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Index of Skills

by Pasi Anias and Mischa E Gelman

1. The number after a skill is the number of the Gaz from which the skill is derived. A number with p in front means an Creature Crucible.

2. The thieves skills here are meant for non-thieves. The percentage of success depends on skill level (0-5) rather than the level of the character. Anyways, these would be much, much lower than those of thieves, especially so, as not many would bother to raise the skill above, say 1.

3. Skills such as persuasion and deceive are saved vs. spells (or some vs. wisdom) with neg. modifiers from skill over 0. (say -2 for skill 2, etc). And they wont make anybody to do anything, he really might do with some persuasion etc.

4. Most skills can be specialised on some smaller sub-subject. Say, you have Kof (knowledge of) History, but you could also have specialised yourself on the history of Thyatis, so knowing more details of it, and only basic knowledge on other history.

5. There are some skills on more than one attribute. Say Ventriloquism is both a Charisma and a Dexterity skill. Its intentional, as there is a difference anyway. With the Dex-Ventriloquism you are good on the technical part of ventriloquism. You are a good ventriloquist. Then somebody else has studied Cha-ventriloquism, he isn't as good on the real proses, but he can entertain crowds with his skill, he is a funny ventriloquism. Anyway, you only need one of the skills.

6. Many a GM will also be of a different mind on wether some skills are based on INT or WIS. Be free to change things, Do it like you like, just like I do too :)

7. Some skills are restricted on some classes, say a fighter cant learn spell-combination

8. I told previously how we use the skills, and what the levels (0-5) mean, so I wont do it now again.

9. There will surely be some questions, on what some skill mean, so if you wish, ask, and I try to clarify, what they mean in our game


SKILLS
STRENGTH
Boxing (HWR3,pg. 23)
Diskos Throwing (HWR3,pg. 24)
Intimidate (HW, pg. 12 Thyatis book-DotE (TDE hereafter) pg. 21)
Lumberjack 11
Muscle (HW, pg. 12 TDE pg. 21)
Pankration (HWR3,pg. 26) -- presumably only chars in Milenian setting
Porter
Ram p3
Rip p3
Wrestling (HW, pg. 12 TDE pg. 21 HWR3,pg. 26)

INTELLIGENCE (* means there are several skills under this heading)

Advocacy 11
Alchemy (Alphatian book-DotE (ADE hereafter) pg. 26)
Alternate Magics (ADE pg. 26)
Ancient Hieroglyphics (HWR2,pg. 26)
Appraising (HWR3,pg. 23)
Artillery 10
*Artisan (ADE pg. 26)
Astrology
Bargaining 11
Bargemaking 11
Barrelmaking 11
Blacksmith 11
-Armourer 11
-Locksmith
-Silversmith
-Weaponsmith 11
Boating 12
Bowyer 11
Brewing 11
Building 11
Cabinetmaking 11
Cantrips
Canvasmaking 11
Captain 7
Cartmaking 11
Charcoal Maker Cobbler 11
Composing
Conjure companion 3
Construction
Cooking
Coral manipulation p3
*Craftsman (HW, pg. 12 TDE pg. 21)
Disguise (HW, pg. 12)
Drayers 11
Drovers 11
Engineer (ADE pg. 26)
Farming 11
Finance 11
Fire-Building (HW, pg. 12)
Fletching 11
Florist
Forgery
Furrier
Gambling 11
Gemcutting 11
Healing/Doctor (HW, pg. 12 TDE pg. 21)
Herbalism
*Hiding (HW, pg. 12)
Hunting (HW, pg. 12)
Hypnotism
Jeweller 11
*Knowledge (HW, pg. 13 TDE pg. 21)
*Labour (HW, pg. 13 TDE pg. 21)
Landscape Gardening
Language
Leather Armourer
Lip Reading (HW, pg. 13 TDE pg. 21)
Machine Building (PC2,pg. 33) -- gnomes only
Magical Engineering (ADE pg. 26)
Mapping (HW, pg. 13 TDE pg. 21)
Mastmaking
Mathematics
Military Tactics (HW, pg. 13 TDE pg. 22)
Mimicry (HW, pg. 14 TDE pg. 22)
Modern Hieroglyphics (HWR2, pg. 27)
*Nature Lore (HW, pg. 14)
Navigation (HW, pg. 14 TDE pg. 22)
Negotiation 11
Odour scenting 10
Odour tracking p3
Oil Maker
Orientation 10
Outdoorsmanship 7
Planar Geography (ADE pg. 26)
Poisons
*Profession (HW, pg. 14 TDE pg. 22)
Quick casting 3
Rigging
Read Runes 7
Saddlemaking 11
Sailing 11
Saltmaker
Shellworking
*Science (HW, pg. 14 TDE pg. 22)
Shipbuilding 11
Shipwright (ADE pg. 26)
*Signalling (HW, pg. 14 TDE pg. 22)
Snares (HW, pg. 14)
Sound Analyst
Spellcraft
Stonecutting 11
*Survival (HW, pg. 14 TDE pg. 22)
Tailor 11
Tobacconist
Toolmaking 11
Torture
Tracking (HW, pg. 14 TDE pg. 22)
Trapbuilding 11
Trapping
Varnishing
Vinter
Warmachine Engineering
Wheelwright 11
Woodsmith

