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Physical skills

Body Control

Check: AGI/AGI/CON

Applications: Acrobatics, Balance, Combat Maneuver, Jumping, Running, Squirm

Encumbrance: Yes

Quality: the adventurer can more quickly squirm out of restraints.

Failed Check: the action fails partially, requires more time, or leads to mistakes, perhaps forcing the hero to abort the action.

Critical Success: the action succeeds and the hero still has another action remaining. Whatever was attempted, the hero looked very graceful.

Botch: the hero falls down and suffers an injury (1D6 DP, ignoring PRO)

Improvement Cost: D

 

Carousing

Check: SGC/CON/STR

Applications: Resist Drug Confusion, Resist Drug Intoxication, Resist Drug Pain

Encumbrance: No

Quality: the hero can stomach more than usual.

Failed Check: the hero receives a level of the condition Confusion and awakens the next day with a hangover or some other unwanted consequence.

Critical Success: the hero endures to the bitter end, yet wakes in excellent condition the next day.

Botch: the hero does something embarrassing while intoxicated (such as smashing half of the inn, awakening naked in the market place or in a stranger’s bed the next morning, or blurting out secrets to the enemy) and can’t remember a thing.

Improvement Cost: A

 

Climbing

Check: COU/AGI/STR

Applications: Ice, Mountains, Trees, Walls

Encumbrance: Yes

Tools: climbing gear, depending on the circumstances

Quality: the hero reaches the destination faster.

Failed Check: the climb takes longer than expected, or the hero suffers an injury (1D3 DP, ignoring PRO), doesn’t dare to climb, or gets stuck somewhere along the way.

Critical Success: the hero climbs much faster and safer than usual. Witnesses think the hero might be one of the best climbers on Dere. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: the hero slips and falls

Improvement Cost: B

 

Dancing

Check: SGC/CHA/AGI

Applications: Court, Religious, Exotic, Folk

Encumbrance: Yes

Quality: the dancing is so good that the audience applauds loudly.

Failed Check: the hero confuses the dance steps.

Critical Success: the hero’s perfect steps entrance the audience. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: step on your partner’s toes and cause injury, or fall and embarrass yourself.

Improvement Cost: A

 

Feat of Strength

Check: CON/STR/STR

Applications: Breaking & Smashing, Dragging & Pulling, Lifting, Pushing & Bending

Encumbrance: Yes

Tools: perhaps a crowbar or a rope, depending on circumstances

Quality: the hero can carry more weight or lift a heavy load for longer than usual.

Failed Check: the hero’s action fails.

Critical Success: impressive physical feat. Witnesses think the hero is one of the strongest Aventurians alive. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: the action fails spectacularly. The hero falls down, pulls a muscle, and suffers an injury (1D6 DP, ignoring PRO).

Improvement Cost: B

 

Flying

Check: COU/INT/AGI

Applications: Chases, Combat Maneuvers, Long-Distance Flight

Encumbrance: Yes

Tools: a flying instrument

Quality: you can cover distances faster.

Failed Check: the aerial maneuver fails and must be aborted.

Critical Success: the maneuver succeeds, and the hero has an additional action remaining for the round.

Botch: the hero crashes.

Improvement Cost: B

 

Gaukelei

Check: COU/CHA/DEX

Applications: Clowning, Hiding Tricks, Juggling

Encumbrance: Yes

Tools: depends on the trick (balls, torches, snakes, cards, and so on)

Quality: perform the trick especially well and garner more applause from the audience.

Failed Check: the trick doesn’t really work due to small mistakes, and the audience is disappointed.

Critical Success: the audience is fascinated and thinks you’ve worked true magic. If there’s money to be earned, you earn double the normal amount.

Botch: the audience boos the hero for a mishap during the performance (perhaps the hero hits an audience member with a juggling club, or injures the mayor with pyrotechnics, or some such).

Improvement Cost: A

 

Perception

New Application: Fox Sense, Lip Reading

Check: SGC/INT/INT

Applications: Detect Ambush, Search, Spot

Encumbrance: No (maybe if wearing a helmet or gauntlets)

Quality: the hero notices more details.

Failed Check: the hero doesn’t notice anything.

Critical Success: the hero notices details that are barely perceivable to others. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: the hero perceives something that is not really important, such as the scent of nearby flowers, but misses something obvious like a smelly ogre that is sneaking up on the party.

Improvement Cost: D

 

Pickpocket

Check: COU/DEX/AGI

Applications: Create Distractions, Steal from Person, Steal Item, Slip Item

Encumbrance: Yes

Tools: maybe a knife or a dagger

Quality: the theft isn’t noticed for a while.

Failed Check: the attempt isn’t successful, or the victim notices the attempt immediately.

Critical Success: the victim doesn’t notice the thief, who manages to obtain especially valuable items or steal from more than one victim. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: people in the area, possibly even the victim, notice the attempt, but the thief remains ignorant of this detection. The attempt fails, and in addition, the thief is surprised.

Improvement Cost: B

 

Riding

Check: CHA/AGI/STR

Applications: Chases, Combat Maneuvers, Long-Distance Ride, Show Jumping

Encumbrance: Yes

Tools: mount

Quality: you reach the destination faster.

Failed Check: the animal doesn’t move or steer as the rider intends.

Critical Success: the animal obeys perfectly and the rider still has another action available.

Botch: the animal unseats the rider, who suffers a fall.

Improvement Cost: B

 

Self-Control

Use: Suppress Pain

Check: COU/COU/CON

Applications: Ignore Distractions, Resist Torture, Stay Conscious

Encumbrance: No

Quality: the hero maintains control for a longer time.

Failed Check: the hero can’t suppress the pain or ignore the distraction.

Critical Success: the hero ignores Pain (up to Level III) and distractions for the whole day.

Botch: the hero receives 2 Levels of the condition Pain for the next few hours, or is surprised by the distraction.

Improvement Cost: D

 

Singing

New Application: Two-Voiced Singing

Check: SGC/CHA/CON

Applications: Bard’s Ballad, Chorale, Choral Singing, Recital

Encumbrance: No (maybe with a helmet)

Quality: the hero’s singing is so good that the audience applauds loudly.

Failed Check: the hero forgets lyrics or performs rather poorly.

Critical Success: the hero’s singing is a topic for discussion for many weeks. If the hero wanted to earn money, award at least twice the normal amount. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: the hero mangles the tune badly or messes up the rhythm. The song is torturous to audience members, who boo the performer loudly.

Improvement Cost: A

 

Stealth

Check: COU/INT/AGI

Applications: Hide, Sneak

Encumbrance: Yes

Quality: the hero is harder to detect or finds a hiding place more quickly.

Failed Check: the hero is poorly hidden, or makes noise while sneaking.

Critical Success: the hero finds the perfect hiding place or moves as silently as a cat. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: something (a plate, a piece of furniture) falls and breaks.

Improvement Cost: C

 

Swimming

Check: AGI/CON/STR

Applications: Chases, Diving, Combat Maneuver, Long- Distance Swimming, Treading Water

Encumbrance: Yes

Quality: reach the destination faster.

Failed Check: the hero doesn’t dare to swim at all or doesn’t get far (or at least not to where intended, anyway).

Critical Success: the time the hero takes to swims the distance is a personal best. For QL, competitive checks, and cumulative checks, SP = 2xSR.

Botch: the hero starts to drown, or maybe suffers leg cramps.

Improvement Cost: B

 

 

Core Rules page 188