Physical

. Mental
Coordination Physique Intellect Essence
Agility Endurance Reason Spirit
Shield Proficiency
Stealth
Armor Optimization
Dance
Armor Use
Heat Protection
Stamina
Sorcery
Lore
Debate
Elemental Worship
Druidic Bond
Fortitude
Dexterity Strength Perception Presence
Missile-Weapon Use
Artistry
Lock Picking
Sleight-of-Hand
Melee-Weapon Use
Weaponless Combat
Manual Labor
Wilderness Survival
Tracking
Psionic Detection
Enhanced Sense
Psionic Mastery
Templar Devotion
Bargaining
Leadership

Armor Use (Endurance)
This skill makes the use and wearing of armor easier beneath the heat of the Dark Sun.  Armor Use allows the Endurance check that must be made for wearing armor to be bypassed in normal situations (see the "Environment" section), if the armor worn is lighter than that allowed, and reduces difficulty by one rank for armor of a weight equal to that allowed.  It has no effect on armor of weights greater than allowed.

Skill Code

Armor Allowed

A

Heavy

B

Medium

C

Light

D

Very Light

X

None

Armor Optimization (Agility)
This skill allows the character to increase the protective rating of their armor by having learned where the armor's soft and hard points are, and how to position it to absorb blows in the best fashion.  This is useable by unarmored gladiators as well, who learn the same about their own bodies.  The skill increases the protective rating of armor by one point with a successful check against the initial difficulty, however, each point of increase past the first increases the difficulty to do so by one rank. 

Use of this skill is on a blow by blow basis; it is used each time a successful strike is made against the character, though it can be foregone at the player's option and allow instead an automatic 2 point increase for a code of "A", a 1 point increase for codes of "B" or "C", no increase for a code of "D", and a reduction by 2 points for a code of "X" (due the character's complete unfamiliarity with armor).

A mishap results in damage being done to the armor, reducing its defensive rating by one point until the armor is repaired; an unarmored character is seriously injured and time must be taken to rest and heal.

Artistry (Dexterity)
Despite its name, this skill covers scribing (writing/copying texts), cartography and drawing or painting as well as all manner of fine, detail work involving pen or brush.  Architectural plans may be drawn with this skill, maps created, or walls inscribed or painted with complex murals or texts.  The player should announce a particular area of study when the skill is taken.
This skill is not required for a character to be able to write, only copy manuscripts (which conversely does not require the ability to read).  However, those with a higher skill code in scribing may indeed be able to read & write (whether their masters are aware of such or not); assume that a code of 'C' or higher is required to be able to read, write and decipher written forms of language.
A code of 'X' or 'D' means the character cannot draw a straight line if they try.  A code of 'C' means they can draw simple figures, while a 'B' or 'A' indicates  person of some talent.

If successful in their action check, a character can earn wealth equal to their half their social status (plus that of their noble patron, should they have one) by selling the work (see the "Wealth" section for more information on wealth).

This skill can be taken simply for the ability to read and write; however, keep in mind that the ability to read and write is normally outlawed across almost all of Athas, as the Sorcerer Kings wish to keep their subjects ignorant and powerless.  There are those who have learned or discovered the skill, from the merchant houses who quietly teach it to their members under the guise of record-keeping, to the Veiled Alliance, who teach wizardry and writing hand-in-hand.

A mishap results in an unnoticed flaw occurring in the work, the results of which can be the artist's ridicule and loss of his job (death, in the case of a slave); flawed architectural plans may result in the collapse of the structure if they are followed.

Bargaining (Presence)
In the marketplaces of Athas barter and trade is common, as well as the practice of bargaining.  A character who knows their way around the market is skilled in the art of getting the best goods for the best prices, due knowledge of the current market and its happenings, the political interplay between the trading houses, and an ability to play "the game."
Bargaining can also be used in other situations with the Narrator's approval, such as when bribing a Templar (most often) or in negotiations with other city-states.

