| Skill
Type |
Base% |
Difficulty |
| Comments |
(* Values marked thus vary by
particular skill) |
|
| |
|
|
|
| Fundamental |
Every adventurer
should have these skills... |
| Defence |
DEX |
(Special) |
Heroic dodge ability.
Improves only via Experience Points gained for roleplay. (DF3 for
NPCs) |
| Spot |
INT +15 |
Hard (3) |
aka Spot Hidden, Scan, Find
Traps, Locate Secret Doors. Seeing things which are not obvious. |
| Listen |
INT +15 |
Hard (3) |
aka Hear Noise. Hearing
things which are not clear. |
| Speak (own) |
INTx5 |
Easy* (1) |
Speak native language (usually
'Common'). May know other languages (see Character Creation). |
| Read/W (own) |
(INT-8)x10 |
Easy* (1) |
aka Literacy.
Read/Write native script (usually
'Classic'). Barbarians/serfs are normally illiterate. |
| |
|
|
|
| Common |
Adventurers are
advised to have several of these... |
| Speak (other) |
0/varies |
Easy* (1) |
Base zero unless related to a known
language. Initially learnt to INT-10%. |
| Read/W (other) |
0/varies |
Easy* (1) |
aka Literacy(x). Base
zero unless related to a known script. Initially learnt to
INT-10%. |
| First Aid |
WIS -5 |
Normal (2) |
aka Healing, Binding Wounds. Success
restores d3hp or more; failure stops bleeding. |
| Appraise |
WIS +5 |
Normal (2) |
aka Evaluate, Evaluate Treasure. Success
reveals value; failure gives an approximation. |
| Ride |
CON -5 |
Easy (1) |
Even minimal skill can normally stay on.
Animals other than horse or similar halve chance. |
| Swim |
CON -5 |
Easy (1) |
Skimp this at your peril! (NB: Dwarves cannot swim,
Nomads will not.) |
| Jump |
DEX -5 |
Easy (1) |
Normal people can jump their
height, or twice that with a run-up, if roll succeeds (half
vertically). |
| Throw |
DEX -5 |
Easy (1) |
Objects can be thrown up to 1
yard per thrower STR above object SIZ (note 1 SIZ = 1st (14lbs)). |
| |
|
|
|
| Weapons |
All adventurers
will have some of these skills - but they are a Warrior's
forte... |
| <Weapons> |
STR +5* |
Normal* (2) |
Melee Weapons: specify type.
(Some cover several sub-types, e.g. Sword) |
| <Missiles> |
DEX +5* |
Normal* (2) |
Missile Weapons: specify type. (Some cover several
sub-types, e.g. Bow) |
| |
|
|
|
| Sneaking |
Thieves and
their ilk usually pick up these skills during a mis-spent
youth...
|
| Hide |
DEX |
Normal (2) |
aka Hide in Shadows. Success
normally prevents detection by a lesser Spot skill. |
| Sneak |
DEX |
Normal (2) |
aka Stealth, Move Silently/Quietly. Success
normally prevents detection by a lesser Listen skill. |
| Sleight |
DEX -5 |
Normal (2) |
aka Sleight-of-Hand, Pick Pockets (gives extra attacks when
backstabbing). |
| Pick Locks |
DEX -5 |
Normal (2) |
aka Fine Manipulation,
Devise. Lock-picking and removing traps. (Use Spot to find
them). |
| Climb |
DEX +5 |
Easy (1) |
Would-be climbers are best advised get to 50%
or so before relying on it. |
| |
|
|
|
| Communication |
Words are
weapons for Bards, Merchants, Politicians and other Con-men... |
| Sing |
CHA -5 |
Easy (1) |
aka Perform(Sing).
