Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 The Skills System 
 Adventuring Skills

Adventuring Skills

SkillCostNote
Alertness200Terrain Perception
 Danger Sense400Advantage on Saves
 Alertness II6002d20 Perception
Cartography250Navigation
 Chorography4002d20 Navigation
Climbing250Scale Grades
Discipline200Bonus on Saves
Fire-Building100Start Fire
Fishing150Angling
Gambling250Risk Analysis
 Gambling II500Reroll Die
Hunting150Stalk, Forage
Knots200Rope Use
Lip-Reading300Spying
Lock-Picking250Open Locks
 Lock-Picking II400Open Locks
Mental Fortitude200Bonus on Saves
Mountsmanship150Control Mount
 Mountsmanship II300Movement
  Mountsmanship III500Ride Flyer
Packing200Load/Unload Caravan
Quickness300Better Initiative
Sailing300Skipper Small Vessel
 Sailing II500Medium Vessel
  Sailing III700Large Vessel
Sleight of Hand250Deception, Misdirection
 Skirmish Sneaking500Thievery
Stamina250Bonus on Saves
 Acrobatics4002d20 Saves
Stealth300Covertness
 Backstab400Stealth Attack
 Stealth II600Covertness
Swimming200Traverse Water
 Aquatic Mount 250Water Mount
  Aquatic Mount II400Movement
 Hydromancy 300Prediction
 Swimming II400Faster Swimming
Survival300Survival
 Survival II400Improved Survival
  Survival III5002d20 Survival
Treachery400Dirty Tricks
Tap and Touch300Detection
Under-Navigation400Underground Direction
AcrobaticsStaminaAgility 12+
There are two main benefits for someone with acrobatics. The first is that saves involving Strength and Agility gain +2 on the roll. Most often one will also have the stamina skill as it is a requirement. In this case, the bonus for and gain only the +2 from this skill alone rather than a cumulative value. However, acrobatics can be gained during the paideia phase without stamina. Should this be the case, the bonus is still the same, +2 for those two sub-attributes; however, the recipient would have no bonus for Resilience or any other benefits from the stamina skill. The second benefit of this skill is when using a reaction to stand from prone, the cost is only 10 feet of movement. Further, the delay to stand happens with only a d3 delay rather than the standard d4. If having other skills that modifies the rate or delay, only the best can be used rather than combining them mathematically.
Unskilled: No benefit
Non-Karma Training: 84 Days with Trainer / 168 Days Self-Trained
Karma Attainment: Long Rest within 60 feet of swing or trapeze
AlertnessNo Skill RequirementPerception 9+
This skill grants bonuses to an Awareness check when in a specific type of terrain, which must be chosen when obtaining this skill. Those types would be plains/grasslands, forest, hills/crags, mountains, swamp, desert or urban. It permits a +2 on the roll for Awareness and also +1 to initiative when in the specific environment. This skill msut be acquired again for a different environment.
Unskilled: No bonus
Non-Karma Training: 56 Days with Trainer / 112 Days Self-Trained
Karma Attainment: 1 Day meditating in the specific terrain
Alertness IIAlertnessPerception 12+
This is similar to Alertness and that skill, specific to the terrain, is required before gaining Alertness II, which is also terrain-specific. All the benefits from the original alertness skill are still relevant; however, the Awareness check is rolled with advantage. Further, +2 for initiative is used to offset how early one’s action occurs in a combat round.
Unskilled: No bonus
Non-Karma Training: 168 Days with Trainer / 336 Days Self-Trained
Karma Attainment: 2 Days meditating in the specific terrain
Aquatic MountSwimmingBody 8+
This allows riding a trained sea-mount, such as a giant sea-horse, sharks or manta rays. Functionally, this is the same skill as mountsmanship other than the prerequisite and riding one without this skill is not possible. This skill is also animal-specific.
Unskilled: No benefit
Non-Karma Training: 35 Days with Trainer / 70 Days Self-Trained
Karma Attainment: 1 Week working with specific mount type
Aquatic Mount IIAquatic MountBody 18+
When mounting a water-mount of the appropriate type from the prerequisite, the rider with this skill only suffers 5 feet of movement for getting on or off the animal. One can wield weapons even with both hands when submerged under the surfce. There are no combat bonuses associated with this skill; however, review mounted fighting and war steed for the combination of such skills.
