Desert Eagle Left deadlyassets Desert Eagle Right
 Character
 Skills
 Info
 Spells
 Powers
 Items
 Bestiary
 Games Master

Hero Skills

Most hero skills are not alterable by difficulties, notable exceptions to this are the Spells and Powers

Armour (STR)
The owner of this skill has a bony, rocky or otherwise hard covering over his body, the amount of armour rows given depend on the characters skill in Armour (no roll required). For every 5 points of skill in Armour the owner receives 1 row of protection up to a maximum of 4 rows. Note. Armour skill is not cumulative with normal worn armour, the highest armour still takes precedence.
Eg. Grrr the Rock Troll has the Armour Hero Skill to 13 (that gives him 2 points of Armour) and is wearing Plate Mail (Armour 3), Grr has an Armour Row rating of 3 Not 5!!
Sword Skill (STR)
Exceptional skill in swords, this skill may be used to perform dazzling feats of sword play, with this skill a player may stop attackers from attacking him with a scything motion of his blades, the owner of this skill may also use this skill to perform a secondary attack on the same target.
Axeman (STR)
Exceptional skill with axes, this skill upon a successful roll allows the axe wielder to fell a normal tree with one swipe or raise the damage level of his axe by 1 column against creatures made from wood, also cut wood at an unusually high speed.
Hammer Skill (STR)
Exceptional skill with a hammer, this skill upon a successful roll allows a hammer wielder to smash rocks with one blow or raise the damage of his hammer by 1 column against creatures made from stone, also drive posts into the ground with unusually high speed.
Martial Arts (STR)
Exceptional skill without weapons, this skill allows a second attack to be made against the same target using this skill.
Armorer (STR)
The player with this skill has the ability given the correct tools, equipment and a successful roll to make all types of armour, this skill takes time and can’t make magical armour. However if the skill is halved this skill may be used on Dragon Hide to make Dragon Mail.
Weapons Smith (STR)
The owner of this skill is able, with the right tools and metals to forge weapons, upon a successful roll the player has constructed a weapon of the desired type. Note this roll takes time and magical weapons cannot be made in this way, just standard metal or wooden ones.
Throwing Skill (DEX)
The owner of this skill can throw two handy objects in the same round at the same target, after the first attack is made the second attack uses this skill.
Fletching (DEX)
The owner of this skill can on a successful roll make arrows, bolts, bows or crossbows. Note this skill takes times and may not make magical weapons.
Arson (DEX)
The character with this skill is with a skill roll able to set fire to just about anything given something to light it with, he is also able to make fire with two twigs, or a bit of glass etc.
Archery (DEX)
The owner of this skill is an exceptional Archer, able to put two arrows in flight in the same turn, after the first attack is made with a bow or crossbow weather successful or not the player may make a secondary attack with this skill against the same target.
Trap Lore (DEX)
The owner of this skill has a wide knowledge of traps including the ability to construct complex trap mechanisms, the player may substitute this skill for his Disarm Trap skill.
Running (DEX)
This skill allows upon a successful roll the player to run without tiring for prolonged periods of time, also it comes in handy for quick get away’s as it doubles normal running rates up to 60 feet a round.. “Where’d that one go?”.
Leaping (DEX)
The owner of this skill is able to leap up to five feet without a skill roll up to ten feet with a skill roll and for every ten feet after that halve the skill, upto 40 feet. Eg. 20 feet Half, 30 feet Quarter, 40 feet Eighth.
Lightning Reflexes (DEX)
The owner of this skill has very fast reflexes, situations that normally would not allow a character to have an action, such as falling down a pit trap or being attacked by surprise, upon a successful skill roll the character may have a bonus action. Note this skill can’t be used to gain extra actions just bonus actions when surprised.
Flight (DEX)
The owner of this skill is with a successful skill check able to fly, by means of wings or special powers, any maneuver performed whilst flying are at one greater difficulty level. If the player wishes to pick something or is strong enough to pick someone up (STR 14+) they may attempt a skill roll and if unsuccessful they lose the ability to fly until a successful skill roll is made.
