Rules
Enchanted Realms Rulebook
Basic Game Rules
The Skills System
Adventuring Skills
Adventuring Skills
Skill | Cost | Note | ||
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Alertness | 200 | Terrain Perception | ||
Danger Sense | 400 | Advantage on Saves | ||
Alertness II | 600 | 2d20 Perception | ||
Cartography | 250 | Navigation | ||
Chorography | 400 | 2d20 Navigation | ||
Climbing | 250 | Scale Grades | ||
Discipline | 200 | Bonus on Saves | ||
Fire-Building | 100 | Start Fire | ||
Fishing | 150 | Angling | ||
Gambling | 250 | Risk Analysis | ||
Gambling II | 500 | Reroll Die | ||
Hunting | 150 | Stalk, Forage | ||
Knots | 200 | Rope Use | ||
Lip-Reading | 300 | Spying | ||
Lock-Picking | 250 | Open Locks | ||
Lock-Picking II | 400 | Open Locks | ||
Mental Fortitude | 200 | Bonus on Saves | ||
Mountsmanship | 150 | Control Mount | ||
Mountsmanship II | 300 | Movement | ||
Mountsmanship III | 500 | Ride Flyer | ||
Packing | 200 | Load/Unload Caravan | ||
Quickness | 300 | Better Initiative | ||
Sailing | 300 | Skipper Small Vessel | ||
Sailing II | 500 | Medium Vessel | ||
Sailing III | 700 | Large Vessel | ||
Sleight of Hand | 250 | Deception, Misdirection | ||
Skirmish Sneaking | 500 | Thievery | ||
Stamina | 250 | Bonus on Saves | ||
Acrobatics | 400 | 2d20 Saves | ||
Stealth | 300 | Covertness | ||
Backstab | 400 | Stealth Attack | ||
Stealth II | 600 | Covertness | ||
Swimming | 200 | Traverse Water | ||
Aquatic Mount | 250 | Water Mount | ||
Aquatic Mount II | 400 | Movement | ||
Hydromancy | 300 | Prediction | ||
Swimming II | 400 | Faster Swimming | ||
Survival | 300 | Survival | ||
Survival II | 400 | Improved Survival | ||
Survival III | 500 | 2d20 Survival | ||
Treachery | 400 | Dirty Tricks | ||
Tap and Touch | 300 | Detection | ||
Under-Navigation | 400 | Underground Direction |
Acrobatics | Stamina | Agility 12+ |
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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 |
Alertness | No Skill Requirement | Perception 9+ |
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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 II | Alertness | Perception 12+ |
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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 Mount | Swimming | Body 8+ |
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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 II | Aquatic Mount | Body 18+ |
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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 |
Backstab | Stealth | Agility 12+ |
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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 |
Cartography | No Skill Requirement | Logic 8+ |
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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 |
Chorography | Cartography | Logic 11+ |
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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 |
Climbing | No Skill Requirement | Body 10+ |
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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 Sense | Alertness | Mind 12+ |
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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 |
Discipline | No Skill Requirement | Will 9+ |
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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-Building | No Skill Requirement | Will 8+ |
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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 |
Fishing | No Skill Requirement | Will 6+ |
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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 |
Gambling | No Skill Requirement | Judgment 10+ |
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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 II | Gambling | Judgment 4+ |
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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 |
Hunting | No Skill Requirement | Resilience 8+ |
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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 |
Hydromancy | Swimming | Judgment 10+ |
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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 |
Knots | No Skill Requirement | Agility 8+ | ||||||||||||||||||||||||||||||
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Unskilled: Simple knots | ||||||||||||||||||||||||||||||||
Non-Karma Training: 49 Days with Trainer / 98 Days Self-Trained | ||||||||||||||||||||||||||||||||
Karma Attainment: Long Rest holding a length of rope |
Lip-Reading | No Skill Requirement | Perception 10+ | ||||||||||||
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Unskilled: No benefit | ||||||||||||||
Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained | ||||||||||||||
Karma Attainment: 1 Week of actively practicing skill |
Lock-Picking | No Skill Requirement | Agility 8+ | |||||||||||||||||||||||||||
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Non-Karma Training: 70 Days with Trainer / 140 Days Self-Trained | |||||||||||||||||||||||||||||
Karma Attainment: 3 Days actively practicing with pick tools |
Lock-Picking II | Lock-Picking | Agility 12+ |
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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 Fortitude | No Skill Requirement | Logic 9+ |
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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 |
Mountsmanship | No Skill Requirement | Body 8+ | ||||||||||||||||||||||||||||||||||||||||
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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 II | Mountsmanship or Aquatic Mount | Body 18+ |
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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 III | Mountsmanship II | Body 18+ |
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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 |
Packing | No Skill Requirement | Body 9+ |
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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 |
Quickness | No Skill Requirement | Agility 9+ |
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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 |
Sailing | No Skill Requirement | Body 8+ |
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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 II | Sailing | Body 9+, Judgment 9+ |
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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 III | Sailing II | Body 10+, Will 12+ |
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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 Sneaking | Sleight of Hand | Agility 13+ |
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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 Hand | No Skill Requirement | Agility 10+ |
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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 |
Stamina | No Skill Requirement | Resilience 10+ |
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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 |
Stealth | No Skill Requirement | Agility 10+ |
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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 II | Stealth | Agility 10+ |
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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 |
Survival | No Skill Requirement | Judgment 8+ | |||||||||||||||||||||||||||
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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 II | Survival | Body 13+ |
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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 III | Survival II | Body 18+ |
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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 |
Swimming | No Skill Requirement | Resilience 8+ |
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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 II | Swimming | Body 13+ |
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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 Touch | No Skill Requirement | Logic 9+ |
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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 |
Treachery | No Skill Requirement | Will 9+ |
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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 |
No Skill Requirement | Perception 9+ | |||||||||
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Unskilled: No benefit | ||||||||||
Non-Karma Training: 105 Days with Trainer / 210 Days Self-Trained | ||||||||||
Karma Attainment: Long Rest underground |