Rules

Enchanted Realms Rulebook

 Contents
 Introduction
 Character Creation
     Stats
     Skills
 Races
     Arachnicians
     Dwarves
     Elves
     Gryf
     Humans
     Merfolk
     Orcs
     Saurians
 Understanding Skills
     Skills Training
     Stat Training
     Advancement
 Skills Applied: Combat
     Defense
     Bulk
 Mechanics of Combat
     Initiative
     Terrain
     Encumbrance
 Unskilled Fighting
 Fighting At Distance
 Economy
     Equipment
     Supplies
 Combat Skills
     Trained Fighting
     Standard Combat
     Avoidance Skills
     Style Combat
     Mastery
     Augmentations
 Skills
 Sorcery
     Augmentations
     Axioms
     White Sorcery
     Violet Sorcery
     Blue Sorcery
     Green Sorcery
     Yellow Sorcery
     Orange Sorcery
     Red Sorcery
     Black Sorcery
 Sensations
     Perception
     Normal Vision
     Darkvision
     Spirit Sight
     Hearing
     Olfactory
 Divine Abilities
     Doctrinal Skills
     Abilities
     Rituals
 Religion
     Bilnula
     Ellarien
     Gods of the New Moons
     Kaihnis
     Mehenganou
     Trumeix
     Urudon
     Xocathan
 Other Rules
     Asphyxiation
     Character Development
     Feat of Strength
     Karma
     Language
     Pain
     Poison and Disease
     Recovery
     Riding
     Slitting Throats
     Stat Difficulty Check
     Tracking
     Work Projects
Skills

The skills listed are those which should be readily available in any metropolitan region. Some skills have a straight score increasing an ability. Some skills achieve or allow choosing augmentations at certain milestones.

Skill

Augmentation

 

Skill

Augmentation

Aerial Reins

 

 

Hunting

 

 

Aerial Activity

 

 

Snaring

 

Aerial Cavalier

 

 

Fishing

Animal Companionship

 

 

Keenness

 

 

Beast Bond

 

Lapidary

 

 

Beast Sight

 

Legal Work

 

 

Call of the Beast

 

Masonry

 

Architecture

 

 

Mathematics

 

 

Stone-Structures

 

 

Mago-mathematics

Armoring

 

 

Mental Fortitude

 

Astrology

 

 

Mountsmanship

Mounted Fighting

 

Augur

 

 

Cavalier

 

Navigation

 

Musical Instrument

 

Athletics

 

 

Open Locks

 

 

Athletic Jumping

 

Phrenology

 

 

Brachiation

 

Rope Knotting

 

 

Marathon

 

Sailing

Cog

 

Sprinting

 

 

Caravel

 

Swimming

 

 

Brigantine

 

Vertical

 

 

Clipper

Bartering

 

 

 

Galleon

Bowyer

 

 

Sea Horse

Aquatic Activity

Carpentry

 

 

 

Sea Cavalier

Cartography

 

 

Ship-Building

 

 

Calligraphy

 

 

Brigantine

 

Cryptography

 

 

Galleon

 

Forgery

 

Siege Mastery

 

 

Pseudo-Reading

 

Skinning

 

Center Focus

 

 

Spell-Craft

 

 

Bone Claw

 

 

Detect Magic

 

Dark Mind

 

 

Theurgic Analysis

 

Darkish-Vision

 

Statics

 

 

Era of Stone

 

Swimming

Fish

 

Fire Proof

 

 

Flow

 

Fluid Motion

 

 

Natation

 

Inner Fire

 

Thuggery

 

Communication

 

 

 

Fade

 

Charisma

 

 

Foul-Play

 

Great Voice

 

 

Pseudo-Charm

 

Inspiration

 

 

Stealing

 

Interrogation

 

 

Stealth

 

Lip-Reading

 

 

Tap and Touch

 

Pseudo-Reading

 

Underground Navigation

 

 

Tell Tale

 

 

Cardinal Points

 

Voice Imitation

 

 

Depth

Climbing

 

 

 

Slope and Direction

Discipline

 

 

 

Unsafe Walls

 

Heart of Stone

 

Weaponsmith

 

Endurance

 

 

Wilderness Lore

Fire-Building

 

Disease Resistance

 

 

Immunity to Nature

 

Immunity to Nature

 

 

Tracking

Engineering

 

 

 

Spiritual Nature

 

Bridge Building

 

 

Woodland Portal

 

Gear Mechanics

 

Wound Care

Catholicon

 

Hydraulics

 

 

Counsel

 

Siege Weaponry

 

 

Field Medicine

Gambling

 

 

 

Medicine

Herbology

 

 

 

 

 

Brewing

 

 

 

 

Alchemy

 

 

 


Aerial Reins No Requirement
Numerically Progressive: 10-50
Ability to command a flying mount. When initially learned, one cannot fight while flying. In fact, no action other than flying in the mount is possible; however, as the skill increases one of two augmentations can be selected at a skill value of 20 and the other at a skill value of 35.
Milestone: 20   Aerial Activity or Aerial Cavalier
Milestone: 35   Aerial Activity or Aerial Cavalier
Aerial Activity:  This enhancement allows the commander of a winged mount to take personal actions just as if not mounted. This includes fighting, using range weapons, casting or using an item.
Aerial Cavalier:  With this augmentation, the rider can command his or her mount to attack with its natural abilities. The mount’s actions will occur on the rider’s initiative.

Animal Companionship No Requirement
Numerically Progressive: 10-50
This ability allows the character an enhanced sense to the presence of an animal within 60 feet and the ability to determine its temperament and motivation. This skill adds its value to any Perception roll when animals are involved. Additionally, if the animal is not frightened, threatened or attacking, the character can create an empathic connection between himself and one animal creature whose Spirit is half of his own. This allows the asking of a simple request. The animal will respond to the request if rolling the skill score or lower on d100. Permitted commands would be “show me which way the man in black went” or “bring me the coin from that ledge.” No complex requests will be effect. The animal will be compelled to complete the request to the best of its ability and understanding, but it cannot be commanded to fight. Of course, it may choose to side with the “master” if combat circumstances are in its best interest. This base ability still exists even if a beast-bond has been established with another creature, but commands will not override a bonded animal. Through all of this, the attention of the animal will last only about 10 minutes. Upon reaching a score of 20, the beast bond augmentation is automatically added to this skill. At 35, the animal-whisperer can select one of two enhancements.
Milestone: 20   Beast Bond
Milestone: 35   Beast Sight or Call of the Beast
Beast Bond:  This augmentation allows the temporary affinity between the master and creature described above to be extended for a longer period of time. Further, the animal will fight at the verbal commands of the master, gaining separate initiative. Only one beast bond may be in effect at one time, but the duration lasts for one hour per number of points of the skill.
Beast Sight:  This allows a mental telepathy between the beast master and his or her bonded creature, which is constantly in affect so long as both are conscious and the master is willing. This further permits the handler to see through the eyes of his companion, using any special vision powers the beast may have, and interpret what is seen by the optimal intellect between the two creatures. This is a great spying tool, but also permits the beast handler to gain effectively two Perception rolls when applicable.
Call of the Beast:  This ability allows an animal spirit to be summoned, taking the form of a bear or a giant eagle at the summoner's choosing. The creature will have 50 body points. Other stats are effectively zero as it cannot be put to sleep or charmed, and it is immune to fear or other mind-altering effect. When summoned, the animal spirit is fully healthy regardless of previous encounters or even if its form was previously killed. The spirit will respond to the mental commands of the conjurer and will defend him or her if unconscious. The bear form has 2d100 attacks at d6, while the eagle only 1d100 at d6 but has flight and may make a diving attack for 2d100 if sacrificing the attack from the previous round. However, this power cannot be used in urban settings or underground. The spirit will stay with the beast master for 10 minutes, after which another cannot be called for a base time of 60 hours; each point of skill reduces the waiting time by one hour.