Surprise (DEX)
The owner of this skill has the ability to when hidden or unnoticed and a successful skill roll is made to jump out on a creature friendly or enemy and surprise them, this usually takes the form of shouting Boo, the player using this skill Stuns the target or targets for one round allowing the party to flee, attack or do anything else they want to. Note this is not the same as a normal surprise (see combat) as if successful only another Hero Skill will allow the target to not be surprised.
Accuracy (BRA)
Exceptional accuracy, the owner of this skill on a successful roll knows the weak points of his targets and may increase a weapons damage column by one Eg. If the weapon normally attacks on column 5 after a successful roll against a specific target (not every target of that type) he may attack using damage column 6.
Alchemy (BRA)
The ability to brew various potions and poisons, etc. By making a successful skill roll with the correct equipment and ingredients the character is able to brew up all kinds of strange things. Note this skill takes time to perform.
Tracking (BRA)
The owner of this skill may track creatures, discern the creature types and numbers by there footprints, on a successful roll the owner of this skill may even track creatures over hard stone.
Camouflage (BRA)
The skill of camouflage, the ability to hide things in plain view by altering there shape or colour, this skill may be used instead of hiding.
Heal Wound (BRA)
By using this skill the player may attempt to treat a wound and reduce it to a stun. If a successful roll is made a wound may be removed and replaced by a temporary stun, failure at this check however increases the wound level from a wound to an incapacitate.
Creature Bane (BRA)
The player who has this skill has an unusual ability against one particular creature type this should be chosen now and marked down in the skill name, (such as Creature Bane Wolf (BRA)) against these creatures on a successful skill roll the player may add one damage column onto his weapon for that creature type. Note the GM may allow similar creatures to be affected by halving the skill (Eg. Dogs are similar to Wolves and so could use Half Creature Bane Wolf.)
Treat Incapacity (BRA)
A successful roll will reduce an Incapacitate from an incapacitate to a wound. Failure at this check however increases the wound level from incapacitate to a Kill.
Falling (CON)
The owner of this skill is able to fall from great heights without injury, with a successful roll the owner is able to reduce falling damage to a Stun.
Berserk (CON)
The owner of this skill is able to go into a berserker rage, fighting on with terrible injuries until all opponents are defeated. Upon a successful roll the player may ignore all stun, wound and incapacitate results until the last enemy is defeated (sometimes this is the other player characters) or the player is dead.
Drunkard (CON)
The player with this skill is able to imbibe vast amounts of alcohol without, on a successful skill roll being penalised by the usual half skill penalty.
Breath Holding (CON)
This skill on a successful skill roll allows the player to hold his breath for several minutes, the GM may call for further skill rolls if the breath holding is a particularly long one, say every five minutes or so.
Fasting (CON)
The owner of this skill is able to go for many days without food, If a starvation (CON) check is called for (every two days without food) the player may roll this skill first and if successful need not make the starvation check.
Thirsting (CON)
The owner of this skill is able to go for many days without water or drink, If the player is called upon to make a check (CON) because he has had no drink in a day and is in a hot dry climate the player may make a roll against this skill and if successful need not make the check.
Resist Stun (CON)
The owner of this skill has the ability to ignore the effects of a Stun on a successful roll.
Resist Wound (CON)
The owner of this skill has the ability to throw off the damage caused by a Wound, reducing it to a Stun on a successful roll a Stun gained this way cannot be resisted.
Resist Incapacity (CON)
The owner of this skill has the ability to reduce the damage of an incapacitating blow to a wound on a successful skill roll, a wound taken this way cannot be resisted.
Resist Kill (CON)
The owner of this skill on a successful roll has the ability to reduce a killing blow to an incapacitating wound, an incapacity taken this way can’t be resisted.
Swamp Walk (CON)
The owner of this skill on a successful roll may walk quickly over any slowly sucking substance, such as swamp mud, quick sand, lava if hes immune to the heat. etc.
