Skills




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Blood Empowering Spent Vitality self instant Easy Endure With this skill the rune elf can empower his or her spell with their very life force. For every 1 Vitality spent, the damaging or healing power of the spell increases by 1.  be a dwarf
Magic Break Spent Soul 1 target instant Normal Arcana With this skill you throw Soul at any ongoing magic, be it an enchantment, lock, or door, with the intent to break it. Every 2 Soul decreases the spell's energy by 1. Once it is reduced to 0 it is broken. Magic Sense
Arcane Materials Spent Soul 1 item in hand instant Normal Arcana You can increase one value of a material at a rate of +1 for every 4 Soul spent. Material Identify
Keen Sight Soul Spent self instant Normal Insight Plains Elves have amazing sight when they focus. They can see a mile away under the right conditions. With this skill, the plains elf can spend Soul to improve both their Perceive or their Evade Penalty to targets at a cost of 2 Soul for 1 bonus point.

N/A

Dwarven Armor Empowerment Soul Spent any armor touched 1d6 rounds Normal Arcana

Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into Defense at a cost of 3 Soul per 1 defense. The effect lasts for 1d6 rounds and this ability cannot be used again until the effect wears off. 

be a dwarf
Runic Absorbtion Soul Spent self instant Easy Arcana The rune dwarf can absorb some of the magic that gets past his or her armor. The rune dwarf does this by spending Soul. For every 1 soul spent, 10% of the spell damage can be absorbed, up to 70%. That absorbed damage is then converted into extra runic power at a 2 absorbed damage equals 1 runic power rate, which will be used with the next spell the dwarf casts, or will disappear at the end of battle, which ever comes first.  Be a rune dwarf.
Enchantment Soul Spent 1 item in hand instant Hard Arcana Allows you to imbue materials that have already received elemental imbuing with a spell effect. Charges are double to the Soul spent. If you spend 10 Soul it has 20 charges. You can use this skill on an enchanted item to increase or replenish its charges. Elemental Imbuing
Pick Magic Locks Soul cost depends on lock level touching range instant Arcana difficulty depending on lock You can pick magic locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Arcana check difficulty being the same as the lock level. 
Easy Magic Lock: Easy Arcana and 2 Soul
Normal Magic Lock: Normal Arcana and 4 Soul
Hard Magic Lock: Hard Arcana and 6 Soul
Impossible Magic Lock: Impossible Arcana and 8 Soul
Pick Locks
Shield Wall self self and any affected allies 1d4 rounds Normal Defense You hold your shield in front of you and duck behind it, making the shield like a wall. While behind the shield wall you cannot move, however any attacks that target you must first get past the shield wall. This increases your Physical and Magical Armor by 2, making it harder to hit you. If any of your allies use this with you and are next to you, a more secure wall is formed further increasing Physical and Magical armor by 1 for everyone involved.  Shield equipped
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Haggle N/A 1d10 as a percentage discount when buying items or services. 1d12 as a percentage increase in selling costs. Level 1: 1d10% buying; 1d12% selling
Level 2: 2d10% buying; 2d12% selling
Level 3: 3d10% buying; 3d12% selling
Level 4: 4d10% buying; 4d12% selling
Study Habits N/A Increase your Character Point Rate by +0.15 per level of mastery. Level 1: Character Point Rate +0.15
Level 2: Character Point Rate +0.3
Level 3: Character Point Rate +0.45
Level 4: Character Point Rate +0.6
Trade N/A 1 item or service instant Normal Persuade +2 This skill allows you to trade items or services for items or services of equal or lesser value. N/A
Magic Proficiency N/A Increase Runic Energy by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Runic Energy is 10, this skill will make it 11.   Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Magic Sense N/A self instant Easy Arcana Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. N/A
Magic Study N/A Grants +1d4 in Character Points per level of mastery for casting or attempting to cast spells. This only works for magic spells, not skills.  Level 1: 1d4
Level 2: 2d4
Level 3: 3d4
Level 4: 4d4
Low Light Vision N/A Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. N/A: only one level
Carving N/A Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. N/A: only one level
Dwarven Prospector N/A Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf's runic energy. N/A: only one level
Item Combination N/A self instant Easy Insight

Lets you combine a number of items to make a new item:

  • 2 Items: Easy Insight Check
  • 3 Items: Normal Insight Check
  • 4 Items: Hard Insight Check
  • 5 Items: Impossible Insight Check
N/A
2-Handed Proficiency N/A Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value.  Level 1: 25% (x1.25)
Level 2: 50% (x1.5)
Level 3: 75% (x1.75)
Level 4: 100% (x2)
Attack Type Proficiency N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Slashing
  • Piercing
  • Chopping
  • Bashing

Each attack type is its on skill and you would have to level up each one individually. Just because you have an attack type slashing at level 3 you won't also have piercing at level 3. When you acquire piercing it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Defense Proficiency N/A Increase Defense while in Defensive Stance by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Defense with is 10, this skill will make it 11.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Dwarven Tuck N/A When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Defense and Spirit by 20% for the duration of the defensive round. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
Keep Self N/A +5 to Will against fear, rage, or loss of self for 1 hour. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Last Dwarf Standing N/A If the dwarf is the last one alive, the dwarf will get a bonus of 10 to his or her save check, and come back with 10% Vitality instead of just 1 Vitality. If the dwarf isn't the last one alive, the dwarf gets a second free savecheck. Save will always bring the shield dwarf back with 10% Vitality instead of 1 Vitality. Level 1: 10
Level 2: 20
Level 3: 30
Level 4: 40
Armor Proficiency N/A

+1 to Evade, +1 to Defense and Spirit per level of mastery when wearing the armor type you are proficient in.  This skill also grants the ability to different armor types if you are proficient in them.