Unskilled: No benefit
Non-Karma Training: 49 Days with Trainer / 98 Days Self-Trained
Karma Attainment: 5 Days working with the specific mount type
BackstabStealthAgility 12+
This skill trains the attacker in ways to do more harm to an unsuspecting victim when performing a sneak attack. Before this can be employed, it must be established that a sneak attack can occur. However, a backstab attack cannot be performed at range, only as a melee attack. Moreover, unlike an untrained sneak attack, a backstab can be employed with any non-heavy melee weapon. This gains the additional 2d20 on the attack just like a sneak attack. Of course, the first of those dice is for being at advantage and therefore cannot be counted twice if the target is incapacitated or other was already allowed to be attacked at advantage. Because this must be performed as a melee attack, the victim is permitted an additional Awareness check at the moment of attack. When employing the backstab skill, all the dice are used even if the victim makes his or her Awareness save. The difference is if the victim fails, then that last d20 for “striking a vulnerable and unaware victim,” assuming that last die successfully hits, acts as a crit, just as a “natural 20” would, rolling on the crit outcome table. If the victim becomes aware at the last moment, then that extra die can only inflict a single point of damage. Of course, if that die misses, then whether it is a crit or not is moot. Therefore, that “backstab” die should be rolled separately. If counted as a crit and hitting, then the attacker gains yet another bonus d20 gets rolled. That extra d20 crit roll might also use the crit outcome table (or double the original crit effect, GM choice). Moreover, this “backstab crit” is separate from any “natural 20” rolls. Thus, two different crit-attack threads could exist, each having their own exploding opportunities. Lastly, it is important to understand that while the longsword could be used, the versatile property allowing it a heavy attack could not be used in conjunction for this attack.
Unskilled: No benefit
Non-Karma Training: 112 Days with Trainer / 224 Days Self-Trained
Karma Attainment: 3 Days honing the act of concealing oneself and attack from shadows
CartographyNo Skill RequirementLogic 8+
Cartography is the skill of reading and making maps. As there are no standards set for map symbols and scale, this skill is required for using maps. Reading one’s own map or one made by familiar sources can be performed without a roll; however, reading maps from an unknown source must be interpret. To ensure this has been performed correctly, the cartographer must make a Logic save (TM:10). However, if the value is made or missed by just a little, this might be impacted by the pace the cartographer is traveling while referring back to the map.
Unskilled: No bonus
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: After long rest, sleeping in a library or other map-centric structure
ChorographyCartographyLogic 11+
Chorography is similar to cartography with some subtle differences. A cartographer can create a map, but it is from other sources and it is a several day process, while referencing different documents and written accounts. The chorographer has the skill to focus on small details of an area in real time to make a shorthand version of a map that can be turned into a map later in a better setting. Thus, while traversing a dungeon, the cartographer would not be able to accurately recall or even jot notes to create a working map of the area, but someone with the skill of chorography could. From working notes and memory, a chorographer would be able to make an accurate representation the area up to a week later.
Unskilled: No bonus
Non-Karma Training: 147 Days with Trainer / 294 Days Self-Trained
Karma Attainment: 1 Day spent working with and building models
ClimbingNo Skill RequirementBody 10+
Anyone can climb a tree or scale a five-foot wall or climb a secured rope next to a surface up to 20 feet tall; however, this skill is required to navigate a slope greater than 60° for more than 10 feet without the need for special climbing gear. Climbing is performed in 15-foot increments per round. An Agility check against a TM:11 as a base is used to determine success. If successful, the distance is crossed; otherwise, no movement can occur. Other modifiers may apply as well as determined by the GM. Moreover, if the total adjusted score of the check is from 1 to 4, then a second Agility check (TM:15) is required. If making that second check, then motionlessness is maintained for that round of movement; however, if failing it, then traversing downward is required to bypass something impassible about the surface being climbed. The difference of missing the TM:15 equals the number of feet that must be backtracked; moreover if the adjusted score of this second roll is also from 1 to 4, then the result is the character has fallen from whatever height had been established when missing the first check.
Unskilled: No bonus
Non-Karma Training: 147 Days with Trainer / 294 Days Self-Trained
Karma Attainment: 1 Day spent working with and building models
Danger SenseAlertnessMind 12+
When a physical trap is sprung, a trapdoor or a rope snare, which requires the character to make either a Strength or Agility saves ( or check) to avoid or lessen the effect, then a being with danger sense gains advantage on the roll; however, this benefit is only granted if the character is not hampered for either sight or hearing.