Friendly (CHR)
So long as the owner of this skill doesn’t make any hostile actions (no drawing of weapons etc,) on a successful skill roll no intelligent creature will attack this player.
Animal Friendship (CHR)
So long as the owner of this skill makes no hostile action against animals, on a successful skill roll no animal of low to no Intelligence will attack this player.
Seduction (CHR)
The character is able to with a successful skill roll curve the views of an intelligent creature by using winks, blown kisses etc. The target doesn’t need to be of the same race or for that matter the same sex. Note seduction may get the using player into more trouble than he was in before he used it, from angry husbands, or unwanted attention from members of there own sex...
Plant Friendship (CHR)
So long as the owner of this skill makes no hostile action towards plants, on a successful skill roll no Intelligent plant will attack this player.
Animal Law (CHR)
The owner of this skill on a successful roll knows all about that animal how to calm them feed them and heal them, what you can eat on them if you can milk them etc. He may also use this value instead of riding if riding on animals.
? Song (POW)
on a successful skill role the character is able to produce the effects of a specific spell or power, that spell or power is stipulated at the time the hero skill is given. Eg. Charm Song, Stunning Song, Repel Insect Song, etc., if the song causes damage, it must be directed at a single target.
Ventriloquism (POW)
on a successful skill roll, the user is able to copy a voice, and project the voice within a few feet, as to sound as the target is uttering the words, the user if successful doesn't move there lips.
Luck (POW)
A player with this skill is unusually lucks, on a successful skill roll this character may show signs of extreme luck Bad or Good at the players Option. Eg. The GM declares that the players are court in a rockslide and are all going to die a flat death. The player declares he wants to test his luck, rolls and is successful, he declares he wants good luck. The rocks pond the other players to small flat discs and Miraculously miss him altogether. He may now be buried in a large pile of rocks but he’s not dead. Note this skill may not be used for other test of luck that are normally rolled for and if used in gambling too often may draw the attention of crooks or possible gaming guilds who may decide to end his luck for good
Protection from Evil (POW)
The owner of this skill has some protection against Evil creatures, upon a successful roll the player may reduce the attackers weapons column by one level, giving 1 level of additional armour from evil creatures, which are evil creatures your GM will decide.
Protection from Good (POW)
The owner of this skill has some protection against Good creatures, upon a successful roll the player may reduce the attackers weapons column by one level, giving 1 level of additional armour from good creatures, which are good creatures your GM will decide.
Offensive Spells (POW)
The owner of this skill can cast a variety of offensive spells, the more devastation the affect the less affective you’ll be at casting them. See Offensive Spells.
Defensive Spells (POW)
See Defensive Spells for a list of some of the possible Defensive Spells.
Misc Spells (POW)
See Misc Spells for a list of some of the possible misc Spells.
Offensive Powers (POW)
See Offensive Powers for a list of some of the possible Offensive Powers.
Defensive Powers (POW)
See Defensive Powers for a list of some of the possible Defensive Powers.
Misc Powers (POW)
See Misc Powers for a list of some of the possible Misc Powers.
Water Walking (POW)
The user of this skill has the ability when a successful skill roll is made to walk, slide, or hydroplane across the surface of a body of open water.
Wood Lore (POW)
The ability to discern the natural flora and fauna of woodlands, this skill is similar to forest survival but with the added advantage of knowing the edible and poisonous varieties of plants and animals. The player also knows the nature of the trees, which have the best wood for which purposes and what direction there traveling in from the moss on trees. The player may substitute this skill for his Forest survival skill
Sonic Boom (POW)
The user of this ability can create a sonic wave by slapping his hands together, upon a successful thrown and skill roll the user targets a foe and does a Column 10 Attack.
Dragon Punch (POW)
The user of this ability can upon a successful unarmed combat roll attempt a roll on Dragon Punch, if successful his unarmed damage is increased to a Column 10 attack.
