD.
Rune Talisman: make a rune talisman which protects as called.
Runestones: carve runes into polished pebbles or gemstones for portable power which can also be imbedded into weapons, armour, circlets, amulets, arm bands, and other objects.
Seal Lore: using what you have learned about spirits, create a seal which will summon a specified spirit when the seal is drawn and the correct offerings are given. At least 3 offerings are required. Spirit attacks if skill fails. 'Hard' Seals can bring spirits to an area to protect it, or someone; while 'Soft' Seals can be used to command spirits to obey a single request.
Spirit Shroud: Lore Artificer can become 'invisible' to spirits while creating Lore or to Vengeful Spirits while shrouded and cannot be perceived by them. Negates Vengeful Spirits and spirit summoning attacks. Shroud lasts up to +1 hour, +1 hour per ace, duration doubled with a crit.
Vocal Command: if a specific word of power is spoken it activates the runes and their power
Warding Runes: ward an area of up to +10 yards, +1 yard per success, with a called effect or effects using multiple perimeter runes.

Spirit Types
*Arcanum, Dark: capture a demonic spirit's power inside of a glyph. Any failure results in an attack from the spirit. +10 levels and Lore LoD.
*Arcanum, Divine: capture an angelic spirit's power inside of a glyph. Any failure results in an attack from the spirit. +10 Levels and Lore LoD
**Deific Spirit: capture a deity spirit's power inside of a glyph. Any failure results in an attack from the spirit. +25 levels and Lore LoD.
*Immortal Spirit: call an immortal type humanoid or animal spirit into a glyph or rune to transfer some of their power into the glyph. (choose immortal creature and the 'power' transferred from Bestiary). +8 Levels and Lore LoD.
Elemental Spirit: call an elemental spirit into a lore glyph with offerings to create a called (or chosen) elemental glyph.
Incarnate: call an incarnate into a lore glyph to create a called (or chosen) embodied glyph which reflects whatever the spirit embodies, be it hate, love, chaos, shadow, the arcane, light, mayhem, pride, etc.
Mortal Spirit: call a mortal or quasi-immortal type humanoid or animal spirit into a glyph or rune to transfer some of their power into the glyph. (choose mortal creature and the 'power' transferred from Bestiary).
**Primordial: call a powerful primordial spirit (+15 levels) into a lore glyph to create a called (or chosen) glyph which reflects whatever the spirit embodies on a very primal level, be it greed, darkness, fire, hope, despair, desire, benefaction, harm, etc. +15 Lore LoD. Lore from this spirit Resists Destruction by +2% per success even if LoD fails; is Unaffected by Anti-factors; but is Vulnerable to opposite forces.

Magic Skills :: Mage Class

Alchemy: use of chemistry with arcane knowledge to alter one form or mineral into another, create life lengthening elixirs, and make potions to cure diseases, curses, and poisons. Potions and poisons strength is +1 per success, x ten with a crit. Each additional ingrediant adds to strength. Transformation simply requires a success. Alchemy lab is 10,000 gold. Each ingrediant is +100 gold per success, or must be found with 5% chance, +2% per magic class level.
Arcane Biology: knowledge of what plant materials and creatures can retain magic and which do not.
Arcane Cryptology: knowledge of magic runes, glyphs, hieroglyphs, and their meanings.
Arcane Knowledge: knowledge of magic and the history of magic, +1 MA-Level high level knowledge of magic, only one level allowed
Arcane Mineralogy: knowledge of what minerals retain magic and which do not
Arcane Sanctuary: mage can fuse the walls of a chamber, tower, or building with powers of protection and defensive effects which are factored against anti-factors
Arcane Tactics, +1 on all spell check rolls
Arcanology: study of the history of magic +1 success when learning spells
Augury: divination of present incidents
Chaos Lore: Understanding of chaos and how it relates and interacts with all things. Understanding how to tap and apply the power of chaos.
Combination: combine up to +1 powers per AR spent in one turn into a single multi-effect power or spell, stamina cost of single spell.
Conceal Power: hides marks, seals, signatures, and all traces of power by power (LoD) of roll vs. detection and identification powers.
Create Arcane Runes: creation of runic languages.
Cryptanalysis: decipher runes, hieroglyphics, ancient seals etc.
Cryptography: writing, reading, and creation of runes, seals, hieroglyphs, and symbols
Cryptology: study of runes, hieroglyphics, ancient seals, etc.
Demon Seal: gain +1 demon seal and its knowledge to summon +1 select demon type per level. Demon will obey any single command within reason. Demon will appear and attack if summoning fails. Total number of successes rolled with Magic Class Level determines combat level of demon summoned. Set checks as they are needed with combat roll. Roll Magic Class Level again for any magic levels needed.
Dismantle: effective against woven and layered spells.
Disrupt: damages loops so they can be dispelled.
Enchanter: enchant items with learned or 'borrowed' magic and seal to make enchantments last (must take Insolvent Channeling, Mark, Seal, and Signature with this skill), transient enchantments which are not sealed in an item only last for one encounter.
Factor: factor a spell with any +1 extra called effect within your spells books or magic skill set, -1 AR and any stamina used per factor.
Hidden Lore: (type) gain little known knowledge of a creature type or culture, skill vs. LoD of knowledge.
Inborn Power: character can learn all inborn powers (limited paths) at the cost of one level, leveling up all inborn powers at the same time.
Innate Magic: character can learn limited magic at 50% XP cost, or +1 spell per level at 50% XP cost.
Insolvent Channeling: channel the magic of others to combine, layer and weave spells and enchantments created by multiple magic users, +1 spell from another per AR spent.
Layer Magic: layer up to +1 powers per AR spent in one turn to create a multi-effect power which has to be torn down layer by layer, stamina cost of single spell +1 per additional AR used (each layer after the first costs -1 stamina).
Lore: Gain path of Lore, see Lore Class.
Loop Power: power forms a self-perpetuating loop which makes it impervious to dispelling and tears. Loops can only be shattered or disrupted (once disrupted they can be dispelled).
Magical Aptitude: +1 on magic related rolls.
Magic Adjustment: +10% adjust a spell to get past defenses or attacks while casting by adjusting power to an alternate channel of energy
Magic Damper: dampen levels of a magic by -1 damage or power per success.
Magic Enhancer: +1 d6 power
Magic Modifier: +10%, modify power to counter magic adjustment and anti-factors
Magic Targeting: for use with missile and thrown spells, +1 HB.
Magic Tear: rips apart normal, layer and weave spells.
Magic Class: specialization bonuses -- +2 HB path specialization, half XP cost, 1 class path only with +1 spell per level; (arcane) Abyssmancer, Bard, Dark Invoker, Divine Invoker, Enchanter, Illusionist, Necromancer, Sorcerer, Spectremancer, Wizard (elemental) Aeromancer, Astromancer, Sulfurimancer, Baromancer, Terramancer, Electromancer, Purgomancer, Pyromancer, Glaciomancer, Levimancer, Morphomancer, Umbramancer, Spectremancer, Chronomancer, Verdurmancer, Hyrdromancer
Magic Class Limited: Beast Master, Conjurer, Dementer, Illusionist, Lore Master, Mentalist, Phantasmancer, Quantum Physiomancer, Shaman, Witch or Warlock, +2 HB path specialization, half XP cost, 1 class path only with +1 magic skill free per level;
Magnetic Sense: +1 instincts, character can sense the presence of magic and those who wield it.
Mark: marks a sealed spell with a glyph unique to each magic user to allow them to trace, easily identify, and sense their power. Set LoD of mark by total roll.
Occultism: Demonology, gain +1 defense or attack against demons or devils.
Occultism: Vampire, gain +1 defense or attack against vampires.
Occultism: Witchcraft, gain +1 defense or attack against witches.
Omen Reading: read signs to predict omens
Power Investiture: character can create wards with any power they possess.
Priesthood: (type) if a magic using priesthood, take 3 paths of limited magic or number of paths race is allowed.
Proof Power: protects a spell, magic item, or select object against specified effects or threats. Roll for each Proof cast. Total Roll = Power (LoD) of Proof.
Quantum Weaver: Channel power through the mind, learn spells in any order from any path and cast them at present level, take Quantum Wizard Magic Class. Take no additional paths but add spells as they are learned to spell book up to 5 spells per level. At level 30 gain Project Self free and project living image of character and their powers anywhere in the world or any place character has been at -3 MA levels with no physical levels. character Projection takes no physical damage either, but does take Magic damage.
Quick Casting: +1 mvm spells
Read Runes: (type) read runes of one race or culture per level.
Research: +10 XP towards field of study when roll succeeds against research LoD
Reasoning Expertise: +1 Mental Checks.
Read Bones: ancient art of making predictions by throwing bones, Wisdom vs. LoD of knowledge.
Rites: (type)
Rituals: (type)
Ritual Paths: (type)
Ritual Magic: (type)
Rituals, Voodoo:
Rituals and Ceremonies: (type)
Rune Lore: history and knowledge of runes, +1 intelligence to roll vs. LoD of runes.
Saving Throw Bonus, +1
Seal: Seal: makes a power permanent and protects a spell until seal is broken. Roll Total = LoD of Seal.
Shatter: use against normal spells, seals, and destroys loops.
Signature - infuses a spell with a specific signature which identifies a spell or enchanted item as the creation of the mage who 'signed it'. Mages can trace their signatures at will.
Signature Spells: Take only one per arcane path. Cast at +1 level, or +1 AR, or +1 HB, or foes get -1 save. 0-Stamina to cast.
Silent Casting: cast spells without speaking
Staff Artificer: Enchanter and Mage Class

