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SKILL DESCRIPTIONS AND EXPLANATIONS

Most if not all of skills rely on free use of both hands, some weapons notably one handed ones... Do not fall into this category, as some skills such as picking locks do not necessarily..
As a rule of thumb if they are used one handed double the affected STR skill.

Strength (STR) Based Skills

Swords
Bladed weapons such as Swords, Knives, Daggers, etc.
The use and maintenance of bladed weapons.
Hafted
Hafted weapons such as Axes, Maces etc.
The use and maintenance of any weapon with a haft
Pole Arms
Pole Arms such as Staves, Spears, Halberds etc.
The use and maintenance of Pole Arms.
Unarmed
Sometimes you just have to hit, kick, bite or head butt your enemies
Need I say more?
Clubs
Bits of wood, sometimes with nails in them. Anything at hand such as bottles, chairs etc.
Thrown
Thrown weapons such as thrown rocks, knives, daggers, shrunken, darts etc.
The training in throwing objects at a target. the range depends on the weight of the object, this skill may be Halved/Quartered/Eighth depending on range & Weight.
Lifting
Sometimes you need to lift weights, such as lifting portcullises, picking up great stones etc.
Climbing
The ability to climb up a rough surface. The GM may apply a penalty such as:-
An easy climb such as running up a flight of stairs Double Skill
A hard climb such as climbing a smooth surface without climbing equipment Half Skill
A very hard climb such as climbing up an oiled mirror without equipment Quarter Skill
Swimming
The ability to keep ones head above water. The GM may apply these penalties:-
An easy swim in still water while not encumbered Double Skill
A swim in rough water while wearing metal armour or fighting Half Skill
A swim in a tornado, or swimming in Full Plate or with bricks tied to your feet Quarter Skill


Dexterity (Dex) Based Skills

Bows
The skill to use any form of hand projected weapon, such as bows, blowguns etc.
Cross Bows
The skill in mechanically projected weapons such as Cross bows, Auto Darters, Guns etc.
Pick Locks
The ability is picking intricate locking mechanisms. These penalties may be applied:-
Opening a barred door through a crack with lock picks Double Skill
Opening a complex lock or a lock without the correct tools Half Skill
Opening a very complex lock or a complex lock without the correct tools Quarter Skill
Opening a very complex lock without the correct tools Eighth Skill
Pick Pockets
Removing objects under observation without notice, such as purses, money or stealing from a stall. Penalties may be applied due to direct observation or events, such as:-
Stealing an apple of a stall while the owners back is turned Double Skill
Stealing an apple from a stall while the owner watches or removing a purse Half Skill
Stealing a Sword from a stall while the owner watches Quarter Skill
Stealing an apple from a shop while the guard Demon watches Eighth Skill
Disarm Traps
The ability to disarm or render inoperative or in some cases avoid traps of various descriptions. The GM may apply modifiers as follows:-
Stepping over a rope strung out to trip you up Double Skill
Disarming a complex trap, such as a crossbow set to fire when a light is passed Half Skill
Disarming a very complex trap or a trap with magic in its nature Quarter Skill
Disarming a trap by manipulation of the traps triggers only Eighth Skill
Activating things
The ability to activate complex mechanical objects that you have some understanding of the workings of, such as driving a Dwarven Demon Cart. The difficulty may be set by the GM by the complexity of the thing to be activated or the GM may break the task into several different tasks and give the players multiple attempts at each. Eg. The above Demon Cart may be broken up into coaxing the Demons into running on the treadmill, engaging the gearing and pulling the break off lever.
Carts
The ability to drive powered vehicles, such as the Demon Cart when it’s activated as in the above example, the GM may apply modifiers to the rolls depending on the complexity of the vehicle such as:-
Driving a horse drawn vehicle Double Skill
Driving a complex vehicle such as a Car or Tank Half Skill
Driving a very complex vehicle such as a Helicopter or Aircraft Quarter Skill
Driving a very complex vehicle such as a Space Shuttle Eighth Skill

