Skills are what define your character as special in the world. While you may be one of many thieves, none other can move as quickly as you can. No other Pegasus Knight is as quick with her reactions as you, and no other Myrmidon can possibly match your speed and skill. Adventurers are, by merit of surviving more than five seconds, extraordinary people. Skills represent this, both inside and outside of combat.
Each class has their own set of innate skills, and you select one more from their list during character creation. As you saw in the Level Up chart, you also get to pick new skills from your list as you progress. You can also learn new skills from ‘Scrolls’, rare items that can grant someone that skill if a ritual is performed (See the Magic chapter for more detail on Rituals).
TIER-ONE SKILLS (Levels 1-40)
Adept – A character with the Adept skill has a chance to attack once again in a row with every attack they make. The activation chance is equal to ½ their combined Skill, Speed and Luck.
Blessing – At the beginning of the character with this skill’s turn, all adjacent characters may gain HP equal to this character’s MAG stat.
Cancel – A character with the Cancel skill has a chance to stop an enemy making a counterattack. The chance of it activating is equal to their Skill and Luck combined.
Celerity – A character with the Celerity skill increases their M value by 2.
Corrosion – Any attack has a SKL + Weapon Might chance of reducing the opponent’s current weapon’s durability by 1/2
Climb – A character with the Climb skill reduces the difficulty of any action involving climbing by 1. Example: A ‘Hard’ (Roll under 50) climb check to reach a Wyvern cave is instead made Routine (65%) by a character with the Climb skill.
Critical +X – A character with any form of Critical +X skill gains a bonus to their Critical value equal to X.
Dance of Energy – A character with this skill may perform this Dance instead of their usual turn. All allied units may immediately make another move, another attack OR use another item.
Dance of Inspiration – A character with this skill may perform this Dance instead of their usual turn. All allied units become Inspired if they can see this character.
Dance of Might – A character with this skill may perform this dance instead of their usual turn. All allied units gain +1 STR and +1 MAG until the start of this character’s next turn.
Discipline – A character with the Discipline skill increases one of their weapon levels every 5 experience levels instead of 10.
Drive – Any of the Drive skills allow you to pilot or drive the specified vehicle. They are:
· Drive: Boat (You can sail a ship of any kind)
· Drive: Cart (You can drive a cart, drawn by horses)
Elite – A character with the Elite skill gains a permanent bonus of +2 to one characteristic of the player’s choice (+8 if HP is selected).
Forestry – A character with the Forestry skill knows how to survive in the forest, and which plants are edible and which are poisonous. They also know the proper techniques to cut down trees and how to spot which ones will take less time.
Gamble – A character with the Gamble skill can reduce their chance of hitting by any % to increase their critical chance by ½ that number, rounding up. Example: A Myrmidon uses Gamble to reduce his chance of hitting from 90% to 80%, boosting his Critical chance by 5%.
Knife – A character with the Knife skill can use Knife weapons.
Knowledge – Characters with the Knowledge skill know a lot more about a particular subject than most other people, reducing the difficulty level of tests involving the subject by 1 rank. The subjects are:
· Politics
· History
· Nature/The World
· Magic
· Religion
· Warfare
Locksmith – A character with the Locksmith skill can both make their own locks, improve existing locks, and make a Pick Lock check with a +20% bonus to the difficulty level.
Miracle – A character with the Miracle skill has a 50% chance of not taking critical damage if they are at 0HP. This decreases by 10% for each attack dodged this way, and resets if they are healed.
Planning – A character with Planning can organize large activities, not necessarily of the building kind. This provides a bonus of +10 to any skill check’s difficulty level that involves planning something ahead of time.
Pillage – A character with the Pillage skill gains bonuses to setting buildings on fire or smashing down doors. The bonuses should be applied at the GM’s discretion.
Prayer – A character with 10 or less hit points gains +20% to dodge with this skill.
Ride – Any of the Ride skills allow you to ride the specified animal without penalties. They are:
· Ride: Horse (Ride any kind of Horse)
· Ride: Pegasus (Any kind of Pegasus)
· Ride: Wyvern (Any kind of Wyvern)
Track Animal – By rolling a D%, you can track any animal to its burrow/nest and current location if you find their first tracks. The difficulties to roll under are, at the GM’s discretion, as follows:
· Easy: 75% or lower
· Routine: 65% or lower
· Hard: 50% or lower
· Difficult: 25% or lower
Serenity – A character with the Serenity skill can skip their current turn (Approximately ten seconds out of combat) to gain +10% to Hit, Dodge and any Skill Checks until the end of their next turn.
Swim – A character with the Swim skill does not have to make a Difficult Terrain check to swim through a body of water, unless they wish to move at full speed.
Sneak – A character with the Sneak skill can make a Sneak check to become invisible for either 10 minutes (Outside of combat) or until the start of their next turn (Combat). To pass a Sneak check, make a roll underneath their combined Skill and Luck x 5. The GM can increase or decrease this number through his discretion.
Shade – A character with the Shade skill has a chance equal to their Luck x2 of not being attacked until their next turn. It is always activated, and they should make the check at the end of their turns.
Tempest – A character with the Tempest skill can skip their next turn in order to gain +2 to Damage and +20% to hit this turn. Until they can move again, they are at -10% to dodge.
Vigilant – A character with the Vigilant skill gains a permanent +10% bonus to their Dodge.