Unskilled: No bonus
Non-Karma Training: 112 Days with Trainer / 224 Days Self-Trained
Karma Attainment: 1 Day performing agility drills, such as shadowboxing or juggling
DisciplineNo Skill RequirementWill 9+
This skill grants +2 bonus on all saves, checks and competitions when the sub-attributes Will, Faith or Muse are involved. Additionally, if an effect against one’s Spirit is automatic, this grants one a Will save (TM:15) to avoid it.
Unskilled: No bonus
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment:  Day spent balancing a bucket of water on one's head
Fire-BuildingNo Skill RequirementWill 8+
This skill permits the building of a fire without the standard tools like phosphorus sticks or flint and steel. Through methods of friction with dry kindling, sparks from a rock, or even sunlight with glass, a sustainable fire can be created in only five minutes with a successful Agility check (TM:12). For each point missing the TM indicates an additional five minutes before the fire is started to a point of being viable. However, if the adjusted score is 3 or lower, then the attempt simply fails. Obviously, fires could not be started in impossible environments, such as underwater.
Unskilled: Creation a fire requires tools or magic
Non-Karma Training: 28 Days with Trainer / 56 Days Self-Trained
Karma Attainment:  Long Rest in possession of flint
FishingNo Skill RequirementWill 6+
Someone with a fishing skill gather fish in a variety of ways: from the bank with poles, with traps and nets in shallow waters or even by trolling with larger nets from a boat. Assuming normal fish population, a person can produce 10 meals per day from an all-day effort with a chance to double the production. If performing while traveling, 2 meals per day can be collected; however, based on the pace, the chance to double might have modifiers. For a really successful day of fishing, an Agility check (TM:15) would be needed to double the amount of fish. In addition to other modifiers, someone who also had a survival skill, would gain +3 to the productivity roll.
Unskilled: No benefit
Non-Karma Training: 14 Days with Trainer / 28 Days Self-Trained
Karma Attainment:  Long Rest near a body of water
GamblingNo Skill RequirementJudgment 10+
While sounding like a skill involving vice, the truth is this skill is about becoming an expert at risk analysis. Playing games of chance for money is a common usage, but the skill has much wider applications. Gamblers may appear lucky, but in truth they have a quick discernment when to enter into things such that the odds tip in their favor. Ironically, this often makes them persons who are not big risk takers and like to be able to know things that others often overlook. It is important not to assume that gambling is some sort of augury but rather that gamblers are very good at reading other people’s tell. This often translates to a subjective bonus of +1 or +2 by the GM in social interactions where there is deception occurring. This would not be the standard bartering scenario but rather if the merchant clearly knew the product was broken, for example. Also, when playing games of chance, if the results are determined by a d20 or a d12, then the gambler should be granted a +1 on his or her roll. Finally, with this skill one can also make a karma sacrifice for advantage for only 9 points rather than the typical 10.
Unskilled: No benefit
Non-Karma Training: 42 Days with Trainer / 84 Days Self-Trained
Karma Attainment: Long Rest at a casino
Gambling IIGamblingJudgment 4+
This is an enhanced form of risk management. The benefit of this grants an additional option for spending karma. In addition to the 10-point karma rule to gain advantage, this skill allows one to spend 10 points of unused karma to re-roll one die even after the result is known. This could be for a save, an attack or even a dodge. Once using this karma-buy, it cannot be performed again until finishing a short or long rest.
Unskilled: No benefit
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: Long Rest at a location deemed to be lucky by local lore
HuntingNo Skill RequirementResilience 8+
Of course, this skill requires the use of some sort of weapon, typically bow and arrow; however, this does not translate to any sort of combat skill. The hunter is stealthily tracking or waiting for the prey and taking a quiet shot rather than using the weapons in the flurry of battle. The success of a hunter is base upon a week of dedicated hunting. At the end of each week, a d20 is rolled. That raw number ×10 is the number of meals from the game acquired during that week. Cleaning and preparing the raw meat is part of this skill; however, keeping those meals preserved beyond the next week is not. Further, a person with a survival skill can roll an additional then another d10×6 as part the meal calculation for the week. If the hunter is part of a traveling group an not able to dedicate long amounts of time for the hunt, meals can still be acquired from smaller prey, depending on the pace of the group. The roll adjustments while traveling are for a daily meal count using a d6 with the applicable modifier to calculate the number of meals. If having survival also when hunting during travel, then and additional d4 is rolled to add to the adjusted result of the original roll. This means it is still possible to roll zero or a negative number, which indicates nothing was gained for that day.