Architecture Requires Mathemathics
Numerically Progressive: 10-50
This does not require engineering, but if one has it as well, then story-height limitation can be increased by two. This skill allows wood structures to be built. The time factor is based on square-feet of a single story (10 feet tall). If there is a second story, then its time is figured separately, but a cumulative 25% per story is added. This skill only allows structures of four stories or 40 feet in height (six stories with engineering). The labor time is 1 day per square foot for wood. Thus, a ten-by-ten single story building is 100 labor days. But if a second story is added to the plans, then that is 125 additional labor days; while the third story would be 150 more labor days. In total the 10x10 30-foot tall wooden building requires 375 workerdays. As explained in the Work Projects section, for each worker over the first, time increases by 10% to the effective duration. This means 5 workers building the three-story ten-by-ten wood building would require an effective labor time of 525 days. Divided by 5, the total time of completion becomes 105 days. Finally, the skill level acts as a reduction in time by that percent. In other words, a 10-value skill makes a 100-day project require only 90 days, and a 25-value skill require only 75 days.
Milestone: 25   Stone Structures
Beast Bond:  At skill level 25, the architect can build stone structures with the same as wood. The labor time for stone is 1 day per square foot.

Armoring No Requirement
Numerically Progressive: 10-50
This skill permits the fashioning of metal armors. It requires a forge and cannot be performed “on the road.” Any simple armor, Bronze Galea, Iron Greaves, Wooden Shield or Parma Shield, can be created with this skill. As the skill increases, new armor types and alloys can be forged.
Milestone: 20   Can forge iron helmet, chain shirt, iron linothorax, scutum shield and chainmail, and craft with duskwood, electrum alloy and orichalcum
Milestone: 30   Can forge full armor suits, like banded armor, platemail and racial varieties, and craft with stonewood
Milestone: 40   Can craft with meteore and scarlitite alloys, as well as mythril
Milestone: 50   Can craft with mythrilchalcum and adamantine

Astrology Requires being literate and Mind 20 or higher
Numerically Progressive: 10-50
This is general knowledge of the stars, constellations and their movement in the sky. It conveys the ability to know the cardinal points under an open sky, even during the day due to the world's ice ring. There are two milestones that occur with this skill. The first is navigation upon reaching the skill value of 20. The other is augur, which is gained at 25.
Milestone: 20   Navigation
Milestone: 25   Augur
Augur:  By reading the sky and performing calculations which require about one hour, the astrologist can gain some portent of a specific future event which is planned within the near future. The view into the future is equal to the value of the skill squared (Skill2) in minutes. Thus, a 25 skill equals 625 minutes (or about 10 hours), while a 40 skill could glimpse outcomes up to 1600 minutes (or roughly 26 hours). To read the outcome, the GM secretly rolls d100; if the score is at or below the sum of the skill score value plas Mind stat, then the read is accurate. If not, one of the four descriptions is chosen at random, which are “Well” for good results, “Woe” for bad results, “Well and Woe” for mixed, and “Unknown.” Lastly, raw rolls of “01-03” always fail.
Navigation:  When faced with multiple choices, such as at a fork in the path or possible shortcuts, a character can make a check by the GM secretly rolling under the sum of the skill score value and Mind stat to discern the choice best towards a known destination. If unsuccessful, the character chooses the wrong path, but at the next reasonable hint, with a successful check, the character realizes his or her mistake. Further, raw rolls of “01-03” always fail.

Athletics No Requirement
Numerically Progressive: 10-50
This is the ability to physical maneuvers. Upon obtaining this skill, one augmentation is immediately chosen by the character. Other enhancements can be chosen at future milestones; however, note there are more options than can be selected.
Milestone: 10   Athletic Jumping, Brachiation, Marathon, Sprinting, Swimming or Vertical
Milestone: 20   Athletic Jumping, Brachiation, Marathon, Sprinting, Swimming or Vertical
Milestone: 32   Athletic Jumping, Brachiation, Marathon, Sprinting, Swimming or Vertical
Milestone: 45   Athletic Jumping, Brachiation, Marathon, Sprinting, Swimming or Vertical
Athletic Jumping:  With this selection, one can leap forward up to 4 hexes (20 feet) as a part of one movement action in a round. Lastly, it will increase a gryf's safe-falling glide distance by a like distance.
Brachiation:  This selection allows a character to move from tree to tree in dense forests at a base of 5 hexes per round. For each completed 10 points, an extra hex is added to the movement rate; thus, 10 is 6 hexes, while 30 is 8 hexes. It also adds a +05 bonus to any climbing skills roll.
Marathon:  With marathon a character increases his or her normal base movement by 3 points and 2 miles. Thus, the new base movement of a human would become 15 hexes and 22 miles per day. Further, any other augmentations, such as sprinting, will calculate from this new base.
Sprinting:  By sprinting, a character may move double his or her normal hex movement 60 seconds. If sprinting no more than half the potential, then no rest is required, but a like time must pass to “reset” then sprinting potential. However, if sprinting longer, then recovery equal to the time run plus an additional minute (3 combat rounds) will be needed. While recovering, only one-half normal movement can be maintained.
Swimming:  This is the same as the swimming skill but as an enhancement it can not improve beyond the base skill description.
Vertical:  With vertical, a person can jump over or onto any obstacle 10 feet tall. There is no guarantee, however, the leaper will land on his or her feet. To ensure this, the character must roll a d100 with a score greater than 50. However, every point of current body score adds to the roll. Thus, at Body 50 or higher, landing safely does not require a roll.

Bartering No Requirement
Numerically Progressive: 10-50
This skill is making deals in sales. It effectively lowers the cost of purchases by 1% for every 2 points of skill.

Bowyer No Requirement
Numerically Progressive: 10-50
This skill conveys to ability to create arrows and bolts.
Milestone: 15   Can create bows, crossbows and even muskets
Milestone: 30   Can create strength-bows.
Milestone: 35   Can carve magical or mystical wood to create weapons.

Carpentry No Requirement
Numerically Progressive: 10-50
Talented woodworkers have this skill. When working on wood-based projects, a carpenter will perform as a percentage higher reflected by the skill. In other words, a 25-skill carpenter acts as 125% of standard labor.

Cartography Requires being literate and Mind 20 or higher
Numerically Progressive: 10-50
This skill gives basic map reading ability. A character can successfully read unknown map if rolling against the maps difficulty score. On average, a map, sold by merchants and sailors or stored at a library, has a difficulty score of 30. It is important to understand the difference between interpreting a map as a general drawing and making use of it. Most can looks at it and say, that's a map to the highwaymen's hide out, but only a cartographer can take that diagram and match it up with known markers, roads, topography, cardinal points, etc., then properly scaling it to read the map for navigation. Of course, it is possible to do all this but have no point of reference; for example, if the map was that of an area on an unvisited and unknown continent. However, once arriving to in that area or gaining further knowledge about it, the cartographer could use the map properly.
This skill also allows charting and creating maps oneself. This assumes ink, pens or other writing utensils are available. When creating a map, its difficulty is base of 50 minus the skill value of the author, meaning the more skilled the cartographer, the easier the map is to comprehend However, the map-maker may choose to make the map more obscure. If so, he or she can choose to raise its difficulty by up to 10 points. Upon reaching a value of 15 in this skill, the calligraphy augmentation is granted. At 30, the character can choose one of the three other augmentation options. If cryptography is one of those augmentations, the cartographer can further obscure the map anywhere from his lowest difficulty ability up to 50 plus his skill. If the cartographer has the cipher of the encrypted map, then it acts as the difficulty as if the author had made it at his best clarity.
Milestone: 15   Calligraphy
Milestone: 30   Cryptography, forgery, or pseudo-reading
Calligraphy:  This is the skill of writing, calligraphy, and transcription. One can create pens and quills with this enhancement. Further, one can transcribe a conversation up to 10 seconds per skill point without error.
Cryptography:  With this technique, one performs reading, writing and sending-secretly coded messages with a cipher the character creates. The message will have a difficulty value of the character’s Mind score. If someone with cryptography intercepts another’s encrypted messages, then it is possible to decipher after 10 minutes per word of study. After which, a secret d100 roll is made by the GM, and the cartography skill is added. If that score is equal or better than the difficulty, then the message is uncovered. However, raw “01-03” will always fail. If it fails, then the message becomes unreadable for three days before another attempt can be made.
Forgery:  A forgery can be attempted which will pass unless one inspects it specifically for veracity. To detect the forgery, a Perception roll is made with a base difficulty of 60 plus the value of the cartography skill.
Pseudo-Reading:  Pseudo-reading allows a person to interpret written words in a foreign language. Unknown writings have a default difficulty of 110, which may be adjusted by the judgment of the GM. For each written paragraph, a d100 is rolled against the difficulty, with the Mind score added as a modifier. On success, the general idea of the paragraph is understood.