Brainz (BRA) Based skills

Find Traps
The Skill of finding traps set to activate when passed, stepped on or activated in some way. This skill may also be used passively by the GM, asking you to make a roll and looking at your character sheet to see if you notice it. Be warned the GM may just do this from time to time to keep you off guard. The GM may apply modifiers such as:-
Finding a rope strung up to trip you up Double Skill
Finding a well constructed trap Half Skill
Finding a Dwarven or Magically activated trap Quarter Skill
Finding an Invisible trigger or Laser beam Eighth Skill
Find Hidden
Finding Hidden Objects, Trapdoors, Secret Doors, hidden things or People, the GM may apply modifiers depending on how well or if magically concealed the thing is.
Hide
The ability to hide yourself or objects so as not to be seen. The roll should be made so the rolling character doesn’t know the outcome, behind a screen or something. This represents how a player thinks he’s well hidden even if he stands out like a sore thumb. Under certain circumstances this may be ignored such as when a hiding character is being told how well he’s hiding by other members of his party. The hiding roll may be modified by circumstances such as how much shadow, cover or light is in an area. The GM should keep this to himself when the roll is made.
It was Him
The ability to distract an enemy so you can get a head start in running away. Eg. In the middle of a combat that’s going badly a character decides to run for it, pointing behind his assailant he shouts look a three headed monkey, if the roll is a success the assailant is distracted while the character starts to run away. As a rule the It was Him roll can’t be used for any other reason than to get away.
I’m not mapping
This is a controversial skill and as a result the GM shouldn’t use it that often. The skill is used as a temporary means to settle any inter party disputes, such as when players decide there not going to go through the next door, and the other players start to argue about who’s turn it is to go first, one way of settling the argument is to have something come out of the door, or to use the I’m not mapping skill. As a rule the GM should settle any long running dispute and not fall back on this skill, it is only to be used to save time and not as an all cure else your players will all have massive skills in I’m not mapping and nothing else.
Kitchen things
The ability to prepare foodstuffs for eating, and recognize bad or poisoned foodstuffs, mushrooms etc. Mostly circumstances will dictate if this skill is needed, preparing a stew most characters can do with no difficulty, but cooking a freshly caught fish of unknown type without poisoning everyone or seeing if these mushrooms are edible without making everyone go to a technicoloured nightmare world needs this skill.
What’s this do
The skill to decipher what a contraption or object will do when activated or stopped. Eg. The players are riding in a mining cart hurtling down a mining shaft at considerable speed, there are two levers in the cart, the players want to know what will happen if one or the other or both are pulled, the GM may break them up into separate takes or say one successful check will tell them. The players roll and find out that one lever tips the cart up and the other lever stops the cart, the GM having noticed the rolls weren't that good neglected to tell them that the lever that stops the cart if pulled too hard will stop the cart almost on a pin head and will catapult the contents out of the cart at high speed.


Constitution (CON) Based Skills

Plains survival, Towns survival, City survival, Nasty City survival, Mountain survival, Sea survival, Desert survival, Forest survival, Jungle survival
All these survival skills are the ability to find shelter, food and water in these areas, as well as not upset any of the local inhabitants, or just find your way to the Inn or shops if your in an unknown town or city. Note that the food or water you find may or may not be edible you’ll have to depend on your kitchen things skill to work that out.


Charisma (CHR) Based Skills

Con
The ability to Con an individual, this skill may be modified by circumstances, such as you can’t con a Conner:-
Conning your way past an underpaid guard who doesn't like his employer Double Skill
Conning your way past a guard Half Skill
Conning your way past a personal guard into a bed chamber Quarter Skill
Conning your way past a personal guard into a Vault Eighth Skill

Note most conning attempts rely on the fact that that person looks like they should be there and that they make a passable attempt at explaining there presence, Eg. The Viceroy sent me to check on the Vault. If these criteria aren’t met the GM may apply further modifiers.
Confuse
The ability to confuse an individual so as to get the upper hand, similar to the It was Him skill but can be used to give an edge when starting combat or confuse someone long enough to get past them or through a door.

The Confuse skill when used before combat can be used like the It was Him Eg. Look a three headed monkey, the roll is made, if successful the combatant is distracted long enough for the player to get in the first blow, If the player wishes to run away an It was Him roll must be used instead.

When used to get passed someone It is used similar to Con except the player babbles some rubbish designed to confuse the opponent long enough to get past. Eg. Ah the Viceroy he me come down up through me go you look OK?

unlike the Con roll the targeted person will figure out you were speaking rubbish almost straight away so make the most of it, shut the door, run when your through the archway, whatever.
Interrogation
The ability to get information by torture or intimidation or by subtlety. Eg. The players have caught a rather bedraggled looking Goblin and want to find out where the others in his part are they can use interrogation in one of several ways or possibly like this:-
“So My friend Goblin, we have been sent by Shogbot to relieve your Goblins”. This subtlety could also be used under a Con roll but is still a legal interrogation roll.
“I am Treebow Goblin slayer, tell me where your Goblin party is or Die”. Intimidating isn't he?
“You will tell me where your Goblins are or I’ll put your hand back into the fire!”
Bribery
Bribery is another way to get people who are corruptible to do something you want them to, the GM may alter the roll depending on the corruptibility or incorruptibility of the target and the amount offered. Eg.

“My Friend Goblin if I give you 100 Gold surely you can tell me where your unworthy party is?”

“My dear guard if you where to look the other way while me and my friends get passed you you might find a small reward. Say 200 Gold?”

