SKILL NUMBERS
Level 1 characters;
Max 5 Level 1 skills
Max 3 Level 2 skills
Max 1 Level 3 skills
Max Total 6 Skills
Level 2 characters;
Max 6 Level 1 skills
Max 4 Level 2 skills
Max 2 Level 3 skills
Max 1 Level 4 skills
Max Total 8 Skills
Level 3 characters;
Max 7 Level 1 skills
Max 5 Level 2 skills
Max 3 Level 3 skills
Max 2 Level 4 skills
Max 1 Level 5 skills
Max Total 10 Skills
Level 4 characters;
Max 8 Level 1 skills
Max 6 Level 2 skills
Max 4 Level 3 skills
Max 3 Level 4 skills
Max 2 Level 5 skills
Max 1 Level 6 skills
Max Total 12 Skills
Level 5 characters;
Max 9 Level 1 skills
Max 7 Level 2 skills
Max 5 Level 3 skills
Max 4 Level 4 skills
Max 3 Level 5 skills
Max 2 Level 6 skills
Max Total 14 Skills
Level 6 characters;
Max 10 Level 1 skills
Max 8 Level 2 skills
Max 6 Level 3 skills
Max 5 Level 4 skills
Max 4 Level 5 skills
Max 3 Level 6 skills
Max Total 16 Skills
Luck points may be bought as if they were skills then used up; they cost 20xp each.
SKILL COSTS
Lvl1 – 15xp
Lvl2 – 30xp
Lvl3 – 75xp
Lvl4 – 120xp
Lvl5 – 200xp
Lvl6 – 300xp
SKILL TABLES
Personal
- Duellist
+1 st in duels – Lvl1
>Expert Duellist
+2 st, +1 pw in duels – Lvl3
> Master Duellist
+5 st, +2pw in duels – Lvl5
- Sneak Attack
Allows the character to CC attack any character who is otherwise occupied by surprise – they may not parry during the first round of such a combat, or strike back in that round either. – Lvl 2
- Tough
6+ save to be wounded instead of killed – Lvl2
> Very Tough
5+ save to be wounded instead of killed – Lvl4
> Tough as nails
–1 to enemy weapon deadliness, 4+ save to be wounded instead of killed – Lvl5
> Superhuman Toughness
–3 to enemy weapon deadliness, 4+ save to be wounded instead of killed – Lvl6
- Blademaster
Player may attempt to parry all attacks made against them. – Lvl 5
- Last Gasp
This player, when killed, may make another round of actions before dying – Lvl 3
- Runner
May add +2 to foot movement – Lvl1
> Sprinter
May add +4 to foot movement – Lvl5
- Leaper
May reroll jump checks – Lvl1
- Climber
May reroll climbing checks – Lvl2
- Hide
–1 to attempts to see player when hiding – Lvl 1
> Concealed
–3 to attempts to see player when hiding – Lvl 4
> Shadow Master
Cannot see player when hiding – Lvl 6
- Duck blow
May take a roll against M at –4 to dodge any close combat attack – Lvl 1
> Dodge
May take a roll against M to dodge any close combat attack – Lvl 3
> Great Dodge
As dodge, but opponent must also re-roll any successful hits – Lvl 5
- Dive
Take a roll against M to sacrifice their next action and not get hit by a missile – Lvl 1
> Dodge bullets
Take a roll against M to dodge any missile – Lvl 4
- Power Charge
Gain +1 power in first round of combat – Lvl 1
> Mighty Charge
Gain +1 power, +1 st in first round of combat – Lvl 3
> Unstoppable Charge
All parries automatically beaten back in first round of combat, +2St in first round of combat – Lvl 5
- Hard to Hit
Player is at –1 to be hit by all missile weapons – Lvl 4
- Swimmer
Player can swim well – Lvl 1
- Silent
Player can move and remain hidden – Lvl 2
> Silent Assassin
Player can move or shoot a non-gunpowder weapon and remain hidden – Lvl 4
- Slayer
Player gets +1 to deadliness on swords and spears – Lvl 2
- Hatred (Of)
+2Pw attacking stated enemy, may not attack other enemies if they are present – Lvl 2
- Dashing Swordsman
May swap interpersonal score for striking skill as long as they can spout a witty pun when making their attack – Lvl 4
Weapon Specialisation
- Swordsman
+1 striking when using a sword – Lvl2
> Master Swordsman
+2 striking when using a sword – Lvl4
> Epic Swordsman
Auto striking when using a sword – Lvl6
- Swordbreaker