Center Focus
Initial cannot be self-trained
No Requirement
Numerically Progressive: 10-50
With this skill, a character becomes less affected by the environment. He requires only half the food usually required to survive. Also, temperatures affect him less. For purposes of exposure and heat exhaustion, characters with this skill are affected as if it were 20° F for the better. At skill 20, the first choice of augmentation is granted.
Milestone: 20   Bone claw, darkish-vision, or fluid motion
Milestone: 30   Fire proof, inner fire, or any previously unselected
Milestone: 40   Any previously unselected
Milestone: 50   Dark mind, era of stone, or any previously unselected
Bone Claw:  Any martial-arts, wrestling, saurian fighting or body-weapon method gains an additional d100 attack as this ability hardens the body. Without a weaponless combat skill, this skill will permit a single 1d100+Melee attack of its own.
Dark Mind:  This adds the center focus skill score to the total Mind Difficulty. Even when an effect does not require a check, such as a discern lies or enlightment, a secret d100 roll with no modifiers is made against the character's Mind score as the difficulty value. If the difficulty fails in any case, no information about the person can be known.
Darkish-Vision:  Through metaphysical training, this skill grants a mild low-perception form of darkvision. Those with darkvision, like dwarves and orcs, would gain no benefit from this ability. However, other races would have roughly half the vision perception in darkness, extending roughly 15 feet. However, one advantage is that it does not suffer the bright-light penalties of racial darkvision.
Era of Stone:  By selecting this augmentation, natural aging slows. Only 1 year of aging happens for each 3 chronological years that pass.
Fire Proof:  This mind-over-matter enhancement improves a character's natural resistance to fire and heat by raising his or her fire defense base by 15 points.
Fluid Motion :  This adds +10 to all defense columns. It is a non-cumulative effect, which does not combine with physically-worn or other body armor.
Inner Fire:  Inner fire increases a character's frost defense base by 15 points.

Communication No Requirement
Numerically Progressive: 10-50
This skill teaches the character the many attributes and similarities involved in communication. Through sound, language and physical gestures a character gains better communication with others even without knowing their language. Expressing information during combat can be shared instantly rather than waiting until the end of the round. Further, this skill also allows a character to learn a new language in half the normal required time. At skill 15, the first choice of augmentation is granted.
Milestone: 15   Charisma, Interrogation, or lip-reading
Milestone: 20   Inspiration, voice imitation, or any previously unselected
Milestone: 30   Pseudo-reading or any previously unselected
Milestone: 40   Great voice, tell tale, or any previously unselected
Milestone: 50   Any previously unselected
Charisma:  This is the art of fast-talking and influence. Most interactions are simply role-played, but this skill can be used to modify the will and perception of a target. It does not mean duping them, but it does not also prevent the victim from feeling duped afterwards. It is like interrogate, only without threat and is used to persuade or convince another into an action or agreement. To charm the victim, the GM rolls a d100 with no modifiers, then compares that against his or her Mind Difficulty, which is twice the value of the current Mind stat. Even if the magnetism fails, the possessor of charisma comes across as a likeable person.
Great Voice:  Usable only once per hour, it allows a unique weaponless attack. The powerful voice produces a sonic blast, which acts as 3d4 bashing damage against all within a 10-foot cone (or three hexes) of the screamer. A single d100 attack roll is made, adding the skill value of communication to the final value to overcome each victim's piercing defense. Hearing victims in the three hexes affected must also suffer a stunning effect against Spirit Difficulty, using the same attack to-hit score. If stunned, the target loses his or her next action. The stun effect can occur even if the sonic force failed to inflict damage. Deaf victims will not be stunned but are potentially damaged by the great voice; however, some creatures such as incorporeal ones might not be affected. This sonic force can also break doors and barriers as if performing a feat of strength equal to the communication skill value.
Inspiration:  If capable of playing a musical instrument, the person can play in an inspirational way so that two allies, at the player’s choosing gain bonuses to any combat attack rolls. The bonus equals +1 to hit for each 3 points of skill in the musical instrument used. The advantage continues for as long as the songster continues to play. This effect cannot combine with any other bonus which gives bonuses to attack.
Interrogation:  The purpose of this augmentation is to extract information from a target by means of threat, pain and fear. The victim must be vanquished or restrained for this skill to be used. Each hour of interrogation produces a challenge of against one’s Spirit Difficulty, which is double the current Spirit stat. One fact, where is the enemy camp or how many fortify the castle wall, can be extracted per attempt. At the end of the hour, the GM secretly rolls a d100+25 to challenge the difficulty.
Lip-Reading:  Even the deaf can eavesdrop. If a character can see the lips of a speaker, the conversation may be interpreted. If one cannot monitor all members of a conversation, the GM will determine what portion of the conversation can be interpreted. Reading lips does extend somewhat to the art of gesture reading too; however, at best, only 75% percent of the conversation can be gathered if viewing only a single participant. The lip reader can only interpret conversations in languages he can speak. Lastly, it may be used in conjunction with magical language spells.
Pseudo-Reading:  Pseudo-reading allows a person to interpret written words in a foreign language. Unknown writings have a default difficulty of 110, which may be adjusted by the judgment of the GM. For each written paragraph, a d100 is rolled against the difficulty, with the Mind score added as a modifier. On success, the general idea of the paragraph is understood.
Tell Tale:  By reading another’s body language and voice pattern, a character can discern whether truth is being spoken. It will only allow them to know a lie or exaggeration has been spoken, but no further details. The liar must know the truth; if he believes what he is saying to be true, regardless of reality, no lie will be detected. The character cannot distinguish the difference between an exaggeration and a total a lie. Successful reading is known by a d100+skill against Mind Difficulty (double current Mind stat). Rolls are made secretly by the GM.
Voice Imitation:  A character may perfectly imitate any voice which has been personally heard. If the character has had time to study someone’s speech patterns, then a imitating an entire conversation would be possible. Otherwise, the character is only capable of producing believable statements which are brief and simple.

Climbing No Requirement
Numerically Progressive: 10-50
With a climbing skill, characters can advance up, down, or across a wall or other steep incline (or even across a ceiling, provided it has handholds of some sort). A wall is any incline at an angle measuring 60 degrees or more. A climb consists of 20 feet at a time or change in incline type. Failure indicates no movement. No movement for three consecutive attempts indicates a fall. The climber rolls a d100, modifies by the conditions, and compares to see whether the difficulty was met. A score of a raw “01-03” on the die indicates falling.
 Type of InclineDifficulty ConditionsModifier to roll
 Wall 60°60 Hanging rope+12
 Wall 70°60 Rope braced to wall+25
 Wall 80°60 Can brace against 2 surfaces+20
 Wall 90°60 Surface with ledges +15
 Overhang / Ceiling60 Adequate vegetation / vines+08
 Rough Surface or handholds+10
 Raining / Wet-15
 Ice-Covered / Grease-30

Discipline No Requirement
Numerically Progressive: 10-50
Whenever an attack against a character requires a roll against Spirit Difficulty, then the value of this skill is added to the total difficulty value.