Unskilled: No benefit
Non-Karma Training: 21 Days with Trainer / 42 Days Self-Trained
Karma Attainment: Long Rest in the wilderness
HydromancySwimmingJudgment 10+
The practitioner of hydromancy must start the process in the morning by asking a very specific binary question, one that can be answered by yes or no. After which, he or she will spend the remainder of the day studying the movements and currents in running water or the tides. During the study, four times a blood letting will be performed to watch the crimson interact with the current to read the patterns of the kamii in the movement. Each cutting will inflict 1 point of Body damage. At the end of the day, the GM will secretly roll a Judgment check (TM:10) to determine whether a truthful interpretation was understood. If yes, it is revealed. If no, an inaccurate answer is given. Due to the blood-letting, if this prognostication is used more than once per week, there is a 15% chance for each violation (cumulatively, if more time within the same week) of contracting an earth rot disease.
Unskilled: No benefit
Non-Karma Training: 49 Days with Trainer / 98 Days Self-Trained
Karma Attainment: 1 Day rolling dice or bones
KnotsNo Skill RequirementAgility 8+
Adj ScoreResult Adj ScoreResult
20+Escape in 1 min13-15Escape in 10 mins
19Escape in 2 mins10-12Escape in 20 mins
18Escape in 3 mins7-9Escape in 45 mins
17Escape in 4 min4-6Escape in 90 mins
16Escape in 5 min3 or lowerNo escape
Most tasks involving rope are relatively simple and often do no require a feat; however, without this skill a GM may secretly roll a Strength feat (TM:10) to ensure a knot holds, such as on a grappling hook or binding a captive. However, with this skill which is often taken in conjunction with sailing, it guarantees the knot will hold with little concern of such clandestine rolls by the GM. Further, this skill allows specialty knots, like slipping ones that slide or loosen by tugging. It further means the skilled character can tie knots one-handed, something not possible without this skill. As such, someone with knots also has the opportunity to untie a secure knot by which the person is being bound. To undo an existing binding, the unskilled person has to hope the one tying the knot failed the secret Strength feat. Otherwise, only a skilled person can escape, requiring an Agility check.
Unskilled: Simple knots
Non-Karma Training: 49 Days with Trainer / 98 Days Self-Trained
Karma Attainment: Long Rest holding a length of rope
Lip-ReadingNo Skill RequirementPerception 10+
Adj ScoreResult
20+100%
16-1975%
12-1550%
10-1225%
9 or lowerUnknown
This is determining what is being said without being able to hear. The known language used greatly helps; however, part of the skill is discerning some of the non-verbal details as well. Therefore, if the target is speaking in an unknown language, then the accuracy is lowered by 50%. Anything below zero becomes an indistinguishable message. Clear line of sight to the target’s face is required. Accuracy of what is known is based on a standard Awareness check with any modifiers that could apply.
Unskilled: No benefit
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 1 Week of actively practicing skill
Lock-PickingNo Skill RequirementAgility 8+
Score to TMIf TM = 15Result
3+ over TM18+Opened in 3 seconds
1 to 2 over TM16-17Opened in 6 seconds
TM15Opened in 12 seconds
1 below TM14Opened in 20 seconds
2 to 3 below TM12-13Opened in 60 seconds
4 to 5 below TM10-11Opened in 5 minutes
6 to 8 below TM7-9Opened in 30 minutes
9 to 12 below TM3-6Opened in 4 hours
Locks cannot be opened with a key, breaking or some magical effect. This skill allows a character with simple tools to mimic having the key. A standard lock has a Defense of 9 and 5 Body points if choosing to break it. Of course, the container or door being secured might be easier broken than the lock. A standard iron lock will have a TM:12+d4 if attempting to open it with picks. The Agility modifier is added to the feat roll. However, if genuine picks are not available, this person can create make-shift picks from jeweler’s tools, medical needles or the like; however, that will throw a -5 penalty on the roll. With an engineering skill, make-shift picks will suffer only -3 for the penalty. Also, if having a locksmith skill, then a bonus of +2 is granted for the feat. The success and time for picking can be determine by the table to the right.