A code of 'X' means the character has no skill in bargaining at the marketplace, generally paying more for items than they are worth, and selling items for less than their worth (a two point wealth adjustment).  A code of 'D' shows that the character at least realizes that bargaining must be done, but has no knowledge of actual prices or markets and will usually end up paying a little above cost, no better (a one point wealth adjustment).  'C' indicates average ability (usually paying about average cost...no wealth adjustment), 'B' indicates a knowledgeable individual (a one point wealth adjustment) and 'A' indicates excellent ability (finding or making the best deals available, though not necessarily the highest quality...a two point wealth adjustment).

Skill Code

Wealth Adjustment

A

Two in favor

B

One in favor

C

None

D

One against

X

Two against

Choosing not to use the bargaining skill for an item means the character pays a little more than the average price for such (either no or a one point wealth adjustment), or worse if they have a low code.  Note that the difficulty may be increased when the character is in an area where he is not certain of average prices or the current market, or with traders not of his race, such as a Tyrian merchant visiting Urik for the first time (For full details on the availability of goods, see the "Economy & Craftsmanship" section).

A bargaining check is made as a normal presence action, failure indicates that the price remains set (the character does not reduce the cost) while a mishap results in the character paying through their nose for the item, if they haven't been given a black mark by the merchant for the hideous insult they've delivered in their bargaining attempts.  This may cause the character to be unable to purchase goods from that shop, trading house or even throughout the whole marketplace.

Dance (Agility)
The dancing skill covers a variety of related skills, from which the character should choose before play begins.  While related mostly to traditional dance, which gives knowledge of common and popular dance styles, the skill is also taught to arena gladiators as the Battle-dance, a style that serves to confuse and distract the opponent while aesthetically impressing the audience.
Street performers may also learn the skill in its form of Acrobatics, which allows the performance of great feats of anatomical dexterity (flips, rolls, handstands and similar moves).

The effects of this skill are that the character has an easier time avoiding being struck if they make a successful skill check at the difficulty listed, improving the chance of avoiding a blow or rockslide (or similar occurrence which necessitates dodging) by one rank of difficulty.  However, these feats can only be performed in armor if the Armor Use skill has also been taken, and the armor worn must be of a category lighter than the weight of the armor allowed by the skill's rank.

For an increase of one rank in the difficulty when the skill check is made, the character can choose to distract an opponent enough that on the character's next attack, the difficulty is reduced by one rank.  This option is generally only available to those who have learned the Battle-dance.

Debate (Reason)
Not only does the character with this skill gain ability and knowledge in the correct forms and rules of debate, but also gains the ability to influence others in a favorable manner through the techniques used in debate.  While mostly useful for those nobles in the Senate wishing to gain funding for their pet projects or Templars convincing superiors of a need to give them various tax monies for "the good of the city-state", this skill may come in useful if the character is in the wrong place at the wrong time (to convince the authorities they had nothing to do with what was going on), to confuse a Templar agent, or etc.
This is also a useful skill for determining where a secret-enterance may be located if the general area is known, or a map has been studied, what might trigger such an enterance, and other such feats of reasoning and logic.

Note that the opponent's Intellect/Reason or Essence/Presence score (whichever is higher) is used to increase the difficulty.

Druidic Bond (Spirit)
This skill allows the character to commune with and evoke the Spirits of the Land, assuming they can make friends with the subtle forces of Athas' ecosphere.  More information on this skill can be found in the "Mysticism on the Crimson Sands" section.

Only those characters taking the role of "Druid" or "Preserver" or similar should be allowed this skill.

Elemental Worship (Spirit)
This skill allows the character to channel the energy of the Elemental or Para-Elemental planes through themselves, assuming they have the patronage of an Elemental or Para-Elemental being.  More information on this skill can be found in the "Mysticism on the Crimson Sands" section.

Only those characters with the role of "Elemental Cleric" or similar should be allowed this skill.

Enhanced Sense (Perception)
This skill grants a character an enhanced sense or senses over that normally held by a member of their race.  An ability code above 'C' taken in this skill means the character has one enhanced sense for a 'B' code and two enhanced senses for an 'A' code.  Any actions done involving the enhanced sense(s) reduces the action difficulty by one rank.  An ability code below 'C' taken in this skill means the character has one diminished sense for a 'D' code and two diminished senses for an 'X' code.  Any actions done involving the diminished sense(s) increases the action difficulty by one rank.
Or the character may have one superior sense for an 'A' code, decreasing action difficulty by two ranks for actions involving that sense; and one impaired sense for an 'X' code, increasing action difficulty by two ranks for actions involving that sense.