The armor types are:

  • Light Armor
  • Medium Armor
  • Heavy Armor

Each armor type is its own skill.

Level 1: +1
Level 2: +2
Level 3: +3
Level 4: +4; removes any profession armor handicap
Dwarven Runes N/A Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. N/A: only one level
Sorcery N/A Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery.  N/A: only one level
Animal Talk N/A self instant Easy Nature Able to communicate with animals and understand them. N/A
Creature Lore N/A This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. N/A: only one level
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
Projectile Proficiency N/A self instant Normal Crit Increases Focus by 1 and projectile weapon damage by 1. Must equip projectile weapon
Silent Hunter N/A Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. N/A: only one level
Navigation N/A self instant Easy Perceive Can find where you are and nearest town based on what you see. N/A
Safe Footing N/A Ignore unstable terrain. Walking on loose rocks, floors that may collapse, or slippery ice may normally cause you difficulty. Not with this skill. With this skill you can walk on such surfaces as if it were normal ground. N/A: only one level
Tracking N/A Easily find and follow tracks up to 2 days old per level of mastery. Level 1: 2 days
Level 2: 4 days
Level 3: 6 days
Level 4: 8 days
Darkness Sprint N/A Dark Elves are masters at moving quickly in the darkness. Their movements are increased in dark environments. If they sprint when in dark environments, their movements are doubled.
World: + 1d10 at night
Battle: +4 in darkness or at night
Adventure Actions: +5 if no light

Level 1:

  • World: + 1d10 at night
  • Battle: +4 in darkness or at night
  • Adventure Actions: +5 if no light

Level 2:

  • World: + 2d10 at night
  • Battle: +8 in darkness or at night
  • Adventure Actions: +10 if no light

Level 3:

  • World: + 3d10 at night
  • Battle: +12 in darkness or at night
  • Adventure Actions: +15 if no light

Level 4:

  • World: + 4d10 at night
  • Battle: +16 in darkness or at night
  • Adventure Actions: +20 if no light
Shadow Hide N/A Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them.  N/A: only one level
Shadow Warrior N/A Darkness is an ally to the dark elf. Whenever they are fighting in dark environments or at night, they receive a +5 to Melee Power, Throw Power, and Bow Power. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Battle Mage N/A self instant Normal Arcana +1 You can absorb 10% of the spell damage and use it to restore your Soul. N/A
Hunting N/A +5 to Hit Targeting per level of mastery against selected enemy type. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Joint Attack N/A weapon or movement range instant Normal React +1 Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill and can use melee, throw, or ranged attacks. Offensive and Bow Power does apply as does a crit chance.  N/A
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Alchemical Application N/A Apply potion to weapon giving weapon its effects. N/A: only one level
Disguise N/A Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you.  Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20
Tricky Goblin N/A self instant Normal React -1 If the goblin is next to another ally or enemy target when the goblin succeeds with this skill, the goblin will duck behind that target and that target will get hit instead. Penalties or bonuses may apply to the luck check depending upon the situation and the goblin must be able to easily reach the target he or she wishes to duck behind with 1/2 movement.  N/A
Dual Wielding Proficiency N/A By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful.  Level 1: Add 1/2 Melee Power to 2nd Hand
Level 2: Add full Melee Power to 2nd Hand
Increased Critical N/A This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Melee Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Special Weapon Damage N/A

Critical Hit automatically inflicts special weapon damage based on the weapon attack type.

Special Weapon Damages:

  • Slashing: 1d6 Bleeding damage per round until healed
  • Piercing: Wounds which causes 1d4 bleeding damage per round until healed and increases damage dealt to HP by 1d10 per hit when wound is struck
  • Chopping: 1d10 Bleeding damage per round until healed and 10% chance of severing a limb
  • Bashing: Daze for 1d6 rounds decreasing hit chance in half, stun for 1 round, 20% chance of knocking target out

Weapons may also have special weapon damages listed that can apply here.

Increase dice rolls by 1 for inflicted status effects per level. For example, level 2 slashing will cause 2d6 bleeding damage and level 3 piercing will cause 3d4 bleeding damage and 3d10 wound damage.
Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:

  • Daggers
  • Swords
  • Scythes
  • Axes
  • Clubs & Hammers
  • Rods & Staffs
  • Spears & Pole Arms
  • Whips
  • Unconventional Weapons