Unskilled:
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 3 Days actively practicing with pick tools
Lock-Picking IILock-PickingAgility 12+
This enhancement skill in lock-picking merely improves one’s ability to open a lock with proper tools. All the chances are the same as with the original skill; however, the difference is the burglar rolls 2d20 as if at advantage, using the better of the two dice to determine the adjusted score. This is phrased “as if at advantage” for a reason because while rare, it is possible for one to be at actual advantage with a lock-picking II skill, which would mean three dice would be used to determine the best of the lot to figure the roll value.
Unskilled: No benefit
Non-Karma Training: 119 Days with Trainer / 238 Days Self-Trained
Karma Attainment: 2 Days picking locks
Mental FortitudeNo Skill RequirementLogic 9+
This skill +2 bonus on all saves, checks and competitions when the sub-attributes Logic, Perception or Judgment are involved with the exception that it does not render a bonus for the Awareness check. Additionally, if an effect against one’s Mind is automatic, this grants one a Logic save (TM:15) to avoid it.
Unskilled: No benefit
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: Long Rest after a day of eating nothing but kale
MountsmanshipNo Skill RequirementBody 8+
Common MountGallopCombatNote
Camel6045Desert
Canivox7050Plains
Horse10060Fast ½Day
Lepuus6050Forest
Lizard Steed70504hr-max
Llama50406hr-max
Mule6040Short Riders
Osprider7050Endurance
Terrac Goat6550Dwarven
Riding most trained mounts in a general direction can be performed without a skill, but some beasts are exceptions and cannot be ridden at all unless having a skill. Besides those exceptions, to command a friendlier one well does require mountsmanship. With this skill, the movement penalty for getting atop or dismounting is reduced from 25 feet feet to 10 feet. Further, one can ride at a gallop and travel the extended daily distance at a fast clip. Otherwise, only normal or slow clips are possible. Conversely, without the skill, the movement rate of a mount is 15 feet slower, including the maneuverability speed in combat. Of course, the description of the mount might specify differently than this general rule. Moreover, one can fight effectively from atop his or her mount, gaining the maneuverability movement of the steed; doing so without this skill places the riding fighter at disadvantage. However, this is limited to the primary-hand. Shields and two-handed weapons cannot be properly employed with only this skill, as as the off-hand is required to manage the reins. Lastly, riders of creatures that can scale greater than 45° must have mountsmanship to maneuver a beast at such an angle. Finally, this skill is specific to an animal. If one has mountsmanship for a horse that does not imply mountsmanship of a lizard steed.
Unskilled: No benefit
Non-Karma Training: 21 Days with Trainer / 42 Days Self-Trained
Karma Attainment: 2 Days working with the specific mount type
Mountsmanship IIMountsmanship or Aquatic MountBody 18+
When mounting a horse, steed, or water-mount of the appropriate type from the prerequisite, the rider with this skill only suffers 5 feet of movement for getting on or off the animal. One can also fire two-handed range weapons from atop a mount at maneuverable combat speed without having to hold the reigns the entire time; however, two-handed melee weapons are still not viable. Further, there are no combat bonuses associated with this skill; however, review mounted fighting and war steed for the combination of such skills.
Unskilled: No benefit
Non-Karma Training: 49 Days with Trainer / 98 Days Self-Trained
Karma Attainment: 5 Days working with the specific mount type
Mountsmanship IIIMountsmanship IIBody 18+
In previous versions, this skill was called aerial reigns; thus if that term has been accidentally left in a description, this is the skill that it should be. This training allows riding a domestic flying mount, such as a giant eagle or a gryphon. Functionally, this is the same skill as mountsmanship other than the prerequisite but also riding an aerial steed without this skill is simply not possible. This skill is also animal-specific.