Skill Code

Senses

A

two enhanced

B

one enhanced

C

normal

D

one diminished

X

two diminished

In addition, instead of taking an enhanced sense, the character may have an appropriate skill relating to functioning while sensory-deprived.  For example, the skill of "Blind-fighting", the ability to fight while visually impaired, can be considered such, reducing the difficulty of attempting such a feat by one or two ranks.

Fortitude (Spirit)
Fortitude is the ability of the character to resist mental and emotional fatigue and pressures, from resisting mental psionic intrusion to magical control, to plain old physical torture.  A code of 'X' indicates that the character is extremely weak-willed, easily swayed, controlled or convinced.  An 'A' code indicates a character of strong willpower, who will not break under even the most severe circumstances.  This can be used in place of (or to provide bonuses to) various checks, such as those for desperation.

Heat-Protection (Endurance)
This skill gives the user some protection against the heat of the Athasian day, allowing them to reduce their water requirements through utilizing their clothing effectively and optimizing both their water intake and pacing.  It also increases the time they can spend in combat or armor without suffering the penalties normally associated with such.
A 'C' code or higher decreases the dehydration difficulty by one rank.

Skill Code

Water Intake

A

Quartered

B

Halved

C

Normal

D

Up by half

X

Doubled

Leadership (Presence)
Leadership is the ability to create plans and inspire others.  An ability code above 'C' in this skill means the character is able to devise plans as well as convince others to implement them.  An ability code below 'C' means the character is generally unable to inspire others to follow or listen to them.  This translates into the difficulty the character has in making Coordination Action checks for a group.
Also note that a code of 'X' in Leadership means the character is so immediately unlikable as to have to make an Average Presence action upon speaking with others to cause them to forego attacking immediately.

Lock picking (Dexterity)
This skill allows a character to open a lock by 'picking' it, in other words, they are trained in the use of skeleton keys, lockpicks (small, stiff wires in a variety of thicknesses), hacksaws, pliers and have knowledge of tumblers and key making, all directed towards the art of opening locks.  This is a fairly rare skill, as locks are not common across most of Athas, but those who work in locksmith shops generally have such skills.
This skill is also applicable towards the understanding and design of mechanical devices, known as engineering.  This covers basic to genius comprehension of levers, pulleys, inclines and similar mechancial devices.

A code of 'X' means the character is not trained to open locks in any fashion, and does not know what a lock even is.  A code of 'D' means they understand how locks work mechanically but do not know how to use tools to open them.  A code of 'C', 'B' or 'A' shows that the character is trained in the art of lock picking to some extent, 'C' being average (having a little knowledge of the art), and 'A' showing a highly trained professional.
Failure in picking a lock results in the difficulty being increased by one rank for the next attempt. 

Note that the initial difficulty on the table above is set for simple locks of general design; more complex locks may have a higher initial difficulty reflected by merely raising the difficulty by one or two ranks, though this is recommended rarely (i.e. -- if your average person can stick a wire in the lock and have a chance of successfully picking it, then do not raise the difficulty).

Lore (Reasoning)
This skill enables a character to recall or research to discover (if they are able to read and write, they may use texts) an answer to a question or a specific piece of information.  The higher one's Lore skill, the easier it is to recall information on that topic, with a basic difficulty for general information, and increasing difficulties for more obscure or less well known information.
An 'X', 'D' or 'C' code allows a character to have one Lore skill.  A 'B' skill grants the character has two Lore skills, and an 'A' code grants three Lore skills.   The skill code is the same for all the Lore skills.

There are a wide variety of Lore skills, from Anatomy to History, from Herbalism to Mathematics, even Reading and Writing.  More than one area can be chosen even if not allowed by the code, for an increase of difficulty in recall for each by one rank.

Manual Labor (Strength)
Not only useful in regards to skills such as masonry or carpentry, this skill also provides the character the ability to perform amazing feats of strength.

