Skills

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Skill Tabel

Icon Combat Skill Name short description attribute
C acrobatics.png Acrobatics The ability to move nimble and quick with precision Body
C alchemy.png Alchemy The combining of substances and their transformation Into more useful Things Mind
C artist.png Artist The ability to create artworks like drawings, paintings, sketchers, ornaments, runes As well as physical models out of the priority of materials like clay or wood Mind
S atlethics.png Atlethics The ability to sustain exhausting activities over a prolonged period Body
C aviation.png Aviation Mind
S bargaining.png Bargaining Soul
C chariot.png Chariot Body
C cooking rod.png Cooking Mind
C diplomacy.png Diplomacy Mind
C first aid.png First aid Body
C fishing.png Fishing Body
C hunting.png Hunting Body
C law.png Law Mind
C lockpicking.png Lockpicking Body
C magictheory.png Magictheory Mind
C mechanics.png Mechanics Mind
C metalwork.png Metalwork Body
C navigation.png Navigation Mind
C pathfinding.png Pathfinding Soul
C perception.png Perception Mind
C pickpocket.png Pickpocket Body
C raiding.png Raiding Body
C reading.png Reading Mind
C research.png Research Mind
C seamanship.png Seamanship Body
C sneak.png Sneak Body
C sprint.png Sprint Body
C stonework.png Stonework Body
Psc strategy.jpg Strategy Body
C swimming.png Swimming Body
C tailor.png Tailor Mind
C tracking.png Tracking Mind
C woodworking.png Woodworking Body



Skill Checks

Attribute + #dice based on skill level (1 = 1D6, 2 =2D6 …)

Standard difficulty 6 Each doubles rolled is doubled again to achieve a higher difficulty number (e.g. a roll of 3,4,4,2 plus an attribute of 3 results in beating a difficulty number of 24)

Abilities, using abilities, and combat

Activating or using an ability takes one action. Unlike spellcasting, abilities can be used as a substitute for the move action. This enables their quick deployment within a battle. Abilities are like skills and have to be acquired by spending experience points. Experience points invested into abilities don’t increase the life points of the character. There is no separate roll needed to determine the outcome of the activation. Rather, abilities are rather activated in combat by using the standard dice roll for the attack, initiative and defense action. Abilities cannot be triggered while performing a spellcasting action. Each ability has a minimum success level that has to be reached in order to trigger. If the Alpha roll is lower than the Omega, the ability is not triggered. For some abilities, the difference between the two determines their effectiveness or the duration of the effect. Each level of the ability that has been acquired by spending experience points grants a single use of the ability per combat encounter. Some abilities feature the possibility to be recharged and used again. This usually requires the character to spend all his three actions to recharging the ability, effectively leaving the character without attack, defense, move or spellcasting action in this turn. In this case, the dice roll is used to determine if the ability has been recharged or not. In order to recharge, the Alpha roll has to be higher than the Omega roll. If the character is attacked during this turn, the ability can’t be recharged and automatically counts as a failure on the recharge test. Abilities usually require certain attribute levels and or skills, as well as potentially other abilities that have to be learned as a prerequisite in order to gain certain higher-level abilities. For example, the fire arrow ability requires that the character has at least a level of two in his bow skill and a level of one in elementary magic.

Success Table

the success table is used by the game master to settle the challenge for a skill or attribute check. The listed numbers show the required accumulated value combined out of the dice roll and the appropriate attribute or skill value. The goal is to reach a equal or higher number than the one listed in the table and sat as challenge for the dice roll. critical failure and extraordinary success.

  1. ⇒super simple
  2. ⇒simple
  3. ⇒easy
  4. ⇒moderate
  5. ⇒challenging
  6. ⇒demanding
  7. ⇒skilful
  8. ⇒tricky
  9. ⇒advanced
  10. ⇒Hard
  11. ⇒rather complex
  12. ⇒complex
  13. ⇒extremely complex
  14. ⇒mega complex
  15. ⇒improbable
  16. ⇒impossible
  17. ⇒beyond
  18. ⇒godlike

Notes from Character creation

Average attribute value: 3 for a standard human, this is further modified by race above and/or beyond the average value

Starting Values: 9 points to distribute, no single one higher than 5, no single one lower than 1 Starting skills: 12 in total, 2 Level 3, 4 Level 2, 6 Level 1 Life Points: Base value (Total attributes divided by 3) multiplied by the total of skill points (e. G. 3 x 20 = 60); upgrading with xp therefore also improves Life Points total later during play Please note: if Life Points drop to 10 or below, the character falls unconscious The number of hits is (Body*2) + Mind + Soul.