Each weapon type is its own skill and must be acquired and leveled up separately.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Area of Effect Defense N/A +5 to Defense and Spirit against explosions and other area of effect attacks. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Bash Defense N/A +2 to defense against bash attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Breath Defense N/A +2 to spirit against breath attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Chop Defense N/A +2 to defense against chop attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Control Defense N/A 5% chance of immunity to possession or control per level of mastery. Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%
Daze or Stun Defense N/A 10% chance of immunity to daze or stun per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Knock Down Defense N/A 10% chance of immunity to knock down per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Mortal Guard N/A Increases Vitality Save by 5 per level of mastery. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Pierce Defense N/A +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more.  Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Poison or Sickness Defense N/A 15% chance of immunity to poison or sickness per level of mastery. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Reactive Guard N/A +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Defense N/A Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Slash Defense N/A +2 to defense against slash attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Bow & Arrow Proficiency N/A Increases the attack value of your bow or crossbow by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Dual Guns Proficiency N/A Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. N/A: only one level
Free Reload N/A Get 1 free reload of your long gun every other turn. This lets you load your rifle or shot gun without spending your support action to do so. N/A: only one level
Inflict Wounds - Bow N/A Critical hit with bow & arrow or crossbow inflicts 1d6 bleeding wound damage, non stacking. Level 1: 1d6+1
Level 2: 2d6+1
Level 3: 3d6+1
Level 4: 4d6+1
Inflict Wounds - Long Guns N/A Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. Level 1: 1d12
Level 2: 2d12
Level 3: 3d12
Level 4: 4d12
Long Gun Proficiency N/A Increases the attack value of your long gun by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Inflict Daze or Stun N/A With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target. Level 1: 10% / 5%
Level 2: 20% / 10%
Level 3: 30% / 15%
Level 4: 40% / 20%
Martial Arts Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Martial Attack Proficiency N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Punching
  • Kicking
  • Grappling
  • Bashing

Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Martial Conditioning N/A Increase Fortitude by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Martial Weapon Proficiency N/A

Increases the attack value of your martial arts weapon by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

The Martial Arts Weapons are:

  • Unarmed
  • Katana
  • Nunchucks
  • Rods

Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Meditation N/A Recover 10% of max stats in 1 hour. Double focus for rest of day. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Critical Chi N/A Any Critical Hit with an attack that uses Chi also adds double Runic Energy.  N/A: only one level
Dual Fist / Throw Proficiency N/A By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands.   Level 1: Add 1/2 Melee or Throw Power to 2nd Hand
Level 2: Add full Melee or Throw Power to 2nd Hand
Endure N/A Increase Resist by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Attack Type Proficiency - Thief N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Slashing
  • Piercing

Each attack type is its on skill and you would have to level up each one individually.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Targeted Throw N/A Increase Hit Targeting by 5 with each level of mastery. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level.

The Weapon Types are:

  • Daggers
  • Snares
  • Throwing Weapons

Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Child of Magic N/A This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your Soul from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your Soul through use of a potion and continue to cast other spells and such. Once the pool of Soul is depleted, the effect of the spell is gone. N/A: only one level
Elemental Blood N/A Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. Level 1: 30%
Level 2: 60%
Level 3: 90%
Level 4: 120%
Magic Break N/A Allows you to throw up to 25% of Soul per level to break a spell lock or trap. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%
Magic Channeling N/A Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell.  N/A: only one level
Magic Grace N/A Causes spells that affect everyone in an area to not harm allies or benefit enemies. N/A: only one level
Magic Theory N/A +1d8 to Runic Energy per level of mastery. Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8
Rune Stone Theory N/A

Create rune stones and use rune stones more effectively, including applying effects before mastery.

Basically, with this skill you can do the following:

  • Create Rune Stones: you can create a rune stone using a spell line that you have mastered. You must have the spell line mastered before creating a new rune stone with that line.
  • Improved Rune Stone Use: Spells within your rune stone will use 20% less SA from the stone, and don't worry it won't take that extra cost from you either. Furthermore, you can add 1/2 your character point rate to the spell mastery if you fail at the spell.
  • Apply Non-mastered Effects: You will be able to use the rune stone effect on your weapons or armor as long as you have access to that spell it is connected to in the spell line. You won't have to wait for that spell to be mastered to have access to that affect.
N/A: only one level
Spell Modification N/A Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is. N/A: only one level
Spell Necessity N/A Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality.  N/A: only one level
Spell Slinger N/A Increase Hit Chance of spell by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Create Potions N/A Lets you create potions based on your level of mastery. Level 1: Level 1 potions
Level 2: Level 2 potions
Level 3: Level 3 potions
Level 4: Level 4 potions
Diagnose N/A +5 to Mental Check to determine status condition so you can provide the right care. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Equip Potion N/A This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion.  N/A: only one level
Fast Potion N/A Can use +1 potion per level of mastery as a support move. Level 1: +1 potions
Level 2: +2 potions
Level 3: +3 potions
Level 4: +4 potions
Item Rationing N/A Get +1 extra use from a single potion per level of mastery. Level 1: +1 use
Level 2: +2 uses
Level 3: +3 uses
Level 4: +4 uses
Mix Potions N/A Lets you mix a number of potions based on mastery to make a new combined potion. Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions
Potion Administration N/A Increases potion's effects when using it by 25%. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%
Use Potion as Defense N/A Able to use a potion in defensive stance. N/A: only one level
Study Session N/A Increase your End of Session bonus by 1d20 per level of mastery. Level 1: 1d20
Level 2: 2d20
Level 3: 3d20
Level 4: 4d20
Avian Kinship N/A Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. N/A: only one level
Dragon Lore N/A With this skill you have knowledge of dragons and their customs. N/A: only one level
Familiar Growth N/A This skill allows you to spend character points into a familiar to boost their stats or skills.  N/A: only one level
Crafting N/A Lets you create weapons, armor, and other items based on level of mastery. Level 1: Level 1 crafting
Level 2: Level 2 crafting
Level 3: Level 3 crafting
Level 4: Level 4 crafting
Design Improvement N/A Lets you improve blueprints based on level of mastery. Level 1: Level 1 improvement
Level 2: Level 2 improvement
Level 3: Level 3 improvement
Level 4: Level 4 improvement
Invention N/A Lets you create new designs from scratch. N/A: only one level
Trained Endurance N/A Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Aura of Lust N/A Adds seduction effect to singing or dancing, affecting a 3x3 area around you. N/A: only one level
Dance Training N/A Causes your dancing skills to cost 25% less Endurance to use. N/A: only one level
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Voice Training N/A Causes your singing skills to cost 25% less Soul to use. N/A: only one level
Disregard Tax N/A Automatically reduces the costs of all items by 20%. N/A: only one level
Energy Trade N/A Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. N/A: only one level
Increase Resell Value N/A Increase resell value at 10% greater than purchase price. Level 1: 10% greater resell value
Level 2: 20% greater resell value
Level 3: 30% greater resell value
Level 4: 40% greater resell value
Increased Spoils N/A