Base Stats:
all staffs start with +1 bonded power at level 1 which uses no stamina
cast any spell through staff with +4 d6 improved power (stamina loss normal)
-2 AR to use staff.
Negate stamina loss for casting all other spells by -2 less stamina.
Take level 01 bonded power free and buy additional levels.
Spell movement and HB is same as with any spell unless bonded power boosts these stats.
* 01-03: staff use; at range of up to +5 feet, +1 per success
* 04-06: staff proficiency; +1 HB targeted strikes and staff melee per +10 intelligence levels.
* 07-08: improved power; channel any mastered power through staff as missiled power for +4 d6 bonus.
* 08-09: improved range; of +10 feet, +1 foot per success, doubles w/crit,
* 10-12: quick casting; +1 AR or +5 intelligence to roll, intelligence = movement.
* 13-15: fluid casting; activate aim and fire in a single motion, -1 AR to use staff.
* 16-18: spell barrage; shoots +1 multiple spell, and up to +1 per ace.
* 19-21: combine power; combine up to +2 powers, +1 per ace, into single spell when called.
* 22-24: duel wield staffs; use two staffs at once at same AR loss and w/o loss of precision.
* 25-27: improved area; area of power improved by up to +1 foot, +1 per success.
* 28-30: direct spells; cast direct spells w/o targeting using staff. Subject to MR.
* 31-35: master artificer, all spells channeled through staff use half stamina.
* 40+00: arch artificer, add up to +10 bonded powers to staff choosing from any mastered spell. List powers under staff.

Soothsayer; Arcane: read enchanted, cauldrons, bones, etc. or dreams, the stars, etc to make predictions.
Thaumaturgy: knowledge of magic applications and disciplines, +1 Ace to all magic rolls.
Undead Lore: aids in understanding the undead, intelligence vs. key level of undead creature to discover creature's secrets.
Use Magic Items: use of enchanted scrolls, items, and objects, roll of an ace required to use.
Weave Power: weave up to +1 power together per AR spent. Even single powers are woven to create a stable power. Powers that are woven together can only be dismantled and are impervious to dispell. Normal stamina cost +1 stamina per AR used.
Zephryn (SA): innate ability to control the wind.
Zepto-feat (MA-SA): achieve any feat instantaneously at 50% damage or power, stamina cost triples.
Zero-Gravity Feat (MA-SA): ability to achieve weightlessness at will.
Zero-Gravity, Permanent: to be born and live as weightless creature.
Zero-Gravity Command (SA): ability to command weightlessness in self, others and other things.
Smart Spells: adjust spells so that they 'consider' the conditions of a spell within its parameters so that it does what it is intended to do, without a will own its own. Spell can also 'learn'. Intelligence of 17 + required to use. Intelligence = to caster's.
Artifact Spells: adjust spells so that they 'consider' the conditions of a spell within its parameters so that it does what it is intended to do. Spell can also 'learn'. Gives a spell a will of its own. If spell does not like their caster, it could backlash on caster. If spell likes who it is targeted for, it may skip a target and hit someone else. Intelligence of 25+ required to use. Mental Checks = to caster's.