Melee-Weapon Use (Strength)
This skill in it's most basic form, represents the ability to use melee weapons (knives, swords, axes, clubs and other such weapons).  A character's skill-code in this represents their skill in attacking with a given weapon, and thus their basic attack difficulty.  A code of 'X' results in the character being almost completely unable to utilize a weapon in combat.  A code of 'A' indicates near-mastery of all combat actions involving the character's weapon(s) of choice.

The player must choose what category of weapon the character is proficient in at creation; dissimilar weapons are treated as though the character has one skill rank lower when using them.

As life is harsh on Athas, most living there are able to defend themselves with at least one weapon, thus anyone without the Melee-weapon Use skill can choose one category of weapons with which they are familiar.  They will have an Average difficulty to use those weapons, but will be treated as though they have a code of 'D' with all dissimilar weapons.

Missile-Weapon Use (Dexterity)
This skill in its most basic form represents the ability to use missile weapons (bows, throwing daggers, slings and other such weapons).  As with the Melee-weapon Use skill, a character's skill-code represents their skill in attacking with a given weapon, and thus their basic attack difficulty.  A code of 'X' represents the coveted inability to hit the broadside of a mekillot from five paces.  A code of 'A' indicates near-mastery of all combat actions involving the character's weapon(s) of choice.

The player must choose what category of missile-weapon the character is proficient in when created; dissimilar weapons are treated as though the character has one skill rank lower when using them.

However, as most missile-weapons are not as commonly studied a skill as is use of melee-weapons, anyone without the skill must overcome a difficulty of Challenging in order to successfully hit with them; the exception to this is many thrown weapons (spears and rocks in particular) which will only have a difficulty of Average, as such skills are often learned at an early age.

Psionic Detection (Perception)
Thus use of psionic powers creates 'echoes' in the air, and often leaves a psychic 'residue' in the vicinity of its effect, both of which can be sensed by the trained mind.  While one does not have to be a student of the Way to be able to discover such traces, such are usually more accurate in their discovery and able to tell more about the exact nature of the psionic powers used.

This skill only indicates the nearby use of a power, not the strength, intention or location of the effect.  A code of 'X' in this skill indicates the character is psychically 'blind' (assume that even with the 'Psionic Channeling' skill, the character cannot create or be the recipient of effects such as clairvoyance or telepathy), while all other codes indicate an ability to utilize their own latent psychic potential to sense similar.

With this skill, the use of psionics can be detected after the character takes a few moments to prepare and quiet themselves mentally, making a skill check against the difficulty listed for their skill code.  The Narrator may make this check for them with a random draw at certain times, if he feels so inclined.

Psionic Mastery (Presence)
This skill means the character is capable of channeling the energy of their own will into a variety of effects, and usually entails their having been formally trained in the Way at a school of the Way.  More information on this skill can be found in the "Way of the Mind" section.

Characters who have codes of 'B' or 'A' in this ability should have the role of "Student of the Way" or "Master of the Way" to represent their dedication, training as well as the influence of the Order, who do not leave such gifted individuals to their own devices.

Stealth (Agility)
This skill allows a character to move silently and undetectably through an area without being noticed (that is, neither heard nor seen); it does not prevent them from leaving a trail, however.  A code of 'X' in this skill results in the character being unconsciously as noisy or obvious as possible, rather like a half-giant in a pottery shop, while a code of 'D' shows that the character is capable, but ill-practiced in such techniques.  Codes of 'C', 'B' and 'A' show varying levels of skill and practice, as usual.  A failure with this skill means the character has made a noise or otherwise alerted those nearby as to their presence.

The difficulty of the action is dependent upon the stealthiness of the character, as well as the perception of the individuals present in the area the character is attempting to move through.  Thus the difficulty as listed above is increased by an amount equal to the Perception score of those in the area.

Note that local conditions also play a part in setting the difficulty, as a noisy room full of people may make it easier to pass unnoticed, while a quiet, well-lit area watched by guards may make moving through unnoticed more difficult.  The Narrator should alter the difficulty rank if it seems appropriate to the situation.