Increase the end of session character point reward, found treasures, and any money found by 20%.

Please Note: You will not gain extra character points for using this skill.

Level 1: 20% increase
Level 2: 40% increase
Level 3: 60% increase
Level 4: 80% increase
Mark Up Value N/A Increase the sell value of an item by 1d20 as a percentage. Level 1: 1d20%
Level 2: 2d20%
Level 3: 3d20%
Level 4: 4d20%
Point Market N/A

Buy or sell character points in point markets. Buy 1 character point for 50 shillings. Sell 1 character point for 25 shillings. The worth of character points increases per level, so at level 4 you would get to buy 4 character points for 50 shillings or sell 0.25 character points for 25 shillings. You can use Haggle with this skill.

Please Note: You will not gain extra character points for using this skill.You will however gain the extra character points for using Haggle.

Level 1: Buy 1 cp for 50 shillings, sell 1 cp for 25 shillings
Level 2: Buy 2 cp for 50 shillings, sell 0.75 cp for 25 shillings (1 cp for 31.25)
Level 3: Buy 3 cp for 50 shillings, sell 0.5 cp for 25 shillings (1 cp for 37.50)
Level 4: But 4 cp for 50 shillings, sell 0.25 cp for 25 shillings (1 cp for 43.75)
Resell for Cost N/A Resell item not damaged at purchase price. N/A: only one level
Store Master N/A Operate a store making Luck increased by 25% (Luck x 1.25) in shillings per game week. Level 1: Luck x 1.25
Level 2: Luck x 1.50
Level 3: Luck x 1.75
Level 4: Luck x 2
Wholesale N/A Reduces the total price by 20% if bought 10 or more items. Level 1: 20%
Level 2: 40%
Level 3: 60 %
Level 4: 80%
Inner Peace N/A

Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you.

Neutral Alignment

N/A: only one level
Religious Might N/A

Damage done against opposite alignment targets doubled and always crit.