May opt to make a swordbreaking roll (when using a swordbreaker) from any successful hit, not just a parry/power success – Lvl3
- Strongman
+1 power when using a 2 handed weapon – Lvl2
> Bull Strength
+1 power when using a 2 handed weapon – Lvl4
- Sniper
May use a turn to gain +2 shooting when targeting a character using a gun – Lvl3
- Quick Shooter
May shoot twice a turn when using a gun – Lvl3
- Pistolier
+1 shooting when using a pistol – Lvl2
- Duel Fighter
May use a knife in the left hand – Lvl2
> Duel Master
May use a sword-type weapon in the left hand – Lvl4
- Streetfighter
+2 striking when using a knife – Lvl2
- Knife Thrower
May throw a fighting knife as if it were a throwing knife – Lvl3
- Fire Catapult
May fire a ballista, catapult, or trebuchet – Lvl2
- Fire Cannon
May fire a cannon – Lvl2
> Fire Artillery
May fire any artillery pieces – Lvl4
- Gut Stabber
Player gets +1 to deadliness on spears – Lvl 2
- Heart Stabber
Player gets +2 to deadliness on spears – Lvl 4
- Bludgeon Killer
Player gets +1 to deadliness on clubs – Lvl 2
- Bludgeon Stunner
Take -1 to deadliness on clubs, but the hit player may never keep fighting – Lvl 2
- Hurler
May improvise thrown weapons. – Lvl 1
- Improvisor
May improvise 2-handed clubs rather than improvised HWs. – Lvl 2
- Pick up and…
Roll off against an opponent and add powers. If player with skill has higher result the person can be thrown, with them and anyone hit taking the damage of 2 throwing weapon hits. – Lvl 4
- Throw it back!
On a roll of a 5+ on a d6 may throw a missed grenade back at the thrower (still must roll to hit). – Lvl 3
Leader
- Good Leader
Gives +1 to leadership tests made by groups of people – Lvl 2
> Great Leader
Gives +2 to leadership tests made by groups of people – Lvl 4
- Bark
Player can be heard from further off – Lvl 3
> Mighty cry
Player can be heard a long way away – Lvl 5
- War hero
Temporary +1 Ld for every kill – Lvl 3
> Warlord
Temporary +3 Ld for every kill – Lvl 6
- Inspiring
+1 Ld against great odds (GM’s decision) – Lvl 4
- Rabblerouser
+1 Ld when leading non-soldiers – Lvl 3
> Demagogue
+2 Ld when leading non-soldiers – Lvl 5
- Trooper
+1 Ld when leading soldiers - Lvl 2
> Captain
+2 Ld when leading soldiers - Lvl 4
> Commander
+4 Ld when leading soldiers – Lvl 6
Interpersonal
- Evaluate Price
Player can work out price for most goods – Lvl 2
> Dealfinder
Player can work out reasonable price for all items – Lvl 4
- Haggle
Player gets +1 to rolls to lower prices – Lvl 1
> Dealmaker
Player gets +2 to rolls to lower prices – Lvl 4
> Master Trader
Player always succeeds to rolls to lower prices – Lvl 6
- Persuasive
Player is good (+1) at persuading others of their ideas – Lvl 1
> Charming
Player is really good (+2) at persuading others of their ideas –Lvl 3
> Silvertongued
Player is excellent (+4) at persuading others of their ideas – Lvl 5
- Disguise
Can conceal their identity better – Lvl 3
> Impersonate
Can pass themselves off as a genuine person as long as they are not present – Lvl 4
- Intimidate
Knows how to scare people better – Lvl 3
- Looker
+1 to any flirtatious type tests – Lvl 2
> Attractive
+3 to any flirtatious type tests – Lvl 4
Skills
- Ride Horse
Can ride a horse (player does not have this skill, player CANNOT RIDE) – Lvl 1
- Trick Rider
Lets player manoeuvre their horse better – Lvl 3
- Drive Carriage
Can drive a cart or carriage – Lvl 2
- Drive Engine
Can drive a Trammech/Traction Engine – Lvl 2
> Mend Engine
Can fix most simpler battlefield kit effectively – Lvl 4
- Tinker
Can attempt to fix most simpler mechanisms – Lvl 2
> Make Engine
Can create simple mechanisms from scratch – Lvl 3
> Engineer
Can create, design, invent and fix mechanisms – Lvl 5