Martial Skills :: Martial Artist Class

1. Martial Hand to Hand Attacks
Add strength to all attacks
Precision: +1 HB
Focus: +2 dexterity
Debilitating Technique: (-1 AR per effect in succession)
        1. slows movement -1, -1 per ace, -1 action per -5 movement lost,
        2. disables with 0 bonuses
        3. disables with -1 level, -1 per ace
        4. with crit all bonuses are negative 2, with -2 levels and movement, -2 per ace.
Discipline: +1 willpower
Quickness: +5 movement, +1 AR
Physical Center: +1 d6 on any physical roll.
Expertise: +1 damage per level, +2% chance of crit on any hit per level.
Martial Combat: (type) +1 mental and physical checks per level
Martial Focus: use no stamina this attack but take no more than 1 action, physical attacks only.
Snap Kick: +12 damage
Spin Kick: + damage
Sweep Kick: tripping kick
Cyclone Attack: precision all around attack which hits multiple targets, +1 target, +1 per ace, +1 per AR spent. Close range only (within height + half height of character).
Pouncing Tiger:
Deadly Tiger: +50 damage, +1 init on surprise attacks, trip, tackle and pin, dex and strength vs. same for breaking free, uses 4 AR with throat tear added, deadly to mortals on a crit, torps vampires.
Echo Snap Kick: +12 damage each, +5 added damage progressively repeating snap kick.
Blade Hand: +18 damage, stabs throat or body with fingers, concentrated force tears skin
Stabbing Paw: +12 damage bruising fist jab, +25 to throat or chest
Spearing Shark: +14 damage head spear
Wounding Claw: +25 sustained damage until healed, fingers tear open a major artery
Open Hand of Death: +50 damage or death blow, heel of palm shoves septum of nose into brain, deadly to mortals, paralyzes or trans death to immortals.
Grip of Death: + strength damage per AR spent, choking and squeezing death grip.
Death Grip: + strength damage per turn if called, otherwise holds, strength vs. strength to break hold
Guarded Punch: Punch and block use 1 AR, +8 damage, +1 d6 blocking
Spring Fist: rapid succession of punches, +18 damage extreme force
Combination Attack: +1 AR, +1 per ace multiple attack manuevers.
Arrow Punch: +17
Body Slam: +12-Stuns
Head Butt: +17-Stuns
Round-house kick: +27, +50 to Head/Throat
Nose Splinter: +32-Death with crit
Flying Arrow Kick: +22, +50 to Head/Throat
Pressure Point Jabs: +17-stuns.
Snap Kicks: +27
Flip Slam with Windpipe Jab: +67
Windpipe Jab: +50-Ruptures Windpipe, death to mortals w/crit, cripples immortals for -1 turn, -1 pa, knockdown on crit for -3 turns.
Spleen Jab: +12 causes nausia, dizziness, and is painful, 0 HB and -1 turn, -1 per ace to target.
Sleeping Tiger: strength damage only, strength=level, causes immediately K/O on a crit, two handed pinch to base of neck, lasts +1 turn per success or until revived.
Howling Monkey: swing kick off of a branch, rope, or pole, strength + movement = damage.
Monkey Fist: use whatever is handy for a weapon, weight + 10 + strength = damage, +5 edged.
Elbow Jab: +7 none vital, +12 Pressure point, stuns with Aces, +50 Vital blow, stuns with aces.
Leaping Tiger: Knee Slam with Chopping Snap jabs to windpipe and knuckle punches to chest, hand for hand blocking technique +27
Spearing Knuckle Jab: +17,+50 to Vital area
Tiger Claw: pinch or tear: +22 on Pinch, +50 Vital Tear to heart, windpipe, kidneys, vital organs. Death on crit if called.
Death Grips: Choking Python (holds/damages), Choking Scissors (damages), strength = damage per turn gripped. Strength vs. Strength on all for duration of grip once it succeeds.

2. Martial Hand to Hand Defense
Add strength and Movement as Riposte Damage
Snap Kick Block: riposte damage
Spin Kick Block: riposte damage
Sweep Kick Block: tripping block, +1 damage falling down.
Cyclone Defense: precision all around blocking technique which blocks multiple targets, +1 target, +1 per ace, +1 per AR spent. Close range only (within height + half height of character).
Pouncing Tiger: +1 init on surprise attacks, trip, tackle and pin, dex and strength vs. same for breaking free, uses 3 AR.
Sleeping Tiger: same as pouncing tiger but with fingers pinching a pressure point on shoulder to make target pass out cold for +1 turn per success.
Echo Snap Block: riposte damage, progressively focused repeating snap kick blocks which improve with each kick by +1 HB.
Calm Heart Defense: +1 mental checks, this special discipline grants the warrior such extreme calm that everyone around him or her is affected and refuses to attack one who is so eerily at peace amidst battle that they are impressed to the point of fearful respect. Lasts until warrior takes another action, getting +2 AR and init.
Blade Hand Blocks: side of hands or fingers stab or impact attackers body at various points in rapid succession to stop movement dead with painful edge of hand force. riposte damage
Stabbing Paw Block: riposte damage, bruising half-fist jabs to block and counter-attack for +12 damage.
Hammerhead Dunk: riposte damage, head butt, stuns -1 AR, -1 AR per ace to halt attacks.
Hungry Claw: +2 damage, fingers grip in deep and threaten to tear open a major artery if opponant does does relax their attack and back off.
Grip of Near Death: strength damage each turn, choking and squeezing death grip which ceases the moment the enemy surrenders.
Tiger's Jaw: both shoulders are gripped from behind on either side of the neck to cause immediate dizziness and overall weakness as fingers bear down like teeth against a number of pressure points, rendering target very nearly unconscious in moments. -1 strength, -1 strength per ace each turn until hold is broken. Strength and Dex vs. Strength and Dex to break hold. Does no actual damage. Strength recovered in 2 turns.
Breath of the Whale: a deep breath is taken while raising hands together towards the heavens until spine is perfectly straight and stretched to its limit, then hands spread apart like a water spout umbrella opening until both hands meet the sides again, restores stamina by +1 per success. Uses 1 turn with no less than 3 AR to achieve stamina recovery by this technique.
Crazy Monkey Defense: +1 AR, +1 per ace defense, rapid succession of blocks vs. blows, even melee blows as arms block arms, legs block or trip, body pivots with arm thrusts, ducks with arm and leg snaps, etc. to block and evade with speed. Movement acts as AR as it blends simultaneously with actions during this defense, but actions run out when opponant runs out of attacks. Uses -1 stamina per movement or action.
Counter Attack: get +1 free attack per defense turn and cause damage on defense.
Combination Defense: +1 AR, +1 per ace multiple defense manuevers.
Martial Riposte: +1 damage per level on successful blocks or defense.
Defensive Body Slam: stuns, -1 AR, - per ace. riposte damage
Defensive Head Butt: staggers, unbalances for 0 hit bonus for +1 turn, +1 per ace, knockdown on crit for 0 actions for duration, riposte damage
Round-house block-kick: riposte damage
Flying Arrow Kick Block: knocks down, for -1 turn, -1 per ace, riposte damage
Defensive Pressure Point Jab: stun for 3 AR or paralyze for 3 turns on a crit.
Begging Pinch: pressure point grappling pinch which brings rival to their knees, lasts until pinch is released +1 turn, -1 strength per success while affected.
Howling Monkey: swing kick off of a branch, rope, or pole, strength + movement = damage.
Monkey Fist: use whatever is handy for a weapon if attacked while unarmed, weight + 10 + strength = damage, +5 edged.
Leaping Tiger Defends: Knee Slam with Chopping Snap jabs to windpipe and knuckle punches to chest, hand for hand blocking technique, riposte damage
Angry Crocodile: bear down with great pressure with fingertips gripping against pressure points around femoral artery (inside upper right thigh) to cause such excrucuating pain that victim suffers white flashes of heat. Target passes out on a crit. No damage at all.
Death Grips: Scissor leg Hold (holds w/o damage), Python Arm Hold (holds w/o damage), Choking Scissors (damages), strength = damage per turn gripped. Strength vs. Strength on all for duration of grip once it succeeds.