Bribery attempts may even upon failure be re attempted if the failure was only by a small amount, in this case the GM should say the target looks interested but the amount is too low.
Buying
Normally you buy an Item from a shop and prices are fixed but under some circumstances such as in a market or a wandering trader you may get a chance to bargain for goods in this case you can use your buying skill to try and alter the price of the goods as follows:-
10% or so less than the asking price Half Skill
40% or so less than the asking price Quarter Skill
90% or so less than the asking price or lowering the price once its agreed upon Eighth Skill
Selling
Shops will buy things they sell for about one third of the price listed in the price list, they may be raised by a successful selling roll, you choose the amount you want to go for and make a skill roll, try as many times as you are allowed, if you fail try dropping the amount until a price is agreed.
Selling an Item for half its value Half Skill
Selling Item for two thirds its value Quarter Skill
Selling Item for its Full Value Eight Skill
Don’t kill me
This skill is used when a player faced by imminent death wants to beg for mercy, this is not used as a ruse to get away, it consists of throwing yourself on the mercy of your attacker, and the GM may apply modifiers to represent how difficult this is. The skill may take different forms depending on what its used against. Eg.
“Please great Knight do not slay me I’m unworthy of soiling your blade”. The GM decides the Knight is an honorable person and will let the player live for a small service. If the roll succeeds that is.

“Oh such a wondrous sight to see a Dragon of your stature, please let me serve you Oh great one”. The GM decides the Dragon will listen to some more flattery but is likely to kill the Player as soon as they stop so sets the difficulty up to Half Skill or if its a particularly nasty Dragon as some are Quarter Skill.
Riding
The ability to ride a beast of burden or something you sit on such as a motorbike, providing you know what it dose and have it activated that is, it follows the same modifiers as Carts above.


Power (POW) Based Skills

Magical devices
The ability to discern the function of Magical devices of any sort, the GM may apply modifiers to the roll or may rule multiple rolls are necessary for devices with more than one function.
Activating magic
Once you know what to do with the magical device its time to activate it, once you have activated it the first time most devices do not need to be activated again to be used, although there are always the acceptions. Magical devices made specifically for the players are not subject to these rolls, unless its one of the acceptions that is.
Panic
Panicking is the way the players transform into there base animal form. If a player hasn’t yet got an animal form, as they haven’t yet panicked and a successful panic roll is made a roll is required on the Players Animal Form Table 2.0, the GM may apply modifiers or call for the players to make a panic roll if the situation calls for it. Eg. Having befriended a great eagle Treebow is riding on its back, the motion of the eagle and the fact he hasn’t slept for some time cause Treebow to fall asleep. The eagle is attacked by a Fell Beast and starts performing ariel maneuver to loose it, unfortunately for Treebow who falls from the Eagles back, being startled awake falling from a thousand feet in mid air towards a rocky monotonous terrain the GM calls for a Panic check, he rules it is quite a scary situation so he says at Double Skill. Treebow makes the Roll, and succeeds, being the first time he’s panicked he rolls on the Panic Animal Table and finds his Panic Animal is a Pot Plant. Hem, not much good for Treebow.
Don’t Panic
Don’t Panic is used in situations where a player has succeeded in a panic check they didn’t want to make or when a player wants to transform back from his animal form, if a player fails to transform back he must wait twenty four hours before he changes back natural. Eg. In the example above Treebow has just made an enforced Panic check, he decides he doesn't want to panic as he may think of some other way out of this predicament but wont have much chance of doing much as a Pot Plant so he attempts a Don’t Panic. The GM seeing no reason to think the situation any less terrifying applies a Half Skill penalty on the roll. Treebow rolls and... Oh dear, the Pot Plant plummets to the ground and with an unimpressive think sounds ends up as a squishy mess. There’s a Whiiing sound as Treebow regenerates, knocking off a life. Oh dear, well nobody said this game was nice...
Sneaking
The ability to sneak about unnoticed, this can also be used in a crowd of people to go unnoticed. Eg. If you wanted to sneak passed a guard or sneak through a corridor unnoticed then a sneaking roll is necessary.
What’s this potion
The ability to discern the properties of a potion, or liquid. As usual the GM may impose difficulties on a roll to represent unusual potions or poisons, this skill is used by a combination of smell, sight and tasting very small quantities, the GM may apply damage or even kill a character tasting a particularly potent poison.
Again
If you’ve failed your Skill Base number of times and don’t want to die in some mad sadistic way your GM’s thought up there’s always Again. If you make a successful Again roll you may make One more try at that failed Skill Roll, you can only make more skill rolls if you make another successful Again roll. Eg. Treebow in the above example failed his don’t panic roll, if he’d tried an Again roll and succeeded he’d have got to try again.