- Quick Thinker
+1 to ANY Int based roll – Lvl 3
- Clear head
Can consume a lot more alcohol than others and still remain functional – Lvl 2
- Dress wounds
Can make heal rolls at –1 – Lvl 1
> Barber-Surgery
Can make heal rolls – Lvl 3
> Surgery
Can make heal rolls at +3 – Lvl 6
- First Aid
On a 5+ on a d6 can turn a person within 5m from “dead” to “wounded” in the turn they “die” – Lvl 3
- Woodsman
Knows about basic shelter building, tracking – Lvl 1
> Woodcraft
Can effectively track animals, find game, build good hidden shelters – Lvl 3
> Master Forester
Expert on the ways of forestry – Lvl 6
- Prepare Bushmeat
Can turn hunted animals into 1 day of supplies – Lvl 1
> Hunter
Can turn hunted animals into 2 days of supplies, +1 to shoot animals – Lvl 2
- Natural Medicine
Create a unit of medical supplies from forest ingredients – Lvl 2
- Potion Making
Create a unit of poison from an easy ingredient, or its antidote – Lvl 2
> Potion Master
Create rarer poisons or their antidotes – Lvl 4
- Detect Poison
Roll against perception to detect poison in food, in a wound, or on a weapon – Lvl 2
> Detect Poison (Master)
As detect poison, but can discern the type of poison – Lvl 2
- Basic Alchemy
Knows about basic chemicals and powders and the results of mixing them – Lvl 3
> Expert Alchemy
Expert on chemicals and their uses – Lvl 5
- Navigate
Can read maps effectively – Lvl 1
- Schooled
Can read, write, do maths – Lvl 1
> Literate
Can read and write very effectively – Lvl 3
- Boatman
Can row, sail basically – Lvl 1
> Seafarer
Knows workings of small ships – Lvl 3
> Sea Captain
Knows workings of large ships – Lvl 4
Misc
- Beast care (animal group)
Player can care for a type of animal; farm beasts, horses or dogs are common groups with camels or wolves being less common – Lvl 2
> Beast training (animal group)
Player can train and work well with animals in the given group – Lvl 4
> Beast empathy (animal group)
Player has total empathy with animals, who will do anything for them – Lvl 5
- Speak Foreign Tongue (X)
Player can speak second/third/fourth language – Lvl 3
- Knowledge (Of X)
Player knows about subject – Lvl 1
> Academic Knowledge
Player knows about subject academically –Lvl 3
> Expertise (of X)
Player knows EVERYTHING about subject – Lvl 5
- Trade (X)
Player has professional ability in an area – Lvl 1
> Guild Trade (X)
Player is practical expert in subject – Lvl 3
> Mastery (X)
Player is world practical expert in subject – Lvl 5
- Knack (X)
Miscellaneous skill, eg ropework, theft, lockpicking, lyre playing – Lvl 1
> Skill (X)
Miscellaneous skill, eg ropework, theft – Lvl 3
> Mastery (X)
Miscellaneous skill, eg ropework, theft – Lvl 6
Arcane
- Mental Training
Allows the character to engage in Magical combat if attacked. This is the only arcane skill that does not require the Magical Attunement trait. – level 2
- Second Sight
Allows the caster to detect other magic users nearby - Level 2
- Dispel Magic
This allows the user to engage in magical combat with any caster attempting to cast a spell near them, as follows;
Level 2 – Spell on themselves
Level 4 – Spell on known characters within 10m
Level 6 – Spell on anyone within 15-20m
Magic
- Suppress Will – Level 3
This allows the caster to take control of the mind of one enemy character; the caster may then immediately use the character they have taken to do one turn’s worth of actions, which may include charging their own side, casting magic, firing a missile weapon (but not artillery), and so on. If the character it is being cast on has a skill allowing it, the casters may engage in magical combat. At the end of the turn the character returns to its own player’s control.