WISDOM

Alertness
*Animal Empathy (HW, pg. 14)
*Animal Train (HW, pg. 15 TDE pg. 22)
Beekeeper
Berserkery
Bloodlust control p3
Bravery (HW, pg. 15)
Candle Maker
Caving (HW, pg. 15 TDE pg. 22)
Codes of Law and Justice (TDE pg. 22)
Cooking (HW, pg. 15)
Danger Sense (HW, pg. 15 TDE pg. 22)
Detect Deception (HW, pg. 16 TDE pg. 22)
Direction Sense (PC2,pg. 33)
Etiquette
Fantasy Physics (PC2,pg. 33) -- gnomes, nagpa only
Falconry
Philosophy
Fishing
Foretelling
Gambling (HW, pg.16 TDE pg. 22)
Gardening p1
Guidance/Counsel (TDE pg. 22)
Healing
Heraldry
Herding p1
*Honour (HW, pg. 16 TDE pg. 22)
Hostess
Knowledge of (Kof) History
Kof Land
Kof Place
Kof Culture
Lawyer 11
Lore
Meditation 3
Monster empathy 10
Self-Control p4
Spirit plane geog 12
Mysticism (HW, pg. 16)
Teaching
Veterinarian
Water Divining (PC2,pg. 33)
Weather 7

DEXTERITY

Acrobatics (HW, pg.16 TDE pg. 22)
Alertness (HW, pg.16 TDE pg. 22)
Basketweaver
Blind Shooting (HW, pg. 16)
Bow Shield (HWR2, pg. 26)
*Bracers (HWR2, pg. 26)
Chariot Combat (HWR2, pg. 26 HWR3,pg. 23)
Chariot Driving (HWR2, pg. 26 HWR3,pg. 23)
Cheating (HW, pg. 16 TDE pg. 22)
Climbing 11
Rig Climbing
Close Magic
Dancing
Dart p3
Dismount rider 12
Dodge p3
Escape Artist (HW, pg. 16)
Evade 12
Fighting instincts
Find Traps (HW, pg. 16)
Fire building
F/R Traps
Forgery (HWR3,pg. 24)
Glassblowing 11
Hard-ball (ADE pg. 26) -- presumably only chars in an Alphatian setting
Harpooning
Hear Noise (HW, pg. 16)
Hide in Shadows (HW, pg.16) - demihumans and non-humans only
Hunting 7
Hornmaker
Juggling 6
Jumping (HWR3,pg. 24)
Knot Tying (HWR3,pg. 25)
Leatherworking 11
Ledge Hopping (HW, pg. 16)
Lockpicking
Mountaineering (HW, pg. 16 TDE pg. 22)
Netmaking 11
Nithian Shield (HWR2,pg. 27) -- Nithians only
Pickpocket
*Piloting (PC2,pg. 33 ADE pg. 26)
Pipe Making
Potter 11
Quick Draw (HW, pg. 17)
Rapid fire 12
*Riding (HW, pg. 17 TDE pg. 22)
Ropemaking 11
Ropeuse
Seamanship (HWR3,pg. 26) Spinning 11
*Stealth (HW, pg. 17)
Surprise 7
Treewalking (HW, pg. 17 ADE pg. 26)
Ventriloquism
Weaving 11
Woodcutting

CONSTITUTION

Drinking (HW, pg. 17)
Endurance (HW, pg. 17)
Eating p1
Resist Heat Exhaustion (HWR2,pg. 27)
Running (HWR3,pg. 26)
Resist Wolvesbane p4
Sleeping 10
Stamina 7
Transformation p4
Drinking
Quick Change p4
Running

CHARISMA

Acting (HW, pg. 17 TDE pg. 23)
Allure p3
Bargaining (HW, pg. 17 TDE pg. 23)
Bootlicking
Deceive (HW, pg. 17 TDE pg.23)
Etiquette (HWR, pg. 24)
Gain Trust 7
Leadership (HW, pg. 18 TDE pg. 23)
*Music (HW, pg. 18 TDE pg. 23)
Oration (HWR3,pg. 25)
Persuasion (HW, pg. 18 TDE pg. 23)
Playing
Poetry
Servility 10
Singing (HW, pg. 18 TDE pg. 23)
Sound imitation
Storytelling (HW, pg. 18)
Ventriloquism

EXTRA WEAPON SKILLS

Boxing
Wrestling
Two-weapons
Blind fighting
Shield