Either Light Alignment or Dark Alignment - cannot be neutral

N/A: only one level
Horsemanship N/A x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. N/A: only one level
Radiation Survival N/A 20% of Resistance to not be affected by radiation, increased by 10 per level of mastery Level 1: 20%
Level 2: 30%
Level 3: 40%
Level 4: 50%
Space Saving N/A Increase the storage space by 15% per level of mastery. This increases the space that your storage devices can hold, whether it be bag, belt, or pocket. This is not for liquid storage, only for dry storage. Basically, you have learned how to pak things tighter and make more use of the available space that you can store more.  Level 1: 15% increase in storage space. 
Level 2:  30% increase in storage space.
Level 3:  45% increase in storage space.
Level 4:  60% increase in storage space.
Survival Skills N/A Have the skills to make camp fires, purify water, and make basic shelter. Basically, you have the basic knowledge to survive in the wilds. This is very helpful if you do not have enough clean water, rations, and a tent. With this skill you can make a lean-to or other basic shelter that would provide the same benefits of a tent, be able to drink water from around you without worry (unless it is very acidic or toxic), forage for food, and well, make a fire for warmth, security, and cooking. N/A: only one level
Hit Chance Empowerment N/A Increase Hit Chance by 10% of Speed for 1d6 rounds. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Ninja Reflexes N/A Increase Evade and Agility by 5 permanently as a modifier. However you cannot wear any armor. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Ninja Speed N/A Increase Speed and React by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
React Empowerment N/A Increase React by 10% of Speed for 1d6 rounds. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Speed Empowerment N/A Increase Speed by 10% of Speed for 1d6 rounds. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Stat Targeting N/A Allows for 10% of your attack to go against the target's Soul or Endurance per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Critical N/A Increases Critical Hit damage by Runic Energy + 1d20 against element you are strong against. Level 1: +1d20
Level 2: +2d20
Level 3: +3d20
Level 4: +4d20
Runic Targeting N/A Increases Hit Targeting by 10% per level against elements you are strong against. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Anger N/A +5 to Influence to cause your attack to anger target so that target can only attack you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Attention Lock N/A +10 to Influence to cause all drawn enemies to stay locked onto you for 1d6 rounds. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Draw Attention N/A +10 to Influence to cause all enemies in 3x3 area to target only you for that round. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Evasion Counter N/A +5 to React check to counter attack when you are attacked but not hit. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Frustrate N/A +5 to Luck to cause angered target to go into berserk for 1d4 rounds and only target you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Light Armor Mastery N/A +2 to Evade, +1 to Defense per level of mastery. Level 1: +2, +1
Level 2: +4, +2
Level 3: +6, +3
Level 4: +8, +4
Roll Counter N/A +10 to React Check to counter attack after performing a roll evasion. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Taunt N/A 10% chance that the targeted enemy attacker will target you only. The enemy has to be able to see and hear you. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Trick Hit N/A Deceive your target to hit decreasing target's evade by 5. Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20
Revolver Proficiency N/A Increase attack value by 10% for revolvers. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Bullet Defense N/A Increase defense by +2 against piercing "bullet" attack from guns. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Critical Shot N/A Allows for a Luck Chance +5 per level of mastery to add ammo attack value twice. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Inflict Wounds - Revolvers N/A Critical Hits inflicts 1d6 bleeding wound damage, non stacking. Level 1: 1d6
Level 2: 2d6
Level 3: 3d6
Level 4: 4d6
Runic Rifle Proficiency N/A Increase attack value by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Rifle Theory N/A +1d8 to Runic Rifle attack value. Level 1: +1d8
Level 2: +2d8
Level 3: +3d8
Level 4: +4d8
Divination N/A Use of a spiritual pendulum or dowsing rods for finding things, people, locations, or answers to yes/no questions with 20% accuracy. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
Emotional Witch N/A Witches spells are affected by their emotional state. If a witch is angry their spells do 50% more damage. If a witch is worried, their healing spells do 50% more healing, and so forth. N/A
Learn Curse N/A Learn how to do curses from cursed objects based on complexity. Once you learn the curse, you can perform the curse yourself albeit following any rules for doing so as given by your GM. Level 1: learn level 1 curse
Level 2: learn level 2 curse
Level 3: learn level 3 curse
Level 4: learn level 4 curse
Occult Aid N/A Spirit Guide assists you with Save Checks improving them by 20% for that instance. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
Occult Empowerment N/A Spirit Guides assist you with spells increasing the effects of the spell you are wanting to cast by 15%. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Potion Craft N/A Allows use of alchemical potions for spell crafting, giving the spells the effects from the potions. N/A
Rule of Karma N/A Witches spells are affected by the target's morality. If the spell is offensive, its damage dealt is increased by the target's opposite alignment points as a percentage. If the target has more dark points versus the witches light points or more chaos points versus the witches order points, or vice versa, you would add up any of those points and use them as a percentage to increase the spell damage. Likewise if the witch is trying to heal the target the matching alignment points will increase the healing while the opposite alignment points could decrease it. N/A
Blessed Knight N/A Your attacks are permanently increased by your morality light points + 10% as a percentage. So if you have 5 light points this would increase your attacks by 15%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Casting Out Strike N/A Critical Hit instantly frees target of possession. N/A
Divine Knight N/A Attacks against those with more dark morality points than light morality points is increased by 15% automatically. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Dogma Certainty N/A Your church sets your alignment, not society. N/A
Dogma Crusade N/A Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god always receive critical damage and effects. N/A
Dogma Over Faith N/A Worshipers of opposing gods are seen as opposing alignment even if this is not true. N/A
Infallible Dogma N/A +20 to Will against any attempt to convert or alter religious belief. Level 1: +20
Level 2: +40
Level 3: +60
Level 4: +80
Self Certainty N/A You set your own alignment based on your own religious views. N/A
Cursed Knight N/A Your attacks are permanently increased by your morality dark points + 10% as a percentage. So if you have 5 dark points this would increase your attacks by 15%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Fallen Knight N/A Attacks against those with more light morality points than dark morality points is increased by 15% automatically. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Blessed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more dark morality points than light morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Dogma N/A If the enemy targets you, the enemy must make a will check at 15% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 85 or less. If they enemy's will is 25, the enemy must roll 22 or less. The penalty is doubled if the person is a servant of Taal. N/A: only one level
Holy Ground N/A Those in a 3x3 area around you have chances for resistance increased by 15% against dark aligned attackers. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Cursed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more light morality points than dark morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Unholy Ground N/A Those in a 3x3 area around you have chances for resistance increased by 15% against light aligned attackers. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Alchemical Immunity N/A 15% chance to be immune to the potion used against you. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Create Arcane Potions N/A Lets you combine spell components into your potions to make magical potions. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity
Elemental Potions N/A All potions you use or create are increased by your runic energy. N/A
Energy Enrichment N/A

Able to spend stat points into potions to increase their effect.