Endurance No Requirement
Numerically Progressive: 10-50
This skill permits a character to resist the effects of physical stress and exhaustion. While it does not alter hex movement in combat, someone with this skill can increase his or her daily movement in miles by 20% (rounded up). This increase is calculated after other modifiers such as armor. Thus, a person whose normal daily movement is 20 miles would become 24 miles. The same person in heavy armor would normally be 16 miles but with this skill can cover 19 miles in a day. Any roll requiring a check against the character, involving fatigue, pain, or poison is granted a bonus of +10 points to whatever difficulty the character offers. An example would be a poison infection vs Body Difficulty. Also, a person with endurance gains one extra round of time for holding his or her breath before suffocation effects occur. In cases of duration for fatigue or resisting pain, then the time is favorable by 20%. As an example, the hour for interrogation would require 72 minutes. Rest recovery from sprinting would be 48 seconds rather than 60. Once the skill reaches the milestone value of 20 points, disease resistance is added. Immunity to nature occurs at 30 skill points.
Milestone: 20   Disease resistance
Milestone: 30   Immunity to nature
Disease Resistance:  The person gains strong resistance to natural diseases and even some magical or spiritual curses. Under normal circumstances, if a person is exposed to a disease, then GM rolls a d100 and adds modifies; that score attacks the Body Difficulty (which is twice the current Body stat). However, someone with disease resistance adds the skill points from endurance to the Body Difficulty.
Immunity to Nature:  This enhancement allows the possessor of the ability to become relatively immune to the natural exposure, such as frostbite and heatstroke. The character can operate naked in zero-degree temperatures and in heavy armor up to 140 degrees as if it were perfectly normal. Additionally, this ability adds +5 to the base of fire, frost and lightning defense. This is cumulative with fire-proof and inner fire.

Engineering Requires Mathematics
Numerically Progressive: 10-50
This is the basic understanding of mechanics and structures. It allows the building of simple structures. Some routine feats can be performed on a d100 + skill. Scores of 80 or higher indicate success. These are:
  1. Identifying weak points in walls and structures
  2. Calculating large volumes by sight
  3. Converting weight
  4. Evaluating sturdiness.
Additionally, the engineer can create and set simple spring-loaded or weight-shifting traps. In combat, if materials exist, an engineer can create a temporary melee weapon, which acts with the weight and balance of a specified one, allowing any character to use it with full skills to gain an additional dice. For example, if a member in the group has swords in addition to melee, the engineer could fashion a “sword” from a scabbard and broken door handle to act as an actual sword, allowing the combatant to roll 2d100 in an attack, instead of just 1d100 for a random weapon. However, the make-shift sword will break on a score of a natural “01-07” on either die set. Ranged weapons cannot be fashioned this way. The time to create is an action in combat. Finally, upon reaching a score of 25, the engineer can choose a specialty. Another can be selected at 40. Details of work projects can be found in the Work Projects section.
Milestone: 25   Bridge Building, Gear Mechanics, Hydraulics, Siege Weaponry
Milestone: 40   Any previously unselected
Bridge Building:  With this enhancement, the engineer can create plans for building simple bridges and aqueducts, upwards to 5000 cubic feet. Those with a masonry skill can build the structure from the plans. Building time is 1 cubic foot per day per worker. For each worker over the first for a single build increases the time. To determine this, add 10% to the cubic footprint per extra worker. A bridge can have two build locations calculated separately. Thus a 5-foot tall bridge, 5 feet wide and 20 feet long has a total cubic footprint of 500 cubic feet, requiring 500 worker-days -- or two 250 worker-day groups. With 5 workers assigned to each location, the effective footprint is two groups of 350 worker-days. Thus, the bridge can be completed in 70 days. If 8 workers were assigned to each location, the completion time would be 54 days.
Gear Mechanics:  The specialty allows the design of machine of mechanical motion. While a cart or wagon could be created without this, Gear Mechanics would permit the building of drawbridge or portcullis. Even a swinging floor as a mechanical bridge between points could be built with this skill. This skill also permits one to sabotage an existing pully or gear mechanism to prevent it from normal operation. Sabotage is a specific action if during combat and requires 3d10 seconds to complete. If applied against a one-time mechanical trap, there is a 40% chance plus skill of preventing the trap, with an opposing chance of springing it. As for the time required, use the architecture skill as a base but add 50% to determine the total labor days required. Thus, a wooden twenty-foot drawbridge 10-feet wide would act as a two-story 20x10 structure. Therefore, the architecture time would be 450 days, but with gears added the total labor time is 675. A team of 10 workers could complete this in 129 days.
Hydraulics:  Hydraulics allows the creation of pipelines for gas and fluid delivery. Pipelines will either be ground-drains or buried clay-stone tubing. The time to build a pipeline is based on ten-feet in length per day. For each foot of depth required, one addition day per ten-foot section is required. Therefore, 500-feet of ground-drain requires 50 days of labor, but 500-foot pipe five feet deep requires 250 days of labor. As with bridge-building, for each worker over one, an extra 10%-time estimate is added; however, due to the nature of leveling and fluid mechanics, only one location can be worked at a time. Thus, the 500-foot ground drain with 5 workers would be an effective 70-day project and could be completed in 14 days, but the buried pipe with even 8 workers would be effectively 425 labor days, requiring 54 days to complete. One additional bonus is if an engineer has both Hydraulics and Bridge Building skills, then total cubic feet for an aqueduct is increased to 10,000 cubic feet.
Siege Weaponry:  This skill allows the creation of ballistae in a foundry. The base time to build one is 50 days with a material cost of 3500 bits. Combined effort with others is permitted to reduce time as well. When working together, use the lead engineer’s skill to determine the base time, then reduce by 10% for every additional engineer. However, the most time can be reduced is 50%. A ballista, commanded by two people, can fire at a single target for 3d100, inflicting a d10 damage per hit. Further it has fire rate of 15+d10 seconds. Thus, on a d10 between 1 and 4, it can fire the first round on init 16 to 20. If the die score is 5 or more, then the ballista doesn't fire until the second round, but attacks on init 1 to 5. Whichever round it fires, it can then roll again for the next round with the same delay rules applied. Thus, if attack on round 1, then round 2, it rolls again with the chance to fire again between 16 and 20. However, if it rolls a “22”, then it doesn't attack the third round, but fires on 2 of the fourth, etc. Finally, a ballista requires one day of maintenance each month by someone with this skill at a cost of 150 bits. For each month a ballista does without maintenance, there is a 3%-cumulative chance of collapse. Building more powerful siege weapons requires other skills.

Gambling No Requirement
Numerically Progressive: 10-50
This skill is basically the art of risk management, whether that be at cards and games or when planning an assault. When playing cards or dice, all players roll a d100 and compare scores with each other per hand or turn. The gambler gains this skill value on his game-playing rolls. The GM should add similar bonuses where appropriate. Also, up to twice per day, the gambler can chance getting a free karma sacrifice. After the decision to burn point of karma to gain an extra roll, if using this twice-daily option, the gambler is permitted to roll at or under his gambling skill score on percentile dice. If succeeding on that roll, the karma sacrifice was free.