Unskilled: Not possible
Non-Karma Training: 105 Days with Trainer / 210 Days Self-Trained
Karma Attainment: 1 week working with the specific mount type
PackingNo Skill RequirementBody 9+
This is the skill to get loads on and off of pack animals quickly and efficiently. It also lets one get the best performance from pack animals on the road, judge such beasts before purchase, and select the best route for a pack train. This removes the “unskilled rider” penalty for movement rate, which is often the slowest speed in a train. For examples, if a group uses pack mules without anyone having this skill, the movement rate is typically 45 feet; however, with a person with this skill, the mules would move at 60 feet. This skill also applies to teamsters and driving teams of animals pulling a wagon or the like. Lastly, the maximum number of pack animals a single person can manage is equal to his or her Muse score; however, if being used as a teamster, this is specific only to the vehicle driven.
Unskilled: No benefit
Non-Karma Training: 63 Days with Trainer / 126 Days Self-Trained
Karma Attainment: Long Rest
QuicknessNo Skill RequirementAgility 9+
A person trained in quickness is able to reduce the penalty of action delays by 2 on the original initiative roll. This does not increase the roll automatically, but it will remove some of the delays if there are any. The delay could be due to encumbrance or a weapon type. for an item not easily available. If the delay penalty is only 1, then the adjustment only becomes 0. If the delay is 2 or more, then it removes 2 seconds from the delay. Lastly, the reaction standing from prone becomes 25% of the species standard rather than half. To be clear, this will never adjust the d4 used to delay or change an action.
Unskilled: No benefit
Non-Karma Training: 42 Days with Trainer / 84 Days Self-Trained
Karma Attainment: 1 Day shuffling cards or juggling
SailingNo Skill RequirementBody 8+
This skill allows a person to skipper a vessel which needs a crew of five members or fewer, usually a sloop of some sort.
Unskilled: No benefit
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: Long Rest on a boat
Sailing IISailingBody 9+, Judgment 9+
This skill allows a person to skipper a vessel with crew requirements up to twenty members.
Unskilled: No benefit
Non-Karma Training: 105 Days with Trainer / 210 Days Self-Trained
Karma Attainment: Long Rest on a boat
Sailing IIISailing IIBody 10+, Will 12+
This skill allows a person to skipper a vessel of nearly any size.
Unskilled: No benefit
Non-Karma Training: 140 Days with Trainer / 280 Days Self-Trained
Karma Attainment: Long Rest on a boat
Skirmish SneakingSleight of HandAgility 13+
This is next-level thievery, as one is trained to steal weapons during battle. The item taken cannot be secured, hidden or equipped; however, any easily available back-up weapon or sheathed dagger would be fair game. Of course, there are risks in doing so as it most often makes one subject to a flee-attack if attempting as one sweeping feat. Immediate retreat is not required, but remaining engaged also bears risks. When making a grab on an available weapon or item, the thief makes a touch-based attack on a single d20 against the mark. If successful, the item is stolen. If failing, the potential mark has advantage to attack the thief until the start of the thief's next turn. While it would be rare for stealth to play a factor in such scenarios, it might be possible as an opening act to perform this similar to when a sneak attack would be available, rendering up to possibly 3d20 for the touch roll -- of course, only the best of the dice would be used to determine success.
Unskilled: No benefit
Non-Karma Training: 84 Days with Trainer / 168 Days Self-Trained
Karma Attainment: 2 Days of various finger and wrist stretching
Sleight of HandNo Skill RequirementAgility 10+
This skill is used anytime manual trickery or act of legerdemain is attempted, such planting something on another person, picking a pocket or creating the non-magical illusion of a small object disappearing. There are two components to this action. The first is success. The second is whether the action was noticed, which may not always apply. To determine success, this requires an Agility check (d20+) against a base TM:10; however, the GM may adjust the TM for several conditions, such as the size and weight of the object being planted, and so on. The second option is used when being stealthy; e.g., pick-pocketing a victim. In this case, the character performing the act rolls 2d6+9 then further adds his or her Agility modifier. This acts as the TM for the Awareness check for others to realize it happened. Should the character also have Stealth as a skill, then an extra d6 is added to the roll; Stealth II would add yet another d6.
Unskilled: Base is TM:16 and use d6+9 for Awareness
Non-Karma Training: 42 Days with Trainer / 84 Days Self-Trained
Karma Attainment: 2 Days spent juggling
StaminaNo Skill RequirementResilience 10+
Someone with stamina will gain +1 on all saves, checks and competitions when the sub-attributes Strength, Agility or Resilience are involved. See acrobatics for how this skill complements it. Additionally, someone with stamina can hold his or her breath for two rounds/turns longer than normal. Thus, a someone with the minimum score of 10 for this skill could hold his breath for 7 rounds, while someone with a 15 could hold it for 9 rounds.
