GMs are encouraged to include scenes in their game aside from combat to allow player characters to socialize with one another and develop their stories and personalities. One such thing that may come up is the use of “Skills”, something a unit may perform if they wish to initiate an action such as jumping over a ledge, or trying to go undetected. The skills below are general and more may be added at the GM’s discretion.
All skills require a 3d6 roll + a unit’s select stat with the likelihood of success is as follows: (Very Easy: 10, Easy: 15, Normal: 20, Hard: 25, Extremely Hard: 30-40)
An unpromoted unit has 2 skills, a promoted unit has 3 skills, a recruit unit only has 1 skill, and Thieves/Rogues have 5 skills. A Lord gains 2 free knowledge skills along with their normal skills.
- Artisan (Choose one): 3d6+Skill or Luck. Can be used for creating works of art, performing, exercising a job, or crafting.
- Artisan (Sword, Axe, Lance, or Bow): Can be used to repair weaponry, however it can only bring the weapon to a maximum of half its durability. Damage scales down by 1 point with each repair done to it.
- Athletics: 3d6+Speed. Can be used for athletic techniques and footwork actions.
- Awareness: 3d6+Skill. Used for basic perception and lie detection.
- Etiquette: 3d6+Luck. Can be used for behavior around royalty.
- Deception: 3d6+Luck. Can be used for disguising, lying, and misguiding.
- Handle Animal: 3d6+Skill. Can be used to calm and coax animals.
- Heal: 3d6+Skill. Can be used to negate poison, or heal up to half HP as a standard action once per day.
- Knowledge (Magic): 3d6+Mag. Can be used for information on spells. (GM’s discretion)
- Knowledge (Dark Magic): 3d6+Mag. Can be used for information on eldritch happenings. (GM’s discretion)
- Knowledge (Tactics): 3d6+Skill. Can be used for insight into the battlefield. (GM’s discretion)
- Knowledge (History): 3d6+Skill. Can be used for insight into the world. (GM’s discretion)
- Knowledge (Royalty): 3d6+Skill. Can be used for insight into kingdoms/lords. (GM’s discretion)
- Knowledge (Wilderness): 3d6+Skill. Can be used for surviving in the wilderness. Those with this skill always know true north. (GM’s discretion)
- Stealth: 3d6+Speed. Used for hiding objects, yourself, and sometimes allies.
- Persuasion: 3d6+Luck. Can be used for talking your way out of situations, and intimidation.