Herbology No Requirement
Numerically Progressive: 10-50
This skill permits the identification of nearly any type of plant or tree and the general properties of their berries and leaves. Additionally, if in the wilderness, the herbologist can gather plants and create a make-shift salve to heal one of the stats of Body, Mind or Spirit by d4 to any character, animal, humanish type or even primeval beast. The concoction requires half an hour to create and is only effective once per day; thus, if consumed earlier in the day and new damage occurs, remaking the salve will not be effective. At a score of 15 in herbology, a choice between the augmentations of brewing or winemaking is granted. At 25, alchemy formulas can be distilled.
Milestone: 15   Brewing, Winemaking
Milestone: 25   Alchemy
Alchemy:  Once acquiring alchemy, a person can concoct potions. The details of alchemy are found in the Enchanted Items document.
Brewing:  This is the art of fermentation for beers, ale and mead. To craft a batch of ale would initially cost 6 bits in ingredients. The main ingredient is barley. Common spices like anise, cinnamon or ginger might be added. The difficulty for brewing is double the skill score. After the initial setup, a d100 is rolled against the difficulty. If successful, the brew ferments for another week. Each week costs another 3 bits of expenditures, plus another requires another check. Once five total successful rolls happen, then a barrel of ale is ready to drink. If the process lasts 8 weeks, the batch is ruined.
Winemaking:  This is the process of growing fruits in a vineyard and fermenting them into wines.

Hunting No Requirement
Numerically Progressive: 10-50
This skill allows one to seek and collect game to provide and preserve meals. Hunting is only viable areas there is edible game. A hunter can know the area is worthwhile either through previous experience or by rolling at or under his skill value on a d100 for new territory. If failing the secret roll, the hunter will believe the area is able to be hunted. Obviously desolate terrains, such as a desert, can be known to be impractical without a roll. After one excursion lasting two days, the hunter will effectively find game, clean and preserve it to effectively provide food for one human-sized person for the number of days equal to the skill. Thus, at 10 skill points, two people can be feed for five days. Augmentations occur at 15 points and again at 20.
Milestone: 15   Fishing or snaring
Milestone: 20   Previously unselected
Fishing:  This allows a person to capture fish by setting up bank poles or dragging nets from a boat. Either way, this provides meals for a like number of people as the base hunting skill in environments of a river or when sailing. Of course, bank poles can be employed while actively hunting; therefore, gaining meals from both hunting and fishing if the terrain makes it possible.
Snaring:  This is the art of laying traps. Most often it is the use of a large net, lever and a trigger, but it could be more elaborate with some engineering skills. Laying the basic net trap takes time, but it will capture the human-sized targets. For each 10 points of hunting skill, one hex can be set as a trap location. Multiple hexes must be adjacent. When the trap is trigger, all those on the affected hexes are subject to a single d100 roll, adding the hunting skill to the final score. If that value defeats the victims' Body Difficulty (double current stat), then each defeated target is snared. Lastly, to detect a trap, the base difficulty on a GM-rolled Perception check is 70. However, anyone with snaring the hunting skill points on his or her Perception Roll when encountering one.

Keenness No Requirement
Numerically Progressive: 10-50
The skill value of keenness is added to all Perception rolls.

Lapidary No Requirement
Numerically Progressive: 10-50
This is the skill to cut gems, gild metal and create jewelry. It also requires a stationary workshop. The value of a shaped piece can be up to the skill cubed (Skill3) in silver bits. The expense to make it will be 100% minus the skill value. Therefore, at skill 10, an ornament created could be worth 1000 bits, but it will cost 900 bits to fashion it. However, at a value of 50, the fashioned item could be worth 125,000 bits, requiring only 62,500 silver in investment.

Legal Work No Requirement
Numerically Progressive: 10-50
This is often campaign-specific, allowing a character the working understanding of the legal system of a region, kingdom or society. It conveys the ability to make arguments and petitions in a court that will be taken seriously. The skill value represents how talented the lawyer is.

Mathematics No Requirement
Numerically Progressive: 10-50
Anyone can learn counting and simple addition. An accountant does not need this skill. However, to calculate higher math formulae such as geometric measurements, trigonometry, calculus, combinatorics, gravitational calculations and probabilities, then this skill is needed. The skill level indicates how quickly the math can be determined. While there is no standard for how long a calculation will take, the GM can determine the base time required. Then the skill value reduces the time by an equal percent. Thus, if a algorithm required 10 hours to solve, a mathematician with a 10 skill could have the answer in only 9 hours.
Milestone: 30   Mago-Mathematics
Mago-Mathematics:  At this point, one's math skill has reach a point where magical calculations can be made. If there were a way to calculate the end point of a teleportation action, then it would require mago-mathematics. Things needing this level of math simply cannot be analyzed prior to obtaining this milestone.

Masonry No Requirement
Numerically Progressive: 10-50
Skill that stone workers and plasterers have. With this skill, it allows a person to act better than the normal time for stone-working projects. With a 10 value of skill, the worker counts at 110% of a person for the work calculations. At 25 skill, 125%, Etc. Further, dwarves are given a natural 20% bonus to stone-working projects atop of this skill. Due to their strength and size, ogres act as 110% in matters of masonry if they are involved. Giants act as 150%.

Mental Fortitude No Requirement
Numerically Progressive: 10-50
Whenever an attack against a character requires a roll against Mind Difficulty, then the value of this skill is added to the total difficulty value.

Mountsmanship No Requirement
Numerically Progressive: 10-50
Anyone can sit and ride atop a steed, but one cannot take full advantage of a mount without this skill. It does not add to melee dice, but it does grant many other advantages. First, it removes all combat penalties for melee. A lack of skill penalizes melee with a -05 on each to-hit rolled; however, with this skill, normal melee can be employed from atop a mount. Further, without mountsmanship, ranged attacks can only be performed after coming to a complete stop for 4 seconds. However, with this skill, ranged attacks can be made at normal riding speed.
This skill is animal-specific; thus, if horse is chosen, a riding lizard could not be used to gain the riding advantages. To gain them for a different mount, an additional mountsmanship skill would have to be acquired. When riding a mount without this skill, maneuverability is lower than normal, which comes out to be -3 hexes in movement. Miles travelable per day is not affected by this skill. More details can be found in the Riding sub-section of Other Rules. As the skill increases one of two augmentations can be selected at a skill value of 20 and the other at a skill value of 30.
Milestone: 20   Cavalier or Mounted Fighting
Milestone: 30   Previously unselected
Cavalier:  With this augmentation, the rider can command his or her mount to attack with its natural abilities. The mount's actions will occur on the rider's initiative.
Mounted Fighting:  This enhancement allows a character to fight from atop a mount using the beast's size and momentum to enhance the attack by adding an additional d100 to-hit roll.

Musical Instrument No Requirement
Numerically Progressive: 10-50
Skill gives ability to produce music from one type of musical instrument. The skill points signify the talent of the musician

Open Locks No Requirement
Numerically Progressive: 10-50
This skill unlocks mechanical latches and locks. The mechanism to be unlocked has a Difficulty score, with 70 being typical. The person rolls d100 and adds the skill score against a device. If the score is equal or better than the Difficulty, then the device is overcome. If there are no redundancy checks, such as a combination lock, then the lock opens. However, there is a redundancy check in the lock, that must be overcome on another roll. Overcoming each defense requires 120 minus the skill value in seconds. If the lockpick fails against a lock, it cannot be attempted again for 1 day.
 Lock Type Conditions
 Standard Lock 70
 Master Lock 80
 Double Keyed 85 with redundancy at 60
 Combination Lock 85 with two redundancies at 70 each
 Master Combination 90 with two redundancies at 70 each

Phrenology No Requirement
Numerically Progressive: 10-50
This skill allows understanding the mind of another humanoid or humanish creature. It requires physical contact by the target, who must be generally willing or unconscious of the process. Mental fortitude is not as much of an issue as physically forbidding the tactile readings required. However, dark-mind could still prevent the reading. Typically, fifteen minutes of touching, familiarizing and reading the target is needed to understand the analysis. With this skill, the phrenologist can acquire two pieces of information: race history and the target’s best skill. This will reveal the hereditary past of 2 generations, or if the entity has 25% or more blood of a particular race. Secondly, the best skill is known, but the value of that skill cannot be determined. As milestones are reached, additional information can be revealed.
Milestone: 20   Can know the primary motivation that drives the person in a highly generalized sense: fame, greed, religion, adventure, guilt, etc. This is the motivation of the person's purpose, not the basis of a specific action.
Milestone: 30   By adding an additional 30 minutes, the reading will reveal motivations for a specific action.
Milestone: 40   After the initial familiarity-reading, the phrenologist can perform a truth-reading, detecting the physical, psychic changes if the target tells a lie – so long as physical contact is continued. Some types of divine protection or extreme magic may be able to thwart this reading, but no common protections obstruct the reading because it is about contact and tactile analysis
Milestone: 50   For each five minutes of physical contact, one stat at the phrenologist’s choosing can be healed by 1 point. This healing touch can be maintained for up to three hours in one day.