Shield Proficiency (Agility)
This skill in its most basic form represents the ability to use shields for defense.  A character's skill-code in this represents their ability to utilize shields to their maximum effect; a low code indicates that a character is unskilled in that they hinder themselves offensively when utilizing a shield.
A code of 'X' means the defensive bonus of the shield is penalized by one, however, the character is trained enough that they do not suffer the penalty to strike when utilizing a shield.  A code of 'D' means there is no bonus to defense while using the shield, but there is no penalty to strike, either.  Codes of 'C' and above provide a defensive bonus as indicated when a shield is used.

Skill Code

Bonus

A

-3

B

-2

C

-1

D

0

X

+1

Those without this skill still gain the defensive benefit of a shield, but suffer a penalty to their attack actions equal to the shield's defensive bonus.
Note that this skill can be used instead with a weapon in the off-hand to parry.

Sorcery (Reason)
This skill means the character has studied the Art of Sorcery, the ability to channel energy through themselves to create a variety of effects through rituals of either Preservation or Defilement.  This energy is most often obtained from plant-life, though other sorts of wizards are capable of drawing their energy from the Gray, the Black or the Cerulean Storm.  More information on this skill can be found in the "Sorcery Under the Dark Sun" section.

Only those characters with the role of "Preserver" or similar (such as "Veiled Ally") should be able to learn preserving Sorcery; all other characters who take Sorcery should utilize the defilement method.

Sleight-of-Hand (Dexterity)
The ability to make small objects seem to appear and disappear, remove something from someone's pocket or disguise the elaborate gestures used to cast spells are all covered under this skill.  The player should decide which sleight-of-hand techniques their character has been trained in.

Stamina (Endurance)
Stamina is the ability of the character to endure and ignore physical fatigue and trauma, whether it be fighting while wounded, walking through oppressive heat without any water, running with the elves or working like a Mul.
A code of 'X' in this skill means the character is weak and sickly, unable to perform even moderate strenuous activity without wearing themselves out.

Templar Devotion (Presence)
This skill means the character is capable of channeling the will of their Sorcerer King through themselves, assuming they have the Sorcerer King's patronage.  More information on this skill can be found in the "Mysticism on the Crimson Sands" section.

Only those individuals who take the role of "Templar" should be able to utilize this skill, all others should be barred from it.

Tracking (Perception)
This skill involves the art of finding the trail of another creature or being, it is often employed by assassins and spies.  Hunters may use this to find and catche game, whether the quarry is creatures or men, discovering their whereabouts or especially finding old or covered trails. 
This also entails general knowledge of where and how to stalk common game trails, as well as the habits of such whereas tracking entails the discovery of new information about a target and stalking a creature taking an unusual, unique or deliberately disguised route.
This skill is equally applicable within a city (but known as shadowing or trailing and detective-work), and may be learned for this environment instead.

The tracking skill assumes that the one being followed is not aware of the pursuit, should they become aware, or are aware of it, the difficulty increases by one rank.  This skill is also useful in throwing pursuers off of one's trail, and can be used to directly oppose another that may be tracking the character.  Assume that by making a successful Tracking check, the character can throw off pursuit; a mishap, however, will enable the pursuers to easily follow them.

The skill can be used to find and hunt game; success entails the discovery of enough food and water for two persons for one day for each day spent hunting.   Attempts to gain more food will increase the difficulty by one rank per two other persons.

The above difficulty assumes that the terrain being hunted is one of the following: verdant belt, scrub plain, stony barrens, mountains, or rocky badlands.  Other areas will increase the difficulty as fewer creatures roam them.  Forests, however, will reduce the difficulty.

A mishap will result in all game being scared away from the area for a time, or other appropriate occurrences.

Wilderness Survival (Perception)
Wilderness survival entails the skills of sensing weather changes, spotting shelters and water sources, as well as knowing where to look for these things and signs that dangerous animals or other creatures are active in the area.  It includes the ability to spot game trails, set snares (assuming the equipment is available), as well as knowledge of the habits of some particular creatures.  City Survival is merely the adaptation of this skill for the city.

A code of 'X' means the character is completely unskilled, having no idea what is edible and what is not or where to find