3. Martial Melee Combat
Add strength to all attacks
Martial Weapon: (type) use weapon in combination with hand to hand maneuvers in place of punches and add weapon damage to martial damage
Twinblade Specialization: take a duel wield martial twinblade as your only melee weapon and get +2 HB specialization. Weapon is well balanced, light, strong and spear-like with razor sharp, double-edged leafblades on each end. Axle-Grip is smooth and textured for a quick action grip.
Martial Heavy Sword I: two handed, single edged sword like a samurai sword. +1 AR.
Martial Heavy Sword II: two handed, double edged sword like a long sword. +1 damage.
Martial Medium Sword I: one handed, single edged sword like a katana. +1 AR.
Martial Medium Sword II: one handed, double edged sword like a rapier. +1 damage.
Katar: these duel weild, brass-knuckle blades become extensions of the hands as they are used. Compact and for in your face fighting, these sharp, often forked blades may be short on range but are tall on damage. +2 damage, +1 dex.
Duel Might: use two heavy melee weapons at level 36 strength.
Duel Wield: use two one handed weapons only at once.
Spin Blade: +1 AR, +1 HB vs blocks with swords, used all AR in combination attack of quick slices.
Spin Fray: +1 AR, +1 HB vs blocks with any melee weapon, used all AR in combination attack of quick slices.
Cross Blades: +10 damage momentum, duel bladed scissored beheading blow
Sting Parry: Martial level = riposte damage on successful blocks
Victory Blow: +20 impact damage, leaping hew; powerful stroke of one or two weapons out of high guard air hike, +1 attack advantage, -1 defense (air hike required).
Dire Press: +5 damage momentum, duel weapons; +1 mvm; rapid step-pivot and swipe, step-pivot and thrust or hew; direction can parry or change forward, back, left or right; -1 rival defense, +1 critical chance, -4 AR to use.
Martial Feint Combination: +1 confusion vs. intelligence per attack, no defense if confused, AR = max combined attacks
Heroic Zephyr: uses all AR, +30 damage per blow, +1 AR and 2 free rerolls, 0 HB and saves on defensive.
Hammer Strike: +10 damage, air hike and quick hew of weapon
Shuffle Strike: body guarding multiple attacks and blocks, maneuver with upright or angled hand over hand weapon. High precision (dex) vs. dex and mvm vs. mvm, +3 martial bonus applies to all stats on success
Internal Force: +10 damage to any melee blow.
Air Hike Blows: +5 damage, +1 advantage, -1 rival defense
Dancing Blades: use with duel blades, +1 AR, +1 AR per ace, rapid flurry of slices and sweeps with two swords, very hard to block, +2 HB vs. blocks.
Sword Dancer: use with single blade, +1 AR, +1 AR per ace, rapid flurry of slices and sweeps with sword, hard to block, +1 HB vs. blocks.
Martial Staff: use staff in combination with hand to hand maneuvers in place of punches and add staff damage to martial damage
Martial Twinblade Expertise: use with Twinblade Specialization. Gain +1 HB precision, +2 HB blocking defense with duel sword riposte damage. Spin Blade attacks receive +1 AR, +1 per ace extra attacks, +2 HB against blocks. Flanking and rear attacks get -1 HB, -1 per ace against this weapon. Weapon does +1 extra damage per level, and +2% added chance to crit per level on any hit with this skill.
Sweep: using any yard long or better melee weapon, sweep weapon behind legs at the knees to drop enemy and in case of swords, cut foe's legs out from beneath them, then perform a finishing blow to chest (can be deadly with a crit), uses -2 AR.

Merchant Skills :: Merchant Class

Persuasion: +1 charisma and intelligence to roll vs. intelligence.
Deception: +1 charisma and intelligence to roll vs. intelligence.
Contacts: +1 contact. +5% chance of getting what you need per contact. Buy additional contacts when you level up.
Charm: +1 charisma vs. willpower to charm someone into doing something as called.
Sales Pitch: +1 charisma and intelligence to roll vs. wisdom while pitching an item
Shop Security Measures: +1 LoD security per success, double on a crit, roll once a day each time security is modified. List each security specification and what it protects against. Must have shop to use this ability.
Passive Riposte: +1 damage blocking to attacker per success each hit, doubles on a crit.
Defensive Combat: +2 HB self defense and defend shop during combat.
Unarmed Defense: +2 HB, +1 dexterity and movement per ace to dodge and take evasive measures.
Wheeler and Dealer: +1% chance per level of finding and getting a good deal on merchandise at 50% off normal buyer's cost, or +1 charisma and intelligence to roll per ace vs. played supplier.
Merchant Ship: character owns his/her own ship and has their own crew of up to +1 member, +1 per level, and can trade overseas. Merchant can also use this ship as a shop. Level of each crew member is +1 per success. Specify type of ship. Specify name and race of each crew member with their base level and main stats.
City Shop: character has his/her own shop in a city. Name location and describe or make a map of shop layout. +15 LoD security. Triple cost.
Village Shop: character has his/her own shop in a village. Name location and describe or make a map of shop layout. +10 LoD security. Double cost.
Caravan Shop: character is a traveling merchant with a carvan which acts as a shop. +5 LoD security. Inform other players where shop is each time it moves.
Buy and Sell Weapons: buy at half cost
Buy and Sell Armour: buy at half cost
Buy and Sell Enchanted Armour: buy at half cost
Buy and Sell Enchanted Weapons: buy at half cost
Buy and Sell Magic Items: buy at half cost
Buy and Sell Scrolls: buy at half cost.
Buy and Sell Apothocary Goods: buy at half cost, includes potions.
Buy and Sell Provisions: buy at half cost
Buy and Sell Furniture: buy at half cost.
Buy and Sell Books and Maps: buy at half cost.
Buy and Sell Gems and Gifts: buy at half cost.
Buy and Sell (type): buy at half cost.
Business and Finances: +2% chance per level vs. loss of profits, this is a check roll called by GM or player. Chance of Profits falling each check is determined by a 1 d100 roll. Chances can be decreased by shop efficiency points and increased by deficiency points.
Economics: +1 d6 on mental rolls concerning economics.
Languages: (type) +1 charisma and wisdom speaking to anyone in their own language.
Keen Intellect: +1 intelligence vs. persuasive actions
Keen Wit: +1 charisma
More Pending