Vantage – A character with the Vantage skill will always attack first, even on the opponent’s turn.
Wrath – A character with the Wrath skill gains a +25% chance to have a critical hit when below half their health.
Each class has their own set of innate skills, and you select one more from their list during character creation. As you saw in the Level Up chart, you also get to pick new skills from your list as you progress. You can also learn new skills from ‘Scrolls’, rare items that can grant someone that skill if a ritual is performed (See the Magic chapter for more detail on Rituals).
TIER-ONE SKILLS (Levels 1-40)
Adept – A character with the Adept skill has a chance to attack once again in a row with every attack they make. The activation chance is equal to ½ their combined Skill, Speed and Luck.
Blessing – At the beginning of the character with this skill’s turn, all adjacent characters may gain HP equal to this character’s MAG stat.
Cancel – A character with the Cancel skill has a chance to stop an enemy making a counterattack. The chance of it activating is equal to their Skill and Luck combined.
Celerity – A character with the Celerity skill increases their M value by 2.
Corrosion – Any attack has a SKL + Weapon Might chance of reducing the opponent’s current weapon’s durability by 1/2
Climb – A character with the Climb skill reduces the difficulty of any action involving climbing by 1. Example: A ‘Hard’ (Roll under 50) climb check to reach a Wyvern cave is instead made Routine (65%) by a character with the Climb skill.
Critical +X – A character with any form of Critical +X skill gains a bonus to their Critical value equal to X.
Dance of Energy – A character with this skill may perform this Dance instead of their usual turn. All allied units may immediately make another move, another attack OR use another item.
Dance of Inspiration – A character with this skill may perform this Dance instead of their usual turn. All allied units become Inspired if they can see this character.
Dance of Might – A character with this skill may perform this dance instead of their usual turn. All allied units gain +1 STR and +1 MAG until the start of this character’s next turn.
Discipline – A character with the Discipline skill increases one of their weapon levels every 5 experience levels instead of 10.
Drive – Any of the Drive skills allow you to pilot or drive the specified vehicle. They are:
· Drive: Boat (You can sail a ship of any kind)
· Drive: Cart (You can drive a cart, drawn by horses)
Elite – A character with the Elite skill gains a permanent bonus of +2 to one characteristic of the player’s choice (+8 if HP is selected).
Forestry – A character with the Forestry skill knows how to survive in the forest, and which plants are edible and which are poisonous. They also know the proper techniques to cut down trees and how to spot which ones will take less time.
Gamble – A character with the Gamble skill can reduce their chance of hitting by any % to increase their critical chance by ½ that number, rounding up. Example: A Myrmidon uses Gamble to reduce his chance of hitting from 90% to 80%, boosting his Critical chance by 5%.
Knife – A character with the Knife skill can use Knife weapons.
Knowledge – Characters with the Knowledge skill know a lot more about a particular subject than most other people, reducing the difficulty level of tests involving the subject by 1 rank. The subjects are:
· Politics
· History
· Nature/The World
· Magic
· Religion
· Warfare
Locksmith – A character with the Locksmith skill can both make their own locks, improve existing locks, and make a Pick Lock check with a +20% bonus to the difficulty level.
Miracle – A character with the Miracle skill has a 50% chance of not taking critical damage if they are at 0HP. This decreases by 10% for each attack dodged this way, and resets if they are healed.
Planning – A character with Planning can organize large activities, not necessarily of the building kind. This provides a bonus of +10 to any skill check’s difficulty level that involves planning something ahead of time.
Pillage – A character with the Pillage skill gains bonuses to setting buildings on fire or smashing down doors. The bonuses should be applied at the GM’s discretion.
Prayer – A character with 10 or less hit points gains +20% to dodge with this skill.
Ride – Any of the Ride skills allow you to ride the specified animal without penalties. They are:
· Ride: Horse (Ride any kind of Horse)
· Ride: Pegasus (Any kind of Pegasus)
· Ride: Wyvern (Any kind of Wyvern)
Track Animal – By rolling a D%, you can track any animal to its burrow/nest and current location if you find their first tracks. The difficulties to roll under are, at the GM’s discretion, as follows:
· Easy: 75% or lower
· Routine: 65% or lower
· Hard: 50% or lower
· Difficult: 25% or lower
Serenity – A character with the Serenity skill can skip their current turn (Approximately ten seconds out of combat) to gain +10% to Hit, Dodge and any Skill Checks until the end of their next turn.
Swim – A character with the Swim skill does not have to make a Difficult Terrain check to swim through a body of water, unless they wish to move at full speed.
Sneak – A character with the Sneak skill can make a Sneak check to become invisible for either 10 minutes (Outside of combat) or until the start of their next turn (Combat). To pass a Sneak check, make a roll underneath their combined Skill and Luck x 5. The GM can increase or decrease this number through his discretion.
Shade – A character with the Shade skill has a chance equal to their Luck x2 of not being attacked until their next turn. It is always activated, and they should make the check at the end of their turns.
Tempest – A character with the Tempest skill can skip their next turn in order to gain +2 to Damage and +20% to hit this turn. Until they can move again, they are at -10% to dodge.
Vigilant – A character with the Vigilant skill gains a permanent +10% bonus to their Dodge.
Vantage – A character with the Vantage skill will always attack first, even on the opponent’s turn.
Wrath – A character with the Wrath skill gains a +25% chance to have a critical hit when below half their health.