Unskilled: No benefit
Non-Karma Training: 35 Days with Trainer / 70 Days Self-Trained
Karma Attainment: Long Rest while sleeping covered in dirt except one's head, as if in a shallow grave
StealthNo Skill RequirementAgility 10+
Anyone can attempt to be sneaky, move quietly and hide; however, this skill improves the odds of success. Without this skill, someone hiding, sneaking up on another, or the like will attempt to do so by defining the TM for the victim’s Awareness check. This is calculated by rolling d6+9+Judgment modifier. Other bonuses might be granted from magic or special circumstances such as a deaf target. as well as anything else that could apply. Those who could respond to the situation if noticing it would then make Awareness checks against that value. Those unskilled are not permitted to know the result of the roll, having the GM roll it in secret; this is the downside of a lack of skill. However, with this skill, the TM is calculated as 2d6+9+Judgment modifier and +Agility modifier -- then of course any other applicable adjustments would also be added by the GM. Those with the stealth skill are permitted to know the result of the roll and as such could choose to abort the action if rolling a disliked result. If unnoticed, the stealthy one would create an opportunity for a sneak attack against an unsuspecting victim. It is also possible that victim might be at disadvantage or surprised. See both Surprise and Sneak Attack for additional details. Also, remember that other allies might ruin a stealthy attempt.
Unskilled: See description
Non-Karma Training: 91 Days with Trainer / 182 Days Self-Trained
Karma Attainment: 1 Day spent drawing chalk lines around one’s own shadow
Stealth IIStealthAgility 10+
This skill enhances the odds of success for any action taken for purposes of stealth or even legerdemain. For establishing the TM against others’ Awareness checks to notice those actions, an extra d6 is added to the roll. Thus, an attempt to move quietly and be unnoticed would be 3d6+9+Judgment modifier and +Agility modifier. A sleight of hand pick-pocket move would incorporate 4d6 and all the other adjustments.
Unskilled: No benefit
Non-Karma Training: 105 Days with Trainer / 210 Days Self-Trained
Karma Attainment: 3 Days of practice walking on crunchy surfaces like acorn shells, metal shards, or broken glass
SurvivalNo Skill RequirementJudgment 8+
 NavigateForageTrack
CheckJudgmentResilienceAwareness (TM:12)
20+Top Movement8 MealsSee Awareness
17-19Move at 30ft6 Meals
14-16Move at 25ft4 Meals
10-13Move at 20ft2 Meals
8-9Move at 10ft1 Meal
7 or belowUnableNo Food
This skill is essentially the knowledge and understanding of what is required to survive outside of an urban environment. There are many things an adventurer can perform with this skill: if lost, one can navigate back on path provided there is sufficient light; one can also forage daily and live from the land, provided the terrain can provide such; one can locate signs of passage and identify the likely creature(s) who made them. However, someone with survival may not have a consistent ability to execute these feats; see table to the right. Also, there are a few caveats. When navigating back to the path, how successful the roll will determine how quickly the survivalist can move while returning to the known waypoint. Tracking can only be performed at half the skilled person’s movement rate. Also, when tracking, if after four hours and the source has not been overtaken or discovered, then a new feat check will be required again to continue the pursuit.
Unskilled: No benefit
Non-Karma Training: 56 Days with Trainer / 112 Days Self-Trained
Karma Attainment: Long Rest in any environment outside of urban
Survival IISurvivalBody 13+
This skill is an enhancement for one's ability to live in the wilds. This includes the ability to forage and use small-game traps to provide enough food for oneself and one other person indefinitely with the possibility of providing even more. This also allows the creation of furs and hides to act as padded armor without a tailoring skill. It further allows one to store food in places and ways that will not become spoiled or ruined. A 28-day supply for a single person can be stored in a cache, meaning providing sustenance for others beyond the initial two persons would only be necessary after the food cache was depleted, and that check would use the table from the original skill. Due to a better familiarity with nature, navigating back on path when lost can occur even in darkness; however, the speed in the dark would be based on the original survival skill navigate table. Tracking others also becomes easier with this skill. The Awareness would now use TM:8 as its base. That TM would still be modified by the GM, based on conditions. Following those signs of passage are required to be checked again every four hours.