> Control Will - Level 6
This allows the caster to take control of the mind of one enemy character; the caster may then immediately use the character they have taken as if it were their own, which may include charging their own side, casting magic, firing a missile weapon (but not artillery), and so on. If the character it is being cast on has a skill allowing it, the casters may engage in magical combat. The caster may not use any other magical skills while using this spell, but may continue his control of the character/character indefinitely.
- Assault Mind – Level 1
This allows the caster to destroy the mind of one enemy; as this is a weak spell, the character may fight back even if it couldn’t normally. If the character loses the fight, it falls unconscious.
> Vanquish Mind – Level 4
This allows the caster to destroy the mind of one enemy. If the character loses the fight or cannot fight back, it is killed.
- Create Terror – Level 4
This forces an instant nerve test on the character it is cast on as if a terrifying enemy had attacked them.
- Sleep – Level 1
This allows the caster to send an opponent to sleep.
> Mass sleep – Level 3
This allows the caster to send all opponents within 10-15m to sleep.
- Illusory Lights – Level 1
This allows the caster to create the impression of blinding light in front of an opponent, causing them to stop all actions for a few seconds as they recover.
> Light blast – Level 3
A mass form of illusory lights, blinds everyone in the vicinity except the caster.
- Illusory Form – Level 1
This allows the caster to create the impression of a shadowy figure to one opponent (but not a realistic looking human). Nevertheless in the dark it may be possible to fool them…
> Illusory character – Level 2
Allows the caster to create a realistic looking human being to one opponent. The vision may not speak or have any physical effect, but looks realistic.
> Puppet – Level 4
May create any form up to 4 cubic metres in size, looking utterly realistic, to one opponent. May be combined with an Illusory noise spell.
> Mass Puppet – Level 5
May create any form up to 4 cubic metres in size, looking utterly realistic, to all nearby opponents. May be combined with a Mass Illusory noise spell.
- Mass Illusion – Level 4
May make a realistic illusory character visible to all characters nearby. May be combined with an Illusory noise spell.
> Illusory forces – Level 6
May make as many as 100 characters visible to anyone who could normally see them. May be combined with an Illusory noise spell.
- Illusory Noise – Level 1
This allows the caster to give one opponent the impression of some white noise or other distracting sound (but not a clear noise). This will decrease Sh and St by 1 while in effect as the character is distracted.
> Mass Illusory Noise – Level 3
May make an indistinct illusory noise that as many people as would normally be in earshot could hear.
- Illusory sound – Level 2
Creates a realistic sound or speech to a given opponent.
> Mass illusory sound – Level 4
May make an illusory sound that as many people as would normally be in earshot could hear.
- Advanced Hypnosis – Level 2
Requires the target character to be relaxed to work. Enables the caster to extract any information the target may have.
- Amnesia – Level 2
Causes the target to temporarily forget a specific piece of information or skill, for up to 2 hours.
> Total amnesia – Level 5
Causes the target to forget everything they know, reverting essentially to babyhood in their mental capabilities.
- Summon Elementals – Levels 1-6 (4 types)
May summon elementals of the following levels; choose a single element when gaining the spell. Elementals do not attack using weapons; they are always considered to use “bare hands” or another special ability if they have it on their profile.
L1
Pyron (Fire)
M8 St4 Pw4 Nv4
Notes: Requires a lit fire to summon. Flaming attacks. Ethereal.
Detail: A tiny flickering flame, possessed by an ethereal conciousness.
Nymph (Water)
M8 St4 Pw4 Nv5
Notes: Requires nearby water to summon. May cast illusory noise and Sleep.
Detail: A spirit of water, appears in the form of a tiny, frail human, often female.
Rock Imp (Earth)
M8 St4 Pw5 Nv4
Notes: -3 to deadliness of attacks against it. Simply requires a stone or pebble to summon.
Detail: A tiny flickering flame, possessed by an ethereal conciousness.
Wind Sprite (Air)
M10 St4 Pw2 Nv3
Notes: All troops within 1m are at –2 to use shooting weapons except artillery. Ethereal.
Detail: A barely existent air spirit.
-Fire Devil/Nixie/Golem/Rain Spirit
-Drake/Aguan/Dryad/
-Lesser Dragon/River Naiad/Earth Spirit/
-Greater Dragon/Sea Naiad/Musgoso/
-Fire Demon/Lantarn/Oberon/Thunderbird