Rope Knotting No Requirement
Numerically Progressive: 10-50
A person with rope knotting can tie knots with ropes for securing items, ships, persons, whatever. When tying a know to secure a person, the skill points add to a d100 roll to represent how effective the binding is. The converse is true in that a person with this skill can escape from being tied up by rolling d100 and adding half his or her skill to challenge the knots difficulty.

Sailing No Requirement
Numerically Progressive: 10-50
This skill allows a person to skipper a cog with a crew of five persons under his or her command.
Milestone: 15   Caravel
Milestone: 20   Brigantine
Milestone: 30   Clipper
Milestone: 40   Galleon
Caravel:  A person can command a caravel with two masts with a crew of ten under his or her command.
Brigantine:  A three-mast brigantine with twenty people under his or her command.
Clipper:  A clipper with thirty-five people under his or her command.
Galleon:  He or she can command a galleon, commanding a crew of sixty people.

Sea Horse No Requirement
Numerically Progressive: 10-50
Ability to ride an underwater mount. This does not convey the ability to breath underwater. The rider can also dive deep if water-breathing is naturally or magically possessed. Like other mount skills, this one is specific to an animal type. See Underwater Mounts for more information. As the skill increases one of two augmentations can be selected at a skill value of 20 and the other at a skill value of 35.
Milestone: 20   Aquatic activity or sea cavalier
Milestone: 35   Previously unselected
Aquatic Activity:  This enhancement allows the rider of a aquatic mount to take personal actions just as if not mounted. This includes fighting, using range weapons, casting or using an item.
Sea Cavalier:  With this augmentation, the rider can command his or her mount to attack with its natural abilities. The mount's actions will occur on the rider's initiative.

Ship Building Requires Architecture
Numerically Progressive: 10-50
This skill is like architecture in that a design for a cog or caravel can be drafted. The builder can then be in charge of a work project to build the ship from the prints. This single-mast cog has a base time of 75 days to create. A caravel is two-mast vessel, capable of 30 tons of cargo. It requires a foundry and a base time of 250 days to create. The skill of the builder will reduce the base time by one day for each point of skill. However, due to the intricacy of project, laborers can only account for a portion of the time required. This is 40% plus skill. Therefore, the 250 days to build a caravel for a skill-10 shipbuilder will require 120 days of builder-skill time and 120-days of labor. That said, other builders can work together to reduce this part of the time just. When working together, use the lead builder’s skill to determine the base time, then reduce by 15% for every additional builder with this skill up to a maximum 60% reduction. This is different from the general labor rules where additional workers actually add to the timecalculation of the project.
Milestone: 25   Brigantine
Milestone: 35   Galleon
Brigantine:  At this point, a builder can design a brigantine or clipper. A brigantine is capable of 100 tons of burden. It requires a foundry and a base time of 600 days to create. A clipper has multiple masts and capable of holding 150 tons of burden. It also must be built with the aid of a foundry and has a base time of 1000 days.
Galleon:  Once reaching this milestone, a galleon can be designed. The massive galleon holds 250 tons with a base time to create of 1500 days. It also requires a foundry. To place things into perspective, the quickest the most talented team could build a galleon is still around two years.

Siege Mastery No Requirement
Numerically Progressive: 10-50
This skill allows the creation of a catapult in a foundry. The base time to build one is 80 days with a material cost of 5000 gold. A half-day per skill point is reduced from the base time. Combined effort with others is permitted to reduce time as well. When working together, use the lead engineer's skill to determine the base time, then reduce by 10% for every additional engineer. However, the most time can be reduced is 50%.
Catapults requires a three-man crew and can attack both troops and structures every other combat round. When attacking creatures, it is fired at a range between 200 feet and 300 feet, randomly dropping in that area. It hits the first hex with 4d100 and bounces 1-3 hexes to strike again with 2d100. Each successful percent roll inflicts 2d4+2. It is possible no targets are in those landing zones. Finally, catapults require one day of maintenance each month by someone with this skill at a cost of 250 gold. For each month a catapult goes without maintenance, there is a 2%-cumulative chance of collapse.
Milestone: 20   Can build a trebuchet. The base time to build one is 100 days with a material cost of 7500 gold. Combined effort with others is permitted to reduce time as well. When working together, use the lead engineer’s skill to determine the base time, then reduce by 10% for every additional engineer. However, the most time can be reduced is 50%.
Trebuchet can only attack structures. Structure-damage rules will be written soon. Finally, trebuchet require one day of maintenance each month by someone with this skill at a cost of 400 gold. For each month a catapult goes without maintenance, there is a 2%-cumulative chance of collapse.

Skinning No Requirement
Numerically Progressive: 10-50
This is a taxidermy skill that is sometimes picked up by adventurers. In a societal scene, it is used to process furs and leathers from animals and beasts for clothing. However, adventurers find it useful to preserve the hide of certain beasts they encounter in hopes of creating something from them. Without the skill, the collected hides are improperly preserved and useless. Further, if a character has alchemy or foul-play, then he or she can extract the poison glands from a slain creature. To extract the pelt or organs from a creature, its defense without fighting or avoidance skill acts as the difficulty. The skinner rolls a d100 plus the skill value against the difficulty for success.

Spell-Craft Requires Sorcery
Numerically Progressive: 10-50
With spell-craft, a sorcerer can identify the formation of magic coming into existence from its casting. Therefore, when another sorcerer begins casting an axiom, this person has a chance to identify what that spell will become. The odds of identification are equal to the skill level. This includes sorcery axioms, magical items and any method of invoking magic. However, those of divine nature are 10% more difficult to identify.
Milestone: 25   Detect Magic
Milestone: 35   Theurgic Analysis
Detect Magic:  Upon reaching this milestone, a detect magic feat can be performed. It can only be used on a single and specific item and requires one full minute of concentration. If the item is indeed magical in nature, then there is a skill-value percent change that it will be revealed as such. In all cases the GM should roll the dice.
Theurgic Analysis:  This can be used upon any item which has already been identified as a magical piece. When successful, using the same odds as detecting magic, then the primary power of the object can be known in a general sense. It will never reveal exact numbers but knowing “the sword inflicts additional damage” or “the stone regenerates the one holding it” would be revealed.