Unskilled: No benefit
Non-Karma Training: 105 Days with Trainer / 210 Days Self-Trained
Karma Attainment: Must eat only dandelions or the like for 3 Days
Survival IIISurvival IIBody 18+
This is the same as survival II; however, all necessary rolls are made with advantage.
Unskilled: No benefit
Non-Karma Training: 140 Days with Trainer / 280 Days Self-Trained
Karma Attainment: Long Rest
SwimmingNo Skill RequirementResilience 8+
Anyone can wade through water, even moving water; however, to travel through it when no surface below is available requires a swimming skill, which is measured as a movement rate of 15 feet. The duration one can swim is equal to triple one's current Body score in minutes. This means for someone with an 8 Body, 24 minutes of swimming is possible -- and at 15 feet (75 feet in one minute) the total distance without stopping is 1800 feet, which may sound low but this is based on being fully clothed with equipment, albeit unencumbered. Should a character choose only to wade water, this can be performed for 15-minutes per Body point or two hours for the same example above. After either, a short rest is required before swimming again. Encumbrance will adjust movement as if on land; therefore, swimming in heavier armors without certain armor skills would be impossible.
Unskilled: No benefit
Non-Karma Training: 21 Days with Trainer / 42 Days Self-Trained
Karma Attainment: 1 Day of aquatic calisthenics
Swimming IISwimmingBody 13+
This is an enhancement skill for the prerequisite of swimming, which increases the swimming movement rate to 25 feet. The duration one can swim is equal to ten minutes per current Body points. This is 1,250 feet per Body point for the maximum swimmable distance; e.g. 15,000 feet for current score of 12. Should a character choose only to tread water, this can be performed for 1 hour per Body point. After either, a short rest is required before swimming or treading again. Encumbrance reduces movement as it normally would.
Unskilled: No benefit
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained
Karma Attainment: 2 Days with a bonefish which must be eaten afterwards
Tap and TouchNo Skill RequirementLogic 9+
This is a trained skill for locating concealed compartments on a surface, be it a secret bottom of a chest or a hidden door in a wall. It grants advantage anytime this is being actively performed. Additional, this gives a base chance to locate traps without setting them off on a Perception save (TM:13) whenever actively searching.
Unskilled: No benefit
Non-Karma Training: 84 Days with Trainer / 168 Days Self-Trained
Karma Attainment: Long Rest while in possession of sandpaper
TreacheryNo Skill RequirementWill 9+
Treachery is the art of unethical behavior. With this skill one can handle and deliver toxins. Without the skill, one risks self-infliction if failing a Resilience check (TM:6) per each handling. This does not convey any skills to extract poison from dead creatures without also having a skinning skill. Moreover, to milk poison from a live creature, an animal breeding skill would also be required. Additionally, a person with this skill is well versed in combat exploitation and fighting dirty. This is throwing dust in the eyes, lulling an opponent into an unfriendly position, or other dirty tricks. This functionally causes a single opponent to be at disadvantage in a melee scenario on his or her next turn. If the opponent is aware of the pending disadvantage, it may choose not to perform a melee action. Invoking the disadvantage comes at a cost of 10 points of karma. If the one with treachery does not have the karma, it cannot be used. Conversely, if 20 points are available, disadvantage could be thrown against the opponent for 10 points and advantage given to oneself could be gained for another 10 points.
Unskilled: See description
Non-Karma Training: 112 Days with Trainer / 224 Days Self-Trained
Karma Attainment: Long Rest
Under-NavigationNo Skill RequirementPerception 9+
  Slope and DirectionTM:7
  Unsafe WallsTM:10
  Depth UndergroundTM:13
  Cardinal PointsTM:13
This skill grants one the ability to notice subtle differences in passageways while underground. The requirement for this skill is based on Perception; however, all the success feat rolls are thrown against Will. A player whose character has this skill may tell the GM that one of the feats is being actively searched or analyzed. The standard d20 check would be used; however, it should be rolled in secret by the GM, who might give false information on a grave miss or perhaps just state that cannot be determined at the time. After an active attempt, an hour should pass before the character could make another analysis. Further, the GM should roll this secretly without the player’s asking whenever the detection would be pertinent.
Unskilled: No benefit
Non-Karma Training: 105 Days with Trainer / 210 Days Self-Trained
Karma Attainment: Long Rest underground