Singing endears an
adventurer to suspicious locals, and maybe earns cash. |
| Play Instrument |
DEX -5 |
Easy* (1) |
aka Perform(instrument). Specify instrument type. Most are
easy
but some are harder (DF 2+). |
| Oratory |
CHA +5 |
Normal (2) |
Rabble-Rousing: emotional speeches to stir up the
mob, taking an hour or more. aka Persuade |
| Fast Talk |
CHA -5 |
Normal (2) |
Confuses the listener. Quicker than Oratory but effects only last a minute or two. |
| Bargaining |
CHA - 5 |
Normal (2) |
Applies in trade/barter situations.
Merchants have this skill, so "caveat emptor" ! |
| Insight |
INT -5 |
Hard (3) |
Enables intentions and/or
emotional states to be read, perhaps even discerning deliberate
lies. |
| |
|
|
|
| Outdoors |
Rangers, some
woodsmen and most barbarians will have these skills... |
| Tracking |
INT -5 |
Normal (2) |
Follow a trail by observing nature's signs - bent grass,
footprints and spoor. |
| Set Snares |
DEX -5 |
Normal (2) |
aka Craft(Snares), Trap Set.
Rig traps for
small animals - and sometimes not-so-small. |
| Survival |
WIS -5 |
Normal (2) |
aka Knowledge(Survival).
Tricks to keep you
alive in extreme environmental conditions. |
| Sense |
INT |
Hard (3) |
Noticing unseen/unheard
details with other senses, such as smell, taste, touch, etc. |
| |
|
|
|
| Special
Skills |
Restricted to particular
professions, these skills can only be acquired during years of
apprenticeship (character creation): |
| Magic |
INT -10 |
V.Hard (5) |
Mages only. Arcane talent to
unleash the hidden powers of the Universe! (See Magic
System) |
| Arcane Skills |
Varies -10 |
Hard (3) |
The magical 'Sciences':
Sensitivity, Enchanting, Loremastery, Alchemy, etc. (See Arcane
Skills) |
| Expertise |
Varies -10 |
V.Hard (5) |
Expertise in specified
weapons, giving extra-special effects in combat (aka 'Martial Arts'). |
| Command |
CHA -5 |
Hard (3) |
aka Leadership.
Encourage troops, and/or recruit followers and henchmen. (See Martial
Skills) |
| Holiness |
WIS -10 |
V.Hard (5) |
Clerics/Paladins earn Divine
Blessings for the faithful (aka Allegiance).
(See Miracles System) |
| Bardic Voice |
CHA -10 |
V.Hard (5) |
Bards, by the magic of
their music and song, can fascinate, inspire and even control emotions... |
| Bardic Lore |
WIS -10 |
Normal (2) |
aka Knowledge(Folklore).
Bards can discover legendary lore within their songs and stories... |
| |
|
|
|
| Crafts |
DEX -5 |
Easy (1) |
Each craft
must be developed separately. Usually gained from heritage. Examples: |
| Armouring, Blacksmithing, Bowyery, Brewing,
Butchery ("Peaceful Cut"), Carpentry, Cobbling,
Cooking, Fletching, Jewelling, Leatherwork, Limnery, Masonry,
Mining, Pottery, Tailoring, Tanning,
Weaponcrafting, Weaving. |
| |
|
|
|
| Lores |
WIS -10* |
Normal (2) |
Knowledge
skills, of various types. Usually require training before any skill is
gained. Examples: |
| Animal Husbandry,
Zoology, Herbology, Treat Disease/Poison, Chirurgery, Geology, Alchemy, Perfumery, Meteorology, Mathematics, Engineering,
Navigation, Cartography, History, Mythology, Heraldry, Sociology,
Anthropology, Genealogy, Law, Theology/Demonology. |
| |
|
|
|
| Other
Skills |
Various -5* |
Normal* (2) |
Miscellaneous skills which any character may have acquired - if they
explain how. |
| Acrobatics, Art/Limnery, Boating (rowing),
Calligraphy (Forgery), Courtesan, Dancing, Disguise, Driving
(cart/wagon/chariot), Etiquette/Diplomacy,
Fishing (net/line), Gambling, Juggling, Lipreading, Rope Use/Escapology, Seamanship
(Shiphandling), Status, Teach. |