  • 1 Vitality spent = 2 Vitality restore in potion
  • 1 Soul spent = 2 Soul restore in potion
  • 1 Endurance spent = 2 Endurance restore in potion
Level 1: 2 stat restore in potion
Level 2: 4 stat restore in potion
Level 3: 6 stat restore in potion
Level 4: 8 stat restore in potion
Potion Recall N/A 10% chance that the potion you just used refills automatically. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Mage Empowerment N/A Able to apply runic mage skill effects to potion or item effect values. N/A
Runic Potion Empowerment N/A All potions you use or create are increased by your runic energy as a percentage. N/A
Use Potion as Spell N/A Able to use a potion as a magic action. N/A
Arcane Crafting N/A Lets you add spell components to your items to make magical items based on level of mastery. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity
Arcane Materials N/A Lets you increase one value of material at a rate of +1 per 10 character points. Level 1: +1 per 10 character points
Level 2: +2 per 10 character points
Level 3: +3 per 10 character points
Level 4: +4 per 10 character points
Elemental Creations N/A All items you use or create are increased by your Runic Energy. N/A
Enchantment N/A Allows you to imbue elemental materials with spell effect, charges dependent upon level of mastery. Level 1: 25 charges
Level 2: 50 charges
Level 3: 75 charges
Level 4: 100 charges
Runic Carvings N/A Apply Rune Tattoo to elemental construct. N/A
Runic Item Empowerment N/A All items you use or create are increased by your mental as a percentage. N/A
Runic Profession N/A Grants elemental construct a profession to learn skills from. N/A
Thief Shot N/A Allows using Thief and Assassin skills with Hunter skills. N/A
Chi Energy Field N/A Produces a 4x4 space aura around you that increases spent stat by x 1.3 and divides it among all targets in the area. This is an instant skill, the amount of stat points spent is up to the user as is the type and can be Vitality, Soul, or Endurance, however those points come from the user's current stat points. Level 1: x 1.3
Level 2: x 1.6
Level 3: x 1.9
Level 4: x 2.2
Invoked Spirit N/A Allows you to use your moral points as a bonus against targets of an opposite alignment. This can be an opposite if either of your alignments. For example, If you are lawful good, you could use this against a target who is chaotic good since chaotic is the opposite of lawful. If both alignments are opposite of yours, such as you being lawful good and the target being chaotic evil, then you will apply this skill's effect twice. The moral points you add is a combination of all moral points, and it does not decrease your moral points. N/A
Powered Hit N/A Increase Melee Power at a cost of 4 Endurance for +1 to Melee Power for that instance. Level 1: 4 Endurance = +1 Melee Power
Level 2: 4 Endurance = +2 Melee Power
Level 3: 4 Endurance = +4 Melee Power
Level 4: 4 Endurance = +8 Melee Power
Counterfeiting N/A Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40
Forgery N/A Make convincing false signatures. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40
Money Laundering N/A Able to reprocess stolen money as legal money. N/A
Animal Magicks N/A Allows you to learn and master skills and spells that your bonded creature would have. N/A
Better Companion N/A Increases the companion benefits by 20% if they have a numerical value or performs the benefit 1 extra time if they do not have a numerical value. Level 1: 20% or +1
Level 2: 40% or +2
Level 3: 60% or +3
Level 4: 80% or +4
Chain Natural Healing N/A Applies Natural Healing to allies that are 1 space away. Chain healing to allies 1 space away from affected ally per level. Basically at level 1 any ally that is next to you will get natural healing as well, at level 2 any ally that is next to the affected ally will also get natural healing, and so forth. Level 1: ally 1 space from you
Level 2: ally 1 space from affected ally of level 1
Level 3: ally 1 space from affected ally of level 2
Level 4: ally 1 space from affected ally of level 3
Natural Healing N/A Heals self by runic energy increased by 10% every round or hour that you are in the sunlight. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Power Augmentation N/A Spend character points to increase total power of skill or spell for that instance, as a percentage. If you spent 10 character points into that skill or spell when using it with this skill, you would increase its point value by 10%. N/A
Rationing N/A Decrease skill or spell stat costs by 15% per level of mastery. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Bullet Defense N/A +2 to defense against bullet attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Mix Compounds N/A Lets you mix a number of potions based on mastery to make a new combined potion. Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions
Create Medicines N/A Lets you create medicines based on your level of mastery. Level 1: Level 1 medicines
Level 2: Level 2 medicines
Level 3: Level 3 medicines
Level 4: Level 4 medicines
Pharmaceutical Application N/A Apply compound to weapon giving weapon its effects. N/A: only one level
Fast Use N/A Can use +1 medicine per level of mastery as a support move. Level 1: +1 medicine
Level 2: +2 medicine
Level 3: +3 medicine
Level 4: +4 medicine
Use Medicine As Defense N/A Able to use a medicine in defensive stance. N/A: only one level
Equip Medicine N/A This allows you to always have a medicine in hand as long as you have enough of that medicine without having to waste your support action to get another medicine.  N/A: only one level
Advanced Vehicle Operation N/A Able to drive and operate advanced vehicles. N/A: only one level
Computer Use N/A +5 to Mental per level for using computers and computer like interfaces. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Electronic Locks N/A Able to set electronic locks. Use with lock picking to crack electronic locks. Level 1: level 1 electronic locks
Level 2: level 2 electronic locks
Level 3: level 3 electronic locks
Level 4: level 4 electronic locks