Statics Requires Architecture and Engineering
Numerically Progressive: 10-50
This skill allows structures in architecture to be constructed in a massive scale. The height limit of a structure is the skill level in stories, meaning an architect with a statics skill of 30 could design a 300-foot tall building. However, the base must be sufficient to support these super structures, which is 30x30 in this case. The formula is story-height times 3 as a length and width base: 100 feet tall requires a 30x30 base; 250 feet tall requires a 75x75 base, etc

Swimming No Requirement
Numerically Progressive: 10-50
While this can be attained through athletics, this skill will permit additional milestones to improve it from its base. At its foundation, a person with swimming can move in clothes or light armor at a rate of 60 feet per minute (or 4 hexes per round). However, even when donned in medium armor, someone with this skill can swim at a rate of 30 feet per minute (or 2 hexes per round). Even in heavy armor, treading water is possible. The duration this can be maintained is one minute per skill point. Additionally, diving is possible with this skill to a depth of one foot per point of skill. Of the three possible augmentations, two can be selected at the appropriate milestones.
Milestone: 20   Fish or flow
Milestone: 35   Natation or previously unselected augmentation
Fish:  A person can hold his or her breath three times as long – or six times the current body score in seconds. This does not lessen the effects once asphyxiation occurs.
Flow:  This augmentation gives the character extraordinary abilities in the water. With 20 seconds of mental preparation the character can perform superhuman swimming. This doubles his or her swimming speed and can dive to double the otherwise allowed depth. Even in heavy armor, one can swim with this skill at 1 foot per second (4 combat hexes). The duration the flow effect can be maintained for one hour but requires six hours of recovery before attempting again.
Natation:  This skill enhances the swimming ability of a character to be nearly elemental. In clothing or light armor, a person can swim at speeds of 100 feet per combat round (or 20 hex movement). In medium bulk, a speed of 60 feet per combat round (12 hexes) can been achieved. Even in heavy armor, one can swim at 15 hexes in a combat round (or 90 feet per minute). The duration the natation can be upheld is three hours. After three hours of swimming at this ability, the character can still spend another hour performing the flow abilities if that augmentation has been selected.

Tailoring No Requirement
Numerically Progressive: 10-50
Tailoring is different from leatherworking as it is not used to create armor or protections. Leatherworking is not actually a skill but a part of armoring. Rather it is a measure of fashion, sewing, color coordination and working with fabrics and textiles to create a striking appearance. While mostly role-played, the quality of one's clothing can increase attractiveness to others.

Thuggery No Requirement
Numerically Progressive: 10-50
Thuggery is basically street smarts. It allows communication with other thugs in a secret language which is comprised of both words and gestures. Additionally, a character with talent gains an ability similar to charisma but it does not let the rogue to influence others as an initiated action; however, when captured or cornered where another is trying to influence or threaten the thug to do something, this fast-talking flair for deception comes out, convincing the aggressor that following this course of action is a bad idea. When such a scenario occurs, the GM rolls a d100 with no modifiers, then compares that against the other's Mind Difficulty, which is twice the value of the current Mind stat. If successful, the scoundrel effectively escapes the precarious situation. This will only work if there are no other methods of discerning the rogue is lying. There are three opportunities for enhancement under thuggery, one of which occurs at when acquiring this skill at 10.
Milestone: 10   Fade, stealth or stealing
Milestone: 20   Foul-play, pseudo-charm, tap and touch or previously unselected
Milestone: 30   Previously unselected
Fade:  This is the art of being obscure as combat occurs. At the start of any combat, the person conceals himself or herself from immediate discovery. This is successful rolling a d100+Skill against a base difficulty of 70. For each additional opponent, the difficulty is 5 points higher. Should he or she be successful, then the thug basically remains hidden and avoids the fray. Others in the combat will not get a Perception check until the end of the first combat round, and then such checks will be 30 points higher than the required difficulty. Other modifiers may apply at the discretion of the GM.
Foul-Play:  This is employing unethical behavior. Moreover, it lets a person get away with it. With this ability, a character can handle and deliver poisons, such as iocane oil. Without this augmentation or alchemy, someone trying to use poison risks self-infliction. However, this does not convey the ability to milk or extract toxins from a dead creature without the additional skill of skinning.
In addition to poison-use, a person with this skill can fight dirty well, but only when engaged in melee. This is performed at the start of the round rather than on initiative. When fighting dirty, no attack is made nor damage inflicted, but the rogue can weaken an opponent within one-hex range. Effectively, uses various techniques to make the opponent's attack less effective – perhaps from being pushed off balance, dust in the eyes, knocks a helmet sideways or another dirty trick. The result places a penalty on the opponent. The penalty is equal to the skill value of thuggery for the opponent's next melee attack in this combat round. If the opponent has two or more d100s with which to attack, all rolls suffers the effects from dirty fighting. This feat is not free, as it will cost a point of karma to perform.
One further special ability concerning karma that foul play permits is 2 points of karma can be spent to gain 2 extra d100s to hit on a melee attack. However, this cannot be performed once in an encounter. Lastly, if the scoundrel has the gambling skill, the free karma chance could be used in conjunction with this feat.
Pseudo-Charm:  With pseudo-charm, the thug has a chance to activate a priest totem. See totem infusion for details. There are two aspects to this skill. If the spell power in the charm is not known, then there is a chance to identify it without casting it. Difficulty to identify has a value of 70 plus the difficulty of the divine ability stored. This skill cannot identify powers stored in other objects and nothing other than abilities which can be reserved with totem infusion. The rogue's current Mind score modifies the d100 roll for success. If the identification fails, then the trinket remains a mystery. However, even if the charm is unknown, an attempt to activate its powers can still be accomplished, having its purpose revealed at the moment of completion. The second aspect is the casting itself. The same difficulty scores are used, and the Mind score again modifies the d100 roll for success; however, there is a +30 penalty to the difficulty when performing a wild-cast on an unknown charm. In the case of a wild-cast, should the raw difficulty be met, but the penalty is not overcome, then the spell manifests but it may not be targeted as desired. The GM will determine the placement of the effect, likely by a random method.
Stealing:  While anyone can grab and run, this skill balances stealth and clandestine operation into the act of pilfering an object. This could be from pick-pocketing another to collect a random item from his or her person to taking an object on a counter or display without being noticed. The GM may modify but in general, the feat is successful on a 90 or higher of a d100+thuggery roll. A raw “01-03” indicates being blantantly and obviously caught; however, a person might become caught for other reasons outside of the dice. The GM may arbitrate modifiers depending on circumstances and intent. Further, this allows the detection of the stealing act being against the character. When a pilfering occurs directly against the person, a free and secret perception check is made by the GM against the difficulty score of 70 plus the opposing thief's skill. However, the character can add his own thuggery skill to the check. This is also allowed to see if allies of the rogue become victims of theft. In such a case, the difficulty will automatically be 25 points higher on the perception check.
Stealth:  Employing this allows one to move silently, conceal oneself in shadows and generally be inconspicuous. When being stealthy, the character can basically do nothing other than concentrate on not being noticed; thus, it cannot be combined with climbing or an athletic jump. However, it can be used with disengage of the fade feat. For whatever reason, the stealthy one can effectively raise the difficulty of being noticed by perception by the value of the thuggery skill.
Tap and Touch:  Designed for locating secret compartments, snares and hidden doors. It allows a person to perform a tactile inspection of an area. Effectively, it adds the skill value to any perception rolls for discovery of this nature.