Passive Defense :: Pacifist Class

These skills are for passive characters only.
Saavek the Groom's Special Defense: run, run faster, just haul fucking ass, and DON'T look back. +3 movement, +2 save with secondary defense of Duck and sprint low if you hear anything rushing at you from behind, with +1 dex, +2 save if you're running from gorgons. +3 save if you don't turn around.
Innate Healer: path of wizardry at 50% XP cost.
Defensive Combat Only: +1 AR, +2 HB defense, take defensive combat and martial skills.
Passive Defense: +2% chance of being overlooked per level, duration +1 turn, +1 per ace, +2 to save.
Kindness: +4 charisma, -3 will
Persuade: +1 charisma and intelligence to roll.
Spirit's Tribute: immune to elemental powers (character cannot use elemental paths with this tribute)
Deity's Tribute: immune to arcane powers (character cannot use arcane paths with this tribute)
Birthright: called immunity to one path or one condition.
Luckchild: 80% fixed chance of getting out of trouble even if something incredible has to happen for good luck to kick in. Also allows for incredibly good luck to benefit character even by outrageous circumstances. Character HAS to be of a good alignment to take this inborn trait. If alignment shifts to anything but good, trait is lost. (Player must invent a reason that makes escape from trouble or danger possible, no matter how unlikely, GM discretion. Rare trait, GM can refuse a character this trait if too many or any other characters in an RPG have it)
Antisocial Antihero: not all pacifists are nice or good people. There are some who may refuse to fight because they are cowards, or just think fighting is plain stupid. This trait belongs to scoundrels who won't fight. Their saving grace is that they know how to blend in, be ignored, sense trouble coming, sneak away, and hide. +5 stealth, +5 perception with danger sense, and +2 to save. They are sometimes thieves, merchants, slaves, or swindlers.
Luck Ward: like luckchild but with a hefty price. 75% fixed chance of getting out of hot spots even if something incredible has to happen for good luck to kick in. Character can be of any alignment, unlike a luck child, BUT is under the control of a powerful demon. If ever freed from slavery, either because the demon frees the slave or because the slave kills the demon, this trait is lost, much as it is actually a protective power the demon master imbedded in his slave. Slave has to obey any and all commands by the demons, unable to refuse him or her anything. (Player must invent a reason that makes escape from trouble or danger possible, no matter how unlikely, GM discretion. Rare trait, GM can refuse a character this trait if too many or any other characters in an RPG have it)
Fight or Die: an innate survival response which is triggered when someone tries to murder character for no good reason, this defensive combat posture allows the character to either paralyze or kill their attacker swiftly before they themselves are killed as a defense against any death blow. +2 HB, +1 per ace.
Quick Escape: +4 movement, knowledge of good escape routes and hiding places, +1 intelligence and stealth to roll.
Fortuitous: +1 to save
Survival Adeptness: +1 on any survival roll, take any non-combat oriented survival skill as part of pacifist class.

Ranger Skills :: Ranger Class

Aboriginal Stalking Technique: +3 stealth, +1 per ace while stalking with movement at 5-8. When walking slowly, ranger can walk without leaving signs and with absolute silence, blending into scenery even in daylight if wearing natural colors.
Ambidexterity: take no penalty when using either hand.
Animal Handling: +1 called action per ace succeeds with animal.
Build Fires: ace required to build a fire, +1 ace required against each obstacle against building a fire.
Climbing: skill vs. level of climb.
Camouflage: +1 stealth.
Cartography: ranger can make functional even fetching maps to any known location. With a crit, they can even render usable maps from description.
Conceal Doors: skill determines level (LoD) of hidden door concealment.
Dogged Tracker: +1 per ace on all tracking skills. Hard to get a dogged tracker off one's trail
Duel Blades Adeptness: +1 HB dual wield any one handed blades.
Field Apothecary: brew, identify, use poisons and medicines while en-field. Total Roll=Damage of Poison and Curative Affects of Medicines. +1 HB per ace.
Find and Remove Hidden Doors and Traps: +1 perception. skill vs. concealment (LoD) level.
Forage Adeptness: Identify, and correctly harvest, edible plants, mushrooms, nuts, roots, herbs and know how to prepare them. +1 intelligence to roll. +1 edible found per success.
Hide in Shadows: +2 stealth, +1 stealth per ace in shadows
Hunter Adeptness: +1 HB per ace on all hunting skills, stacks with other hunting skills. Hunt, track and field dress game and have it ready for the fire before darkness falls hard.
Hunting: skill vs. level of quarry.
Internal Compass: know which direction is being traveled, Level vs. LoD of terraine, conditions, and climate.
Leather Craft: making clothing, blankets, boots, quivers, even armor out of leather. Level of roll determines quality. Leather armor gets +2 AC per ace. Value of items is +1 gold per success, +5 gold per ace for more valuable items.
Light Sleeper: take perception while asleep.
Lip Reading: understand what someone says without hearing them. Target must be in sight.
Long Range Stamina: +2 Stamina per ace.
Medicinal Adeptness: Identify, and correctly harvest, medical plants, mushrooms, roots, herbs, etc and know how to properly prepare them. Knowledge of treating wounds. +5 HP per success, +10 HP per ace, healing.
Move Silently: +1 stealth per ace vs. perception
Pick Locks: skill vs. level of lock.
Perfect Balance: +2 dexterity, +1 per ace vs. trips and unbalancing.
Precise Memory: +1 intelligence to roll per ace
Reading Signs: +1 per ace to all tracking and scouting skills.
Rope Making: +2 d6 length and strength of rope per success.
Rope Use: +10% chance per success of knots holding, Rope Strength = Total Roll. Level of Rope Use vs. LoD of obstacle or challenge.
1- Tie Knots: know what knots to use for what purposes.
2- Rope Throw: throw rope to catch it on a target or to throw rope to someone.
3- Trip: use rope to trip someone.
4- Lasso: throw rope's slip knot around a moving target.
5- Tangling Throw: tangle a target in the rope.
6- Rope Snare: make a snare out of a rope.
7- Bind: Bind things together with rope, or bind prisoners.
8- Hangman's Noose: hide in a tree or at a high vantage and drop rope down over someone's head to catch them in a strangling noose.
9- Rappel: suspend rope over a river, gorge, or gully and slide across the rope using a heavy loop, hook or ring either held, or attached to a harness around body.
10- Rope and Pulley: make a simple pulley system with rope to transfer heavy objects or people across a rappel rope.
11- Intricate Traps: use rope to make intricate domino effect traps, +1 vs. escape.
12- Improvise: improvise various uses for rope.