Hacking N/A +5 to Mental to hack programs and computers. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Programming N/A +5 to Mental per level to write working programs. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Reverse Engineering N/A +5 to Mental per level to reverse engineer a computer system to work for you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Robotics N/A +5 to Mental per level for using robots and androids. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Vehicle Operation N/A Able to drive and operate simple vehicles. N/A: only one level
AI Theory N/A +5 to Mental per level to program artificial intelligence protocols. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Vehicle Repair N/A Able to use repair skills on simple vehicles. N/A: only one level
Advanced Vehicle Repair N/A Able to use repair skills on Advanced vehicles. N/A: only one level
Vehicle Upgrade N/A Able to craft upgrades for vehicle based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Mech Suit Operation N/A Able to use mech suits N/A: only one level
Mech Suit Repair N/A Able to use repair skills on mech suits N/A: only one level
Mech Suit Upgrade N/A Able to craft upgrades for mech suits based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Biometric Locks N/A Able to disable or set biometric locks, must be used with Lock Picking and Electronic Locks. Level 1: level 1 biometric locks
Level 2: level 2 biometric locks
Level 3: level 3 biometric locks
Level 4: level 4 biometric locks
Runic Tech Theory N/A +5 to Mental per level for understanding runic technology and their principles Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Tech Repair N/A +5 to Mental per level for repairing runic technology with repair skills. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Tech Combination N/A Able to combine similar runic technologies to make a new and improved technology. N/A: only one level
Runic Tech Upgrade N/A Able to craft upgrades for existing runic technology based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Runic Tech Crafting N/A Able to craft runic technology from blueprints per level of mastery. Level 1: Level 1 crafting
Level 2: Level 2 crafting
Level 3: Level 3 crafting
Level 4: Level 4 crafting
Runic Tech Creation N/A Able to create new kinds of runic technology. N/A: only one level
Airship Operation N/A Able to drive and operate airships. N/A: only one level
Airship Repair N/A Able to use repair skill to repair airships. N/A: only one level
Advanced Bashing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and bashing damage by 1d8. Dazes target for 1d4 rounds following stun. Stuns target for 1 round. Novice Bashing Proficiency
Advanced Bludgeoning Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and bludgeoning damage by 1d6. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1 round. 1d4 wound damage per round until cured. Novice Bludgeoning Proficiency
Advanced Chopping Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and chopping damage by 1d6. 1d6 bleeding out damage per round until healed.  Novice Chopping Proficiency
Advanced Piercing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed.  Novice Piercing Proficiency
Advanced Slashing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and slashing damage by 1d6. Causes 1d4 wound damage per round until healed. If unarmored causes 1 bleeding out damage until healed.  Novice Slashing Proficiency
Basic Bashing Proficiency N/A self 1d6 rounds Normal Critical Decrease target's evade by 1 and increase bashing damage by 1. Must equip a bashing weapon.
Basic Bludgeoning Proficiency N/A self 1d6 rounds Normal Critical Decrease target's evade by 1 and increase bludgeoning damage by 1. Must have a bludgeoning weapon equipped.
Basic Chopping Proficiency N/A self 1d6 rounds Normal Critical Decreases target's evade by 1 and increases chopping damage by 1. Must equip axe or chopping weapon.
Basic Piercing Proficiency N/A self 1d6 rounds Normal Critical Decreases target's evade by 1 and increases piercing damage by 1. Must have a piercing weapon equipped.
Basic Slashing Proficiency N/A self 1d6 rounds Normal Critical Decreases target's evade by 1 and increases slashing damage by 1. Must equip a slashing weapon.
Empathic Combat N/A self 1d6 rounds Normal Focus This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. Must have the Empathy talent
Increased Offense N/A self 1d6 rounds Easy Focus Increase your Offensive Power by 1d6 N/A
Master Bashing Proficiency N/A self 1d6 rounds Impossible Critical Decreases target's evade by 2 and bashing damage by 1d10. Dazes target for 1d4 rounds following stun. Stuns target for 1d3 rounds. 20% chance to break bone of location hit.  Advanced Bashing Proficiency
Master Bludgeoning Proficiency N/A self 1d6 rounds Impossible Critical Decreases target's evade by 2 and bludgeoning damage by 1d8. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1d3 rounds. 1d6 wound damage per round until cured. Advanced Bludgeoning Proficiency
Master Chopping Proficiency N/A self 1d6 rounds Impossible Critical Decreases target's evade by 2 and chopping damage by 1d8. 1d8 bleeding out damage per round until healed. 10% chance of amputation if striking a limb.  Advanced Chopping Proficiency
Master Piercing Proficiency N/A self 1d6 rounds Impossible Critical Decreases target's evade by 2 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed.  Advanced Piercing Proficiency
Master Slashing Proficiency N/A self 1d6 rounds Impossible Critical Decreases target's evade by 2 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed.  Advanced Slashing Proficiency
Novice Bashing Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases bashing damage by 1d6. Dazes target for 1d4 rounds.  Basic Bashing Proficiency
Novice Bludgeoning Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases bludgeoning damage by 1d4. Dazes target for 1d4 rounds. Critical knocks target to the ground. 10% chance to knock air out of target rendering target stunned for 1 round. Basic Bludgeoning Proficiency
Novice Chopping Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases chopping damage by 1d4. 1d4 bleeding out damage per round until healed.  Basic Chopping Proficiency
Novice Piercing Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed.  Basic Piercing Proficiency
Novice Slashing Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed.  Basic Slashing Proficiency
Dwaven Tuck N/A self instant Easy Defense When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Armor Defense and Armor Spirit by 20% for the duration of the defensive round. be a dwarf