Undergound Navigation Required for Dwarves
Numerically Progressive: 10-50
This is the general knowledge of subterranean environments. With it, one can act as a guide in the earthen recesses for those less familiar. Identifying that creatures of the niche live nearby or avoiding natural hazards can be performed with this skill. Its application is somewhat nebulous and will require GM interpretation as to how it may apply for different cases. However, a character must take a specific action; he or she cannot ask, “Does my underground navigation do anything for me?” Instead, actions like “Do I notice recent passage down this tunnel?” or “I’d like to find a good path through cavern” are valid. The GM will have to determine the Difficulty for success of a valid action (and if there is a successful result). The GM will then ask for any applicable modifiers for the skill and roll the skill check for the character secretly. The roll of a “01-03” offers misleading information while a failure just can't be determined or “ maybe but nothing discernable that gives you better options.” As skill points increase, new abilities are gained at certain milestones.
Milestone: 15   Slope and direction
Milestone: 20   Unsafe walls
Milestone: 25   Depth
Milestone: 30   Cardinal points
Cardinal Points:  With the cardinal points ability, a person can know what direction is north, south, east and west while being underground on a skills check of a d100 plus the skill value against a difficulty of 60. If it fails, then no information is granted. Bearings can be checked once an hour.
Depth:  Once obtaining this augmentation, the depth one is underground can be known, rounded to 10 feet or 5%, whichever is the broader variance. Knowing this occurs on a skills-check by rolling d100 and adding the skill value; the challenged difficulty is 50.
Slope and Direction:  If there is slow grade of more than 5°, then it can be automatically detected. Further, one recalls the path recently followed, and is able to retrace their steps over the last 100 feet per skill point, which is about a quarter mile when first obtained extends to nearly ten miles at the top end.
Unsafe Walls:  When encountering a potential cave-in or unsafe wall, a character with this enhancement can notice it automatically (unless magically hidden) upon inspections. Passive awareness of the problem also occurs, but it is discovered on a secret roll by the GM as a skills check (d100+Skill) against a difficulty of 50.

Weaponsmith No Requirement
Numerically Progressive: 10-50
This skill allows the creation of metal-based weapons. It requires a forge and cannot be performed “on the road.” Any simple weapon can be made with this skill: Axes, Hammers, Maces, Pole-arms, Spears and Swords. Balanced weapons for hurling purposes cannot be worked until the first milestone of skill points has been reached. This means, at the base skill, a hand-axe could be made but it would be of poor quality as a hurled weapon, prone to breaking or requiring special skills if used as a thrown weapon. The details of weapons, special metals and their requirements can be found in the Enchanted Items manual.
Milestone: 20   Hurling weapons can be made, and the smith is capable of silvering weapons
Milestone: 30   Crafting weapon from alloys of electrum and orichalcum is now possible. Such alloys are the lowest grade metal to produce a weapon of quality.
Milestone: 40   At this degree of mastery, alloys from meteore, mithril, and scarletite to be used as materials for forging.

Wilderness Lore Required for Elves
Numerically Progressive: 10-50
This is essentially a survival skill to avoid problems of those who are not experienced with the wilds. With this skill, one could navigate safely through frozen wastelands, recognize wildlife dens, what plants to avoid touching and so forth. The details of how effective it can be will often be at the GM's interpretation. Nonetheless, a character must take a specific action; asking, “Does my Wilderness score give me anything for what's happening?” is not valid. Instead, actions like “Do I notice any tracks here?” or “I'd like to find a good path through this swamp” are valid. The GM will have to determine the Difficulty for success of a valid action (and if there is a successful result). The GM will then ask for any applicable modifiers for the skill and roll the skill check for the character secretly. The roll of a “01-03” offers misleading information while a failure just can't be determined or “maybe but nothing discernable that gives you better options.”
Milestone: 10   Fire-building
Milestone: 15   Immunity to nature, spiritual nature or tracking
Milestone: 25   Any previously unselected
Milestone: 40   Woodland portal or any previously unselected
Fire-Building:  Ability to build a fire in normal conditions without any tools such as flint and steel. Success occurs on a 35 or higher of a d100 roll+Skill. Five minute per attempt. Multiple attempts allowed, even if failed. GM may give modifies for conditions. Of course, impossible tasks cannot be successful, such as lighting a fire underwater
Immunity to Nature:  This enhancement allows the possessor of the ability to become relatively immune to the natural exposure, such as frostbite and heatstroke. The character can operate naked in zero-degree temperatures and in heavy armor up to 140 degrees as if it were perfectly normal. Additionally, this ability adds +5 to the base of fire, frost and lightning defense. This is cumulative with fire-proof and inner fire.
Tracking:  One can track the steps and movements of others. Because of the complexity and number of variables, details can be found in the Tracking section.
Spiritual Nature:  This is a mystical connection between the character and all of nature. A person can accurately predict natural, non-magical weather for the next eight hours. This forecast ability is not innately constant; it requires approximately ten minutes to discern. Additionally, once per week, this connection permits one question to be asked to the environment around him or her in a mile radius. The question must be in the form which can be answered by Yes-or-No response. The natural spirits may answer with something other than yes or no, but the question must be phrased that way. The communing cannot be performed in an urban area or underground.
Woodland Portal:  The possessor of this ability can transport himself and his possessions through a tree to another tree. The destination does not have to be known but must reside within 100 feet per skill point, which is roughly a mile at the skill level acquired. When the destination is known, the range of this movement is one mile for every point of Spirit quality. Of course, each tree must reside in the same wilderness, as a person cannot leave or emerge into an urban area or underground.

Wound Care No Requirement
Numerically Progressive: 10-50
This skill allows the healing of a d4 to the body for fresh wounds. The base skill a heal a single body point for a single person. This is typically for stabilizing a fallen comrade or other post-battle situations, as the binding processes takes several minutes, and this skill must be applied within five minutes of the end of a battle. Success is on 25 or higher on a d100 roll (no modifier) and the process requires five minutes to properly apply the bandaging. However, at 20 points, the time is reduced to four minutes; at 30, three minutes. When obtaining 40 points of skill, the process requires only two minutes, meaning it can be applied to two different persons. Also, as progression continues, certain milestone abilities are gained.
Milestone: 15   Counsel
Milestone: 20   Field Medicine
Milestone: 25   Bleed Poison
Milestone: 30   Medicine
Milestone: 35   Catholicon
Bleed Poison:  With this technique, a victim who has a physical poison running through his or her body can be helped to prevent the full effect of the toxin. While this method does inflict a d3 of damage from cutting and draining, there is a high chance of stopping the effects of time-contined-poisons. Based on a Poison Difficulty of 50, adjusted as deemed proper by the GM, a d100 is rolled with the Wound Care skill added. If scoring equal or better than the difficulty, then from that point forward, the effects of the poision end. Also, an immediate binding can be performed to repair some of the damage inflicted by the procedure. To be clear, this can be performed in the wild so long as the physician has a sharp instrument or weapon. The process requires only 20 seconds and therefore can be performed as an action in combat even.
Catholicon:  Care in the trenches is not the purpose of this augmentation, as catholicon requires an infirmary of some sort where bed rest is available. Through herbs, homeopathy and tonics, diseases may be cured, short-term effects from poison can be restored, non-statistical cosmetic issues (scars) repaired, invasive-parasites might be destroyed, and even petrification my be reversed. The GM must judge the ailment being treated as minor, hostile or extreme. The itching disease of a goblin dog would be an example of a minor issue, while a host of manananggal eggs would be hostile and having been turned to stone would be considered extreme. For each hour of treatment of a minor issue, there is a 10% cumulative chance of success. In other words, after one hour, the GM rolls for 10% chance of success; the next hour, it is 20%, etc. Once reaching 50% without success, then procedure fails. For hostile treatments, there is a 5% cumulative chance per day with a max chance of 25%. Finally, extreme therapy renders a 2% chance per week, failing after reaching 10%. Gambling skills can increase the odds.
Counsel:  Allows the healing of Mind points under the same rules as the base skill.
Field Medicine:  As the base skill; however, healing is guaranteed without the need to roll a success check, but when performing it the repair is one point lower to a minimum of 1 point healed (d4-1; min=1). When binding, the medic can choose either the basic wound care or this feat on a single target, but not both.
Medicine:  This enhances field medicine to give back that lost point of guaranteed healing to wound care conditions. However, medicine grants other abilities as well. In the same duration as a wound care application, the doctor can reduce paralysis inflicted by a ghoul or other feratu. Six movements points can be restored. Further, wounds inflicted which do not heal naturally, such as those from a festering or when infected by an assassin beetle, can be treated as the base skill. However, for either movement or unhealable wounds, a success roll is required of 60 or higher on a d100+Skill.