Spinning Bird Kick (POW)
The user of this ability can with a successful unarmed combat and a successful skill roll perform a horizontal ranged attack on a target by turning himself upside down and using his legs as rotor blades to fly over the intervening distance. The distance may be no more than 20 feet and cannot be used to get over holes etc. The damage column of this attack is 2 column 8 attacks (1 for each foot.)
Lightning Kick (POW)
The user of this ability with a successful unarmed combat roll and a successful Lightning Kick skill roll throw themselves over backwards and kick an opponent at the same time. The kick is made at the targets head level as any distance upwards the kicker has to travel is taken by running up the opponent, the attack is made on a column 11 attack.
Dragon Breath (POW)
The user of this ability has unusual smelling breath and by eating some smelly substance such as garlic, curry, or some cheeses can with a successful skill roll breath into the face of an opponent and do a column 6 attack.
Panic Forms (POW)
The owner of this skill has no fixed animal form, every time he rolls a successful panic check he may on a successful skill roll, roll for a new panic animal.
Chrome Dome (POW)
The owner of this ability has an unusually thick skull, if a successful unarmed combat and skill roll are made he may attack on column 10.
Wizardry (POW)
The owner of this skill has the ability with a successful skill check to call across the planes of existence to the Demon plane and draw one of them through to do his bidding. A Demon on emerging will not be automatically forced to do the players bidding, it must be persuaded, coned, bribed or in some other way forced to do the wizards bidding. The more powerful the Demon attempted, the more difficult the skill roll becomes, and the harder the Demon is to persuade to do the wizards bidding, also the longer the task required the harder the persuasion roll required.
a Lesser Demon Double Skill
a Minor Demon Normal Skill
a Demon Half Skill
a Greater Demon Quarter Skill
a Master Demon Eighth Skill

Eg. Melf the Goblin Wizard is calling a Lesser Demon to help him in a combat to come, he calls to a demon who is weak and only able to annoy his enemy’s (trying to distract them so they won’t attack him as often), he builds a small fire sufficient to draw the demon through, and rolls his skill the GM has set the difficulty as normal as the Demon will be of assistance but is not too powerful.
1. Success
The roll succeeds and Melf calls forth a small Demon;
“Oi what you do a thing like that for I was going to win that game you slimy little toad and what you go and call me to a place like this for OOOw its all cold and wet hey you ain’t half ugly you smelly little toad how’d you like it if I shit on Jer head I bet you wouldn’t like that would you”
“Shut Up and listen” says Melf, trying to get a word in edge wise, If you’ll help me in this next combat I’ll give you what’s in my pocket.” Melf says trying a Con (the GM says because the task was so general the demon doesn’t feel its going to be trapped for too long or risk getting itself killed so its a normal skill roll), rolling and failing
“What I want that for smelly? I bet your mum smelt worse than a camels armpits as you smell worse than that so what I want what’s in yer smelly pocket for stinky?”
“What? Well if you don’t want it I’ll keep it myself as I didn’t want to give it away anyway, well not to the likes of you anyway.”, Trying the Con again as his skill base is 4 and he gets 4 tries. If he succeeds the Demon will work for him for that combat, It might not do exactly what he wants as his request was quite general but it won’t do anything bad unless he gets an exceptional failure on his Con that is. If he fails on the Con he can always try to bribe with Gold to do his bidding.
2. Failure
The roll Fails, the fire sputters a bit. Melf tries again (skill base 5).
3. Exceptional Success
The Demon pops out exactly as requested.
“Thank you Oh beneficial master, you just saved my bacon, I was just about to get eaten by my older brother, what would you like me to do for you?”, The demon will do one simple non dangerous task, that doesn’t take too long, without a skill roll needed, however if your request is too complex you may have to Con the little devil, sorry Demon.
4. Exceptional Failure
The Fire Flares a Great Big Demon head appears out of the flames, a clawed hand reaches out of the flames and grabs Melf, pulling Melf into the flames at the same time as snapping him in half, the Demon disappears with a Whiing...