Set Trap N/A area in front of you until trap is sprung Easy Stealth You can set traps. You will need to design your trap and have the needed materials. N/A
Bash Defense N/A self instant Easy Defense Increase armor's defense by 2 against bashing attacks. N/A
Chop Defense N/A self instant Easy Defense  Increase armor's defense by 2 against chopping attacks. N/A
Defense Empowerment N/A self 1d4 rounds Easy Defense +1 to Immunity, Endure, and Defense traits N/A
Pierce Defense N/A self instant Easy Defense Increase armor's defense by 2 against Piercing attacks. N/A
Slash Defense N/A self instant Easy Defense Increase armor's defense by 2 against slashing attacks. N/A
Taunt N/A 1 target instant Easy Intimidate This skill forces the target to make a normal Focus or otherwise it must attack you its next round.   N/A
Use Others as Shield N/A self and any nearby target instant Normal React Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. N/A
Use Potion as Defense N/A self instant Easy React Allows you to use potion as a defense action. N/A
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
Creature Bonding N/A tamed creature permanent Hard Influence This skill allows you to bond with the creature you tamed in battle, allowing you to keep that creature as your familiar after battle. The number of creatures you can bond with is equal to your Nature score. So if you have a Nature of 3, you can bond with 3 creatures. You can only have one creature or familiar out with you at a time, and can swap between them at will as a support action.  Druid's Companion
Familiar Counter N/A tamed creature instant Hard React When attacked you can have your familiar counter attack for you.  Druid's Companion
Identify Curse N/A 1 target in sight instant Easy Insight You can tell if something or someone is cursed and know what the curse is.  N/A
Empathic Combat N/A self 1d6 rounds Normal Focus This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. Must have the Empathy talent
Increased Offense N/A self 1d6 rounds Easy Focus Increase your Offensive Power by 1d6 N/A
Meditation N/A self 1 hour N/A Recover secondary gen dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2. N/A
Cover Tracks N/A area as you walk instant Easy Deception You are able to cover your tracks so that you cannot be followed.  N/A
Pick Locks N/A touching range instant Luck difficulty depending upon lock You can pick locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Luck check difficulty being the same as the lock level. N/A
Sly Deception N/A self instant Normal Deception Adds your deception score to your deception score making it easier to deceive your target.  Sly Persuasion
Sly Intimidation N/A self instant Hard Deception Adds your Deception score to your Intimidate score, making it easier to intimidate your target.  Sly Deception
Sly Persuasion N/A self instant Easy Deception Adds your Deception score to Persuade to make it easier to persuade the target. N/A
Battle Mage N/A self instant Normal Arcana +1 You can absorb 10% of the spell damage and use it to restore your Soul. N/A
Magic Redirect N/A target of spell instant Normal Focus You can add all of the absorbed spell damage you gained using Magic Absorb into your one target offensive spell.  Magic Absorb
Magic Sense N/A a room or 100x100 square foot area instant Easy Arcana Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area.  N/A
Magical Vampirism N/A self instant Normal Arcana With this skill 10% of the spell damage you cause can be used to restore your Vitality. Battle Mage
Soul Empowerment N/A self 1d6 rounds Hard Arcana Increase Soul by 1d20. Magic Break
Advanced Crafting N/A self 10 hours Hard Insight Allows you to craft advanced items. Better Crafting
Basic Crafting N/A self 1 hour Easy Insight Allows you to create basic items. N/A
Better Crafting N/A self 6 hours Normal Insight -2 Allows you to craft better items. Novice Crafting
Create Advanced Potions N/A self instant Hard Insight Allows you to create advanced potions. Create Better Potions
Create Basic Potions N/A self instant Easy Insight Allows you to create basic potions. N/A
Create Better Potions N/A self instant Normal Insight -2 Allows you to create better potions Create Novice Potions
Create Novice Potions N/A self instant Normal Insight Allows you to create novice potions. Create Basic Potions
Design Improvement N/A 1 item 1 hour Normal Insight Lets you improve blueprints. Each improvement is a skill check and must get approval. Item Combination and Basic Crafting
Invention N/A 1 item 1 day or longer Normal Insight -2 Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval. Design Improvement and Novice Crafting
Material Identify N/A 1 item in sight instant Easy Perceive You can identify what a material is and its properties. N/A
Novice Crafting N/A self 3 hours Normal Insight Allows you to craft novice items. Basic Crafting
Runic Tech Creation N/A 1 item 1 day or longer Hard Arcana With this skill you can create new runic tech, including components to upgrade runic tech. Runic Tech Upgrade and Invention
Runic Tech Repair N/A 1 item 1 hour or more Normal Arcana You can repair runic tech as long as you have what you need to repair it with. Repair ability and Arcane Crafting ability
Runic Tech Upgrade N/A 1 item 1 hour Normal Arcane -2 With this skill you can upgrade your runic tech using new and better components. Runic Tech Combination and Design Improvement
Magic Counter cost of spell self instant Normal React You can counter attack a target that has attacked you, whether it be by melee, range, or spell, with an attack spell of your own. You must be able to cast that spell instantly.  Battle Mage
Angerian Embrace Amount of stat given or 2 Soul touching range instant Normal Arcana -1 The skill allows the angerian to embrace the target. Doing so, the angerian can give the target Vitality, Soul, or Power from its own stats. Or, the angerian can take 2d4 of Vitality, Soul, or Power from the target to replenish his or her stats. N/A
Chi Heal 8 Soul Self Heal by Runic Energy per level of mastery Level 1: 1 x Runic Energy; 8 Soul
Level 2: 2 x Runic Energy; 16 Soul
Level 3: 3 x Runic Energy; 24 Soul
Level 4: 4 x Runic Energy; 32 Soul
Magic Ink 8 Soul Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. N/A: only one level