- Athletics (STR):
ATHLETICS measures the total capacity of a character to focus their strength on highly mobile physical activity.
Athletics difficulties are modified by the conditions of the environment quite regularly, often by as much as ten points. Slippery surfaces, high winds, stormy waters, and many other factors can contribute to raising or lowering the difficulty of Athletics checks.
Besides the three uses listed here, Athletics can also be used as the appropriate skill for any physical activity where strength is, overall, more important than agility and dexterity, though these added uses, as always, are left in the hands of the GM to create and build sensible rules.
• Climb: With each successful check, you can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds), one-fourth of your speed. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check means that you make no progress, and a check that fails by 5 or more means that you fall from whatever height you have attained. Climbing at one-half your speed is a full-round action. Moving half that far (one-fourth the character’s speed) is a move action.
• Jump: This skill is used to jump up so you can grab things, to jump down from high places, and so on. The listed distances assume a ten-foot run up; without this, halve the distance jumped. If they have ranks in the Jump skill and succeed on a check, they land on their feet (when appropriate) and can move as far as their remaining movement allows. Distance moved by jumping is counted against maximum movement in a round. Characters can start a jump at the end of one turn and complete it at the beginning of the next.
• Swim: While swimming and attempting to move under your own power, (or just keep your head above water) make this check each round (you may make it twice as a full-round action). If you succeed, you may move up to five feet, and are under your own control. For each full point by which you beat the DC, you may move one additional foot (often broken into five-foot increments). If you fail, you go underwater and start to drown.Task Difficulty Time Climb a Slope 10 Move Action Climb a Wall 20 Move Action Long Jump 2 per foot Move Action High Jump 5 per foot Move Action Swimming 5 Move Action
- Awareness (WIS):
AWARENESS measures the total perceptive abilities of the character, and is used both reactively (to spot things when they move or make noise) and actively (when searching an area or attempting to determine distances and the like. As well as the uses listed here, Awareness may also be used as the general skill to use for detecting and perceiving The GM will often modify Awareness results based on distance, lighting, ambient noise, and on other environmental conditions, often by as much as ten points in either direction - in extreme situations (trying to find the proverbial needle inthe haystack, or trying to hear a pin drop in a crowded room), difficulties may even be altered by twenty points or more.
• Listen: This is a check that is normally opposed by the Stealth check of someone or something . The GM may make the Listen check so that you don’t know whether not hearing anything means that nothing is there, or that you rolled low. In the case of a group trying to be quiet, the worst result of the group is the one that you must defeat.
• Spot: Spot is used to detect characters or creatures who are easily missed or are hiding. Typically, Spot is opposed by the Stealth check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it, at a difficulty set by the GM. As a full-round action, you may attempt to spot something that you failed to spot previously.
• Defeat Disguise: This check will allow you to determine if some-one is in disguise, and, if successful, allow you to make a normal reputation check to recognize them.
• Thorough Search: This check is made to search an area about the size of a room ten feet on a side, containing a moderate amount of furnishings and such, and find a small, unlabelled, out-of-the way object. Difficulty or time should be raised for larger areas, better-hidden items, or greater density of things to search among.
• Sense Enchantment: You can tell that someone’s behavior is being influenced by any effect against which they received (and, generally, failed) a Will save, even if that person isn’t aware of it herself.Task Difficulty Time Listen Opposed (Stealth) Reactive Spot Movement Opposed (Stealth) Reactive Defeat Disguise Opposed (Stealth) Reactive Thorough Search 10+ 1 Minute Sense Enchantment 25 Reactive
- Beastkeeping (CHA):
BEASTKEEPING measures the ability of the character to deal with animals. Given time, it canbe used to change a wild animal under the control of the character into a domestic one, by “gentling” the animal in question. It can also be used (though with far greater difficulty) as “diplomacy for wild animals”.
The main uses of Beastkeeping, though, are to teach tricks to animals, and to be able to get an animal to perform those tricks (see “known trick”in the table) on command. When dealing with an animal that is gentled and is physically capable of performing a trick, but doesn’t know it, this skill can also be used to “push” the animal into performing the trick, though this is some-what harder. An animal can learn up to (Intelligence + 3) tricks. Tricks include, but are not limited to, the following.
• Attack (DC 20): The animal attacks apparent enemies. The character may direct the animal to a specific enemy.
• Come (DC 15): The animal comes to the hero, even if the animal normally would not do so.
• Defend (DC 20): The animal defends a location, person, or object (or waits to defend the it if no threat is present)
• Fetch (DC 15): The animal goes and gets something. The character must point out a target, or else the animal fetches a random object.
• Heel (DC 15): The animal follows the character closely, even to places it normally wouldn’t go.
• Perform (DC 15): The animal does various simple tricks such as sitting up, rolling over, and so on.
• Seek (DC 15): The animal moves into an area and searches for something of interest. It stops and indicates the first thing of interest it finds. What constitutes an item of interest to an animal varies, but animals almost always find other creatures interesting.
• Stay (DC 15): The animal stays, waiting for the hero. It does notchallenge others, but it defends itself if it must.
• Track (DC 20): The animal tracks a scent presented to it.
• Work (DC 15): The animal pulls or pushes a medium or heavy load, or carries a burden or rider.Task Difficulty Time Wild Diplomacy As Diplomacy +10 As listed Gentle an Animal Opposed (WIL) 25 Hours "Push" Trick Listed +5 Full-Round Thorough Search As listed Move Action Teach a Trick As listed 100 Hours