Rope Artistry: adds to rope use: +10% chance per success of knots holding, Rope Strength = Total Roll. Level of Rope Artistry vs. LoD of obstacle or challenge.

1- Rope Application- using knots and rope accessories.
2- Rope Climbing- techniques used with understanding of knots, loops, stress and rope dynamics.
3- Rope Traversing- complex climbing techniques using ropes.
4- Rope Rapport- ability to recover and manipulate rope adeptly.
5- Rope Quickness- fast recuperation and application of rope.
6- Rope Making- with understanding of materials, fibers, weaves, stress, and rope dynamics.

Set Snares and Traps: +1 intelligence to roll, Level (LoD) vs. detection
Survival Skill Adeptness: Ranger gets wilderness, desert, or underground survival with this. Can hunt, track and trap, make lean-to shelters, or more permanent shelters that will withstand the weather, make traps and snares, start fires, make weapons if need be, make strong rope, from what nature provides. Can tan hides and craft hides into boots and clothing. Can make a comfortable home of a cave if necessary, roll level against any survival check in field taken. (1000 XP)
Tanning: making leather and furs out of hides, quality dependant on level of roll. Value of hides is 1 gold per ace rolled. Terrain Mapping Sense: +1 perception and stamina per ace, Keen Sense of direction, tracking, and scouting when traveling by land while following 'signs,' from animal movement, disturbed plants, rocks, even dirt. Track by perception as well, or lack thereof. Skill vs. stealth of target being tracked, or LoD of environment.
Tie Knots: rope handling skill.
Tracking: skill vs. stealth of one being tracked.
Travel Light: +5 mvm. +10 stamina when traveling light.
Vigilant Scout: +1 per ace each on perception, stealth, movement, perception, and sixth sense. Sense ground vibrations and ascertain target movement and numbers, read and understand signs, see far, move silently and unseen, cover a lot of ground quickly, comprehend and identify combat formations.
Weapon Specialization: edged, melee weapons only with one ranged weapon +2 HB, +1 AR, +1 dexterity and movement.

Rogue Skills :: Rogue Class

Tracking: Ability to pick up signs others may not notice. skill vs. LoD of signs.
Quickness: +1 init and Movement per ace.
Twenty-Twenty Vision: +1perception per ace.
Escape Artist: ability to avoid detection, to liberate self from, bonds, prisons, and confinement, to move unseen and unheard, +1 stealth, +1 dexterity and +1 movement per ace vs. perception, dexterity and movement of those threatening. Level vs. LoD of Bonds and or Prison.
Leaping: leap +1 foot per success. For leaps over 6 feet, a deterity check vs. distance in feet is required for balance. If a fall occurs, +1 d6 damage per foot occurs, with HB of +1 per five feet.
Ambidextrous: Use both hands with equal adeptness. Take no penalty using either hand.
Camouflage: +1 stealth and evasion per ace.
Disguise: Level vs. Perception.
Shoplifting: Level vs. LoD of security, stealing items from markets and shops.
Feline Balance: +1 dexterity per ace vs. trips and being unbalanced.
Ruffian Fighting: anything goes if it gains an advantage, +1 HB, +1 damage per level.
Light Sensitive: +1 night vision per level, no hindrances in the dark, Bright light penalty of -1 per ace on all action rolls when blinded by bright light.
Set Snares and Traps: +1 intelligence to roll, Level (LoD) vs. detection
Find and Remove Hidden Doors and Traps: +1 perception. skill vs. concealment (LoD) level to dismantle.
Conceal Doors: skill determines level (LoD) of hidden door concealment.
Lip Reading: understand what someone says without perception them. Target must be in sight and language must be known. +5% chance of success per level.
Pick Locks: Level vs. level of lock.
Pick Pocket: +1 stealth light fingers, Level Bonus + Stealth vs. Perception
Rope Use: +10% chance per success of knots holding, Rope Strength = Total Roll. Level of Rope Use vs. LoD of obstacle or challenge.
1- Tie Knots: know what knots to use for what purposes.
2- Rope Throw: throw rope to catch it on a target or to throw rope to someone.
3- Trip: use rope to trip someone.
4- Lasso: throw rope's slip knot around a moving target.
5- Tangling Throw: tangle a target in the rope.
6- Rope Snare: make a snare out of a rope.
7- Bind: Bind things together with rope, or bind prisoners.
8- Hangman's Noose: hide in a tree or at a high vantage and drop rope down over someone's head to catch them in a strangling noose.
9- Rappel: suspend rope over a river, gorge, or gully and slide across the rope using a heavy loop, hook or ring either held, or attached to a harness around body.
10- Rope and Pulley: make a simple pulley system with rope to transfer heavy objects or people across a rappel rope.
11- Intricate Traps: use rope to make intricate domino effect traps, +1 vs. escape.
12- Improvise: improvise various uses for rope.

Rope Artistry: with rope use: +10% chance per success of knots holding, Rope Strength = Total Roll. Level of Rope Artistry vs. LoD of obstacle or challenge.
1- Rope Application- using knots and rope accessories.
2- Rope Climbing- techniques used with understanding of knots, loops, stress and rope dynamics.
3- Rope Traversing- complex climbing techniques using ropes.
4- Rope Rapport- ability to recover and manipulate rope adeptly.
5- Rope Quickness- fast recuperation and application of rope.
6- Rope Making- with understanding of materials, fibers, weaves, stress, and rope dynamics.

Create a Distraction: skill vs. intelligence rolls.
Ventriloquism: thrown voice appears to come from somewhere, something, or someone else. Confusion vs. Hearing.
Combination Cracking: Level vs. level of combination lock.
Ambush: +1 init, +1 stealth, +1 movement, +1 on all combat rolls per ace on all if successful.
Appraisal: (type-gems, art, books, antiques) +1 intelligence to roll per ace vs. LoD of Knowing the value of items specialized in.
Covert Maneuvers: +2 stealth, +1 per ace, +2 init, skill vs. perception.
Lapidary (Gem Cutting): increase the value of gems by +1 d6 gold value per success.
Cryptology: Deciphering of hidden messages and codes, skill vs. message level.
Danger Perception: Alertness+3, Sixth Sense+1. Can sense imposing danger, or if someone is watching them.
Evasive Action: +1 d6 per ace, and +1 HB on all defensive rolls to defenders while leading evasive maneuvers.
Quick Escape: The ability to avoid detection to vanish from sight, +1 stealth, dexterity and movement per ace.
Thieves' Steady Hand: Botch save, +1 per Ace on all actions or checks requiring hand coordination, +1 HB backstabs. Stacks with other hand abilities.
Thieves Quick Hand: Level, +1 movement per success on all called hand actions, +1 AR per ace on hand actions, +1 HB per ace on all hand actions. Stacks with other hand actions, including combat.
Sleight of Hand: +5% chance per level of getting away with hand theft or doing something with your hands unseen. Or: -1 rival perception per ace, Skill vs. Vision. Stacks with other hand actions.
Master of Creating a Distraction: level of distraction vs. intelligence.
Demolitions: Make, defuse, and use explosives at level of roll.
Scale Buildings: skills vs. level of climb.
Safe Blowing: Opening a safe with explosives without destroying contents, add demolitions level. Skill vs. Level of safe. On a tie, contents are damaged.
Safe Cracking: breaking combinations and security locks, skill vs. level of locks.
Tunneling: +1 d6, +1 foot of tunnel per ace with +25% chance of not collapsing per ace. Takes one day per roll. If collapse occurs, roll depth of tunnel = #d6, +1 HB per 5 levels of tunnel counting up to 40, for total damage. (Example: a level 5 tunnel is 40-5=35/5=7 HB). Death can occur if a natural 16-20 hit roll occurs.
Detect Magic: skill level vs. level of magic concealment, sixth sense or danger sense adds +1 HB to roll, +1 HB per ten levels.
Detect Noise: +1 perception per ace vs. level of quietude.
Detect Illusions: +1 intelligence to roll per ace vs. power of illusion.
Read Runes: +1 d6 or HB, skill vs. level of runes.
Read Languages: +1 language (type), +1 intelligence, +1 intelligence to roll per ace vs. LoD of language.
Thieves Language: A special language only thieves in certain bands, guilds, or mobs know. Linquist Skill of evesdroppers vs. level of secret language.
Scroll Use: +1 d6 or HB, ace roll required to use a scroll.
Hide in Shadows: +2 stealth in shadows.
Escape Bonds: skill vs. level (LoD) of bonds. The ability to escape ropes, shackles and chains.
Back Stab: +2 HB on backstabs.
Bribe: +1 intelligence to roll per ace vs. intelligence.
Use Magic Items: character can use magic items and do so proficiently with this skill.
Move Silently: +1 stealth per ace vs. perception rolls.
Move Unseen: +1 stealth per ace vs. perception rolls.
Forgery: level of forgery and +1 intelligence to roll per ace vs. intelligence and detective skills, to make convincing documents.
Superior Stealth: +4 stealth, +1 per ace vs. perception and detection.
Counterfeiting: Level of counterfeit money vs. intelligence.
Thieves Guild: A hidden lair (level vs. detection) for a gang of thieves.
Break into Buildings Unseen: +1 stealth per ace vs. perception of those present.
Pickpocket: total roll vs. touch or overall perception of target.
Swindler: abilitiy to con someone into believing something is worth more than it is, or to dupe them into believing a deception. Level and +1 charisma per ace, vs. target intelligence.

Shield Combat Skills :: All Combat Classes

NOTE: use with Knight, Beserker, Martial and Ranger classes with one handed melee weapons only
Battle Zephyr: this special ability allows expertise with duel weapons and bucklers. Doubles weapon damage, shield damage, and defense bonuses but uses twice the stamina and a minimum of -4 AR for each attack, with 2 blows, and 2 blocks, or 2 blows, and 2 shield bashes, or 2 effaces, and 2 smites, or any combinations of. More AR can be used.
Clamor of Disruption: Knight beats his shield with weapon and roars. Any magic in 6 foot radious, +1 foot per level, cast by opposition is disrupted if roll defeats MA roll. Double stamina cost.
Clamor of the Gods: scares enemy off to distance of +1 movement, +1 per ace as shield is banged against weapon to make a sound like thunder claps. Enemies are vulnerable to attack while withdrawing and get 0 bonuses while moving (retreat skill can counter this).
Efface: is a death blow with shield and melee weapon whereby the shield smashes the face to stagger foe (-1 turn, -1 turn per ace) whereas the weapon thrusts or slices in to either pierce the heart or behead the enemy.
Focused Shield Bash: stuns, -2 AR, -1 AR per ace, damages +2 per level, uses -2 stamina.
Phalanx: increased AC, Add AC for each ally together, as allies (at least 3) assume a tight formation behind their shields. Roll defense for each character against attack.
Shield Charge: roll movement and add +1 damage, +1 per ace to total damage, also stuns for -1 AR, -1 per ace and unbalances opponent to give you +1 HB advantage.
Smite: knocks enemy down for 1 turn
Shield Bash: stuns -1 AR, -1 per ace and damages, strength + any accessories (shield blades or spikes) = damage.

Survival Skills :: Survivor Class

1. Street Survival:
Street Smarts: know who to talk to, how to talk fast, and who to avoid, skill and +1 charisma per ace vs. intelligence. Skill vs. Level of Danger.
Find Food: know where to get food free or cheap. Ace required to find food, +1 food article found per ace.
Street Fighting, +1 HB, +1 added damage per level.
Find Safe Shelter: find safe places to sleep or squat. +5% chance per level.
Street Mapping: knowing the streets inside out. Skill vs. LoD of challenge.
Quick Escape: jump fences and know what alleys and streets to use to make a quick getaway, +1 mvm, +1 dexterity per ace.
Street Rat: living on the street has made character tough, +3 fortitude. +1 strength and movement per ace, with improved HP of +2 per level.
Play the System: knowing how the system in a city works and taking advantage of it as much as possible. (skills vs. LoD of challenge)
Contacts: +1 contact. +5% chance of getting what you need per contact. Buy additional contacts when you level up.
Attitude: others are either intimidated by character, or impressed, and show them respect. +2 charisma, +1 per ace vs. willpower.
Hard to Shake: character is hard to rattle and will not give in easily to intimidation or pain. +2 willpower, +1 per ace vs. level of threat.

2. Wilderness Survival:
Make Fire: Methods of sparking and building fires.
Direction Sense: know what direction is being traveled, reduces chances of getting lost immensely, +5% chance of finding way per level up to 85%, or Level vs. LoD of challenge.
Herbal Lore: Find Edible and medicinal Plants, knowledge of how to use edible, medicinal, and poisonous plants, Total Roll=Power of Plant, Find up to +1 plants per ace per day.
Camping: how to build a camp, make a tent.
Hunting: +1 HB, level vs. level of quarry
Trapping: level of trap vs. perception and strength
Tracking: +1 stealth per ace.
Tanning and Leather Craft: proper tanning of hides and the skill to make clothing, tents, and blankets of them. Quality and Value of each item is up to +1 gold per ace, or total roll=quality.
Make and Use Rope: what plant fibers to use, how to make rope, how to tie lasting knots, and methods of using rope. +10% chance per success of knots holding, Rope Strength = Total Roll. Level of Make and Use Rope vs. LoD of obstacle or challenge.
Make Shelters: out of available materials, Total Roll=Strength and Durability of Shelter.
Make Primitive Weapon: make crude but effective weapons out of stone, wood, antlers, etc. Successes=Damage and strength.
Stone Knapping: knap arrow and spear heads, scalpels, and other tools of stone, +3 damage, +1 per ace.
Weather Prediction: allows character to avoid dangerous weather conditions. +10% chance per ace of accurately predicting the weather, use once per day.
Hiking: +1 stamina per ace, +1 strength per ace
Mountaineering: +2 stamina per ace, +1 strength per ace
Winter Adaptation: knowing how to get ahead of the winter to take proper shelter, dry and store food, and methods of staying warm to survive the winter. Level of preparation vs. LoD of winter conditions. One roll per season.
Artesian Spring: knowing where to look for artesian springs for drinking water. +10% chance per ace of finding a spring, use once per day.

3. Underground Survival:
Make Fire: Methods of sparking and building fires. Aces vs. Number of adverse conditions. Each condition cancels out one ace.
Night Vision: The ability to see well in the dark, +1 per level.
Make Torch: know how to make a torch out of materials found in or around a cave to light the way. Ace required for materials; Torch lasts 1 hour per success.
Danger Sense: Sense if danger lies ahead, +1 per level vs. level of danger.
Abyss Swimmer: character can survive the strong currents and cold water of subterranean rivers, and can swim in underground lakes and streams, +1 strength and stamina per ace, resist cold +10% per ace.
Cold Tolerance: 5% per level. character develops a tolerance to the cold from being in caves and is not bothered by the chill of caverns. If underground long enough they may resist freezing temperatures for awhile.
Cave Lore: knowing what kind of creatures, water, gasses, passages, etc, are in caves, when they are safe, and when they are not through a cavern's history, stories, and research. Level +3 vs. LoD of challenges.
Spelunking: How to maneuver and find your way around in a cavern's dangerous networks of tunnels, Level vs. LoD of challenge.
Cave Sounds: understanding the sounds in a cave to know when they mean danger, Level vs. LoD of Sounds.
Cave Foraging: finding food in caves such as fish in streams, den mammals, snakes, frogs, salamanders, rats, birds, bats, edible algae and cave moss, etc. +1 food item per ace per ace.
Alter Environment: know how to dry a cave out and heat it without dangerous levels of smoke or fumes to make it livable. Total Roll=Quality of Environment.
Fuel Source: Finding a natural source of fuel for fires in a cave and putting it to use safely (i.e. without causing an explosion) 10% chance of success per ace.
Set Snares and Traps: +1 intelligence to roll, Level (LoD) vs. detection
Find and Remove Hidden Doors and Traps: +1 perception. skill vs. concealment (LoD) level.
Conceal Doors: skill determines level (LoD) of hidden door concealment.
Cavern Fortress: fortifying a cave and taking steps to make a haven out of it. LoD of each passage and cave chamber is 30.
Luminescent Algae: learn how to grow phosphorescent cave algae and use it to light paths in a cavern fortress. LoD of 35 per chamber or tunnel.
Cave Prospecting: know where and how to find precious metals and gems in a cave and how to mine them safely. Level vs. LoD of each area mined. If successful, Total Roll=Value of gems in Gold safely extracted from each area. Botches result in a cave in that is deadly if a natural crit is rolled on hit dice. Otherwise, damage is depth=# d6 with 1 d6=HB.

4. Desert Survival:
Heat Tolerance: +5% per level
Find Water: knowing where and how to find safe water to drink, +5% chance per ace of finding clean water. The lower the roll, the cleaner the water.
Find Edible, Water Sustaining and Medicinal Plants: +1 sustaining plant per ace found per day.
Find Shelter: know where in the desert to find shelter, +10% chance of finding shelter per day.
Avoid Flash Floods: +2 movement, +1 dexterity, +1 intelligence to roll per ace vs. LoD of Flash Flood.
Desert Wildlife: know what kind of animals there are in the desert and what kind to avoid or eat, +1 intelligence to roll, +1 per ace.
Sand Caves: Know where to find caves beneath the sand for shelter and how to avoid dangers in them, +5% chance per ace of finding sand caves per day, Level vs. LoD of natural dangers.
Build Shelter: knowledge of how to build shelters which will stand up and protect against and desert elements, +1 strength and durability per success. Ace required to find materials.
Oasis: know where to find oases in the desert. +5% chance per ace of finding an Oasis.
Escape Sand Storm: recognize signs of a sand storm and how to avoid it, Level vs. LoD of Sand Storm.
Avoid Lightning-sand: recognize signs of lightning sand by its round, flat (if never disturbed) or dished shape amidst dunes and how to avoid it, and avoid getting sucked in by remaining very still so as not to disturb it and cause further collapse if caught in a lightning sand pit. Level vs. LoD of Lightning-sand..




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