Skills List

Some skills are intrinsic to a certain species and some will be awarded due to your character's backstory. At first any skills you have will be at Level 0, you can purchase extra levels at 10 points per level, but you may only purchase one for each skill. To purchase a skill that you do not have you must spend 20 points. Each level will give you a +1 on the governing Basic Attribute when a task involves that particular skill. You can earn levels for successfully completing tasks but this is at the GMs discretion.

Acrobatics – DX – Intrinsic to Goblins

This is the ability to perform gymnastics, stunts, roll, take falls, etc.

Acting – IQ

This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time.

Armoury – DX – Intrinsic to Dwarves

This is the ability to build, modify, and repair a specific class of weapons or armor. A successful roll lets you find a problem, if it isn’t obvious; a second roll lets you repair it. Time required is up to the GM.

Brawling – ST – Intrinsic to Trolls

This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick.

Camouflage – IQ – Intrinsic to Goblins

This is the ability to use natural materials, special fabrics and paints, etc. to hide yourself, your position, or your equipment.

Carousing – HT – Intrinsic to Dwarves

This is the skill of socializing, partying, etc. A successful Carousing roll, under the right circumstances, gives you a +2 bonus on a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way; you get a -2 penalty on any reaction roll made by those you caroused with.

Climbing – DX

This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc.

Criminology – IQ

This is the study of crime and the criminal mind. A successful skill roll allows you to find and interpret clues, guess how criminals might behave, etc.

Diagnosis – IQ

This is the ability to tell what is wrong with a sick or injured person, or what killed a dead person. It might not determine the exact problem, but it always gives hints, rule out impossibilities, etc.

Disguise – IQ

This is the art of altering your appearance using clothing, makeup, and prosthetics. A good disguise requires a Disguise roll and 30 minutes to an hour of preparation.

Engineer – IQ – Intrinsic to Dwarves and Goblins

This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem.

Escape – DX

This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes.

Explosives – IQ – Intrinsic to Dwarves

This is the skill of working with explosives and incendiaries, including the ability to set up, disarm, and dispose of bombs and other explosives.

First Aid – IQ

This is the ability to patch up an injury in the field. Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc.

Forgery – IQ

This is the ability to create falsified documents (identity cards, passports, etc.). When you use a forged document, make your Forgery roll each time it is inspected – unless you roll a critical success on your first attempt. Failure means someone spots the forgery.

Gambling – IQ

This is skill at playing games of chance. A successful Gambling roll can (among other things) tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in any tricky situation.

Holdout – DX

This is the skill of concealing items on your person or on other people (usually with their cooperation). An item’s size and shape govern its concealability, from +4 for a BB-sized jewel or a postage stamp, to -6 for a crossbow.

Influence – IQ

A successful roll will result in a good reaction from an NPC. Failure results in a bad reaction. To actually coerce or manipulate an NPC, you must win a Quick Contest of your skill versus his Will.

Interrogation – IQ

This is the ability to question a prisoner. Roll a Quick Contest of Interrogation vs. the prisoner’s Will for each question. This requires 5 minutes per question. If you win, you get a truthful answer. If you tie or lose, the victim remains silent or lies. If you lose by more than five points, he tells you a good, believable lie!

Karate – DX

This skill represents any advanced training at unarmed striking, not just the Okinawan martial art of karate. Roll against Karate to hit with a punch (at no -4 for the “off” hand), or Karate -2 to hit with a kick. Karate improves damage: if you know Karate at DX level, add +1 per die to basic
thrust damage when you calculate damage with Karate attacks: punches, kicks, elbow strikes, etc. Add +2 per die if you know Karate at DX +1 or better!

Law – IQ

This skill represents knowledge of law codes and jurisprudence. A successful roll lets you remember, deduce, or figure out the answer to a question about the law.

Leadership – IQ

This is the ability to coordinate a group. Make a Leadership roll to lead NPCs into a dangerous or stressful situation. (PCs can decide for themselves if they want to follow you!)

Lockpicking – DX

This is the ability to open locks without the key or combination. Each attempt requires one minute. If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time.

Melee Weapons – ST – Intrinsic to Dwarves and Trolls

The ability to use all melee weapons.

Merchant – IQ – Intrinsic to Humans and Dwarves

This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices.

Naturalist – IQ

This skill represents practical knowledge of nature – notably, how to tell dangerous plants and animals from benign ones, how to locate a cave to shelter in; and how to “read” weather patterns to know when to take shelter.

Navigation – IQ

This is the ability to find your position through careful observation of your surroundings and the use of instrumentation. A successful roll tells you where you are or lets you plot a course.

Observation – IQ

This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching. Use this skill to monitor a location, a group of people, or your immediate surroundings for concealed or tactically significant details.

Pickpocket – DX

This is the ability to steal a purse, knife, etc., from someone’s person – or to “plant” something on him.

Public Speaking – IQ

This is general talent with the spoken word. A successful skill roll lets you (for instance) give a good political speech, entertain a group around a campfire, incite or calm a riot, or put on a successful “court jester” act.

Research – IQ

This is the ability to do library and file research. Roll against skill to find a useful piece of data in an appropriate place of research . . . if the information is there to be found.

Scrounging – IQ – Intrinsic to Goblins

This is the ability to find, salvage, or improvise useful items that others can’t locate. Each attempt takes an hour. You do not necessarily steal your booty; you just locate it – somehow – and then acquire it by any means necessary.

Search – IQ

This is the ability to search people, baggage, and vehicles for items that aren’t in plain sight. The GM rolls once – in secret – per item of interest. For deliberately concealed items, this is a Quick Contest of your Search skill vs. the Holdout or Smuggling skill used to hide the item. If you fail, the GM simply says, “You found nothing.”

Shadowing – DX

This is the ability to follow another person through a crowd without being noticed. Roll a Quick Contest every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen.

Shield – ST – Intrinsic to Dwarves

This is the ability to use a shield, both to block and to attack.

Smuggling – DX

This is the ability to conceal items in baggage and vehicles. You can also use it to hide an object in a room or a building. Roll against skill to hide an item from casual inspection. In an active search, the searchers must win a Quick Contest of Search vs. your Smuggling skill to find the item.

Stealth – DX – Intrinsic to Goblins

This is the ability to hide and to move silently. A successful roll lets you conceal yourself practically anywhere, or move so quietly that nobody will hear you, or follow someone without being noticed. If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception.

Survival – HT

This is the ability to “live off the land,” find safe food and water, avoid hazards, build shelter, etc. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care. There are many different types of Survival skill, which must be learned independently.

Throwing – DX – Intrinsic to Trolls

This is the ability to throw any small, relatively smooth object that fits in the palm of your hand.

Thrown Weapon – ST – Intrinsic to Dwarves

This is the ability to hurl any one type of thrown weapon.

Tracking – IQ

This is the ability to follow a man or an animal by its tracks. Make a Tracking roll to pick up the trail, then roll every 15 minutes to avoid losing it, at a modifier ranging from 0 for soft terrain to -6 for city streets.

Traps – DX

This is the skill of building and nullifying traps. For the purposes of Traps skill, detection devices are “traps.” Thus, this skill covers everything from covered pits to elaborate electronic security systems!

Vehicle Skills – DX

Skill in driving vehicles.

Character Creation


Death of a Selachii Jenvaliant