Tag: skills

Results

  • Skills

    At each level, all characters gain skill points according to their [[Classes|class]], [[Ability Scores|ability scores]], and other factors. Every skill has several different levels. No more than one skill point can be invested in a skill at a time, and …

  • Climb

    Check this skill to successfully scale a surface steeper than about 30º; different grades and surfaces will demand different checks, and give different bonuses or penalties: {background:#ddd}. |Slope|30-45º|45-60º|60-90º|Overhang| |Die|d4|d6|d8|d12| …

  • Conceal

    Check this skill to hide objects too large for [[Sleight of Hand]], including oneself, from view. With sufficient time to prepare and a successful check, this skill imposes a penalty to opponents' [[Wariness]] in an encounter. The penalty depends on …

  • Concentration

    Normally, taking damage in a given [[Time|combat round]] means the character cannot cast spells by any means other than [[Device Casting|device]] for the rest of that round. Those who invest in this skill may check Concentration each time they take damage …

  • Craft

    The character is able to engage in some *creative act* at a professional level. Each separate craft is a skill; sample crafts include blacksmithing, goldsmithing, ship-building, flute-playing, game design, painting, baking, dance, and weaving. Mundane/ …

  • Language

    Each language is a skill. All characters begin with 3 points in their native tongue (adjusted as usual by [[Ability Scores|Int modifiers]]). The YAM may change this baseline to 2 or 4 for illiterate or highly-literary cultures in a given game world. * …

  • Medicine

    Check this skill to help characters recover from damage, shock, disease, and other physiological conditions. Because non-magical healing is an inexact science, a natural 8 result on the roll always causes 1 Con damage to the recipient regardless of …

  • Natural Lore

    Check this skill to remember or deduce important information about a natural animal, plant, weather condition, or other common phenomenon. A given skill rating allows [[Weapon Finesse]] effects to be applied to natural animals in combat, up to that same …

  • Profession

    This is the less-artistic equivalent of the [[Craft]] skill. A chosen Profession skill indicates knowledge of the tricks of the trade for a given field of work: architecture, banking, chemistry, engineering, lawyering, trading, sailing, etc. In general, …

  • Seek

    Check this skill to search thoroughly for traps, hidden doors and other secrets (whereas Wariness only warns of traps at the moment they activate), for anything hidden with the Conceal skill, or for similar subtle details within one's senses. The YAM …

  • Sleight of Hand

    Check this skill to perform magic tricks; take, drop, or hide small objects without being noticed; pick pockets; and other tasks that require manual dexterity and a degree of misdirection. Often checked against a target's [[Wariness]].

  • Sneak

    Check this skill to pass through an area without being noticed. The main component of sneaking is remaining unheard, although tactics like checking around corners, misdirecting watchers' attention, staying downwind, and so on are also included. Keeping …

  • Survival

    Choose a terrain type (a combination of: arctic, temperate, or tropical, and: marine, mountains, hills, plains, forest, desert; etc.) The number of points invested in the skill becomes a bonus to all checks to hunting, tracking, and navigation within …

  • Swim

    Untrained characters can usually stay afloat or move slowly (¼ their base land speed) in calm water. After a number of minutes equal to their [[Ability Scores|Con]], they begin making Strength checks every minute; a character who fails this begins [[ …

  • Tinker

    Check this skill to pick locks, disable or jam traps, make minor repairs, and otherwise fiddle with relatively-simple mechanical devices. Traps are _detected_ with good role-playing or [[Seek]].

  • Wariness

    Check this skill to determine whether the character is surprised at the start of an encounter, whether they are caught off-guard by a trap, whether they notice the presence of concealed or invisible beings, and whether they detect lies, disguises, forgery …

  • Combat Mobility

    You are skilled in the art of making your way through the battlefield efficiently and unscathed. 1: You may ready a weapon while moving unless it is heavy. You may charge. You may [[Defenses|dodge]]. 2: You may move up to half your normal movement …

  • Combat Prowess

    You are skilled in using hand-held weapons to do more than just attack and block. 1: In addition to normal attacks, you may choose to [[Defense|parry]], press (granting +2 to attack and damage rolls, but applying a -4 penalty to your AC) or fight …

  • Heavy Melee

    Each point invested in this skill increases the character's to-hit value by one for all heavy weapons.

  • Light Melee

    Each point invested in this skill increases the character's to-hit value by one for all light weapons wielded (not thrown) and for unarmed combat.

  • Weapon Finesse

    This is the art of doing extra damage to those you have caught off-guard. A successful [[Saves|Evasion]] save by the target reduces the effects by one step on the chart below. 1: Off-guard attacks do +1d4 damage instead of +1 2: As (1), and reduce the …

  • Grapple

    When you make a successful unarmed attack, roll 1d8. If the result is greater than your skill level, you do 1 point of minor damage. If the result is equal or less, you may choose any of the following effects which has a point value equal to or less than …

  • Hard Hand

    The art of hitting things. Very hard. With your body. 1: Your unarmed attacks do 1d3 minor damage or 1 major damage[1], as you desire. 2: Your unarmed attacks do 1d6 minor damage or 1d3 major damage. 3: Your unarmed attacks do 1d6 minor or major …

  • Soft Hand

    The art of flexibility, mobility, and misdirection in combat. You may add this skill's point value to your [[Drop]] roll when damage equals or exceeds your HP. 1: Your unarmed attacks do 1d3 minor damage. 2: Your unarmed attacks do 1d4 minor damage …

  • Device Casting

    If trained in this skill, you can trigger magical effects built into a magic item. Many such devices can be triggered by an act of will; check this skill for characters trying to assert control over devices that they are handling for the first time. (In …

  • Gnosis Casting

    You have an intuitive feel for the invisible currents of magic. A character's rank in Gnosis cannot exceed their ranks in either of [[Ritual Casting]] or [[Rote Casting]]. Spells cast through Gnosis always require a check, and you must have [[Ability …

  • Ritual Casting

    You can decipher and perform arcane rituals as long as their level does not exceed your skill rank. You must also have [[Ability Scores|Int]] of at least (7+level), although untrained or low-Int characters can still assist others in ritual magic as …

  • Rote Casting

    You can decipher and perform traditional spells as long as their level does not exceed your skill rank. You must have [[Ability Scores|Int]] of at least (10+level).

  • ArmorSkill

    You are used to wearing protective gear, and know how to put it on, take it off, and maneuver in it to best effect. Wearing an [[Armor|armor]] type that exceeds your skill level imposes various penalties. 1: You may use a shield to make [[Defense| …

  • Area Attack

    Check this skill when you use an attack that strikes an area instead of a single point on a single target. This includes nets, siege weapons, cabers, and some spell effects, but not flasks of acid or flaming oil -- those target points, and use a normal …

  • Leadership

    This skill is used to coordinate the actions of a group. In military (mass combat) contexts, a character with this skill and at least one point in the appropriate combat skill may lead a unit of soldiers using appropriate equipment -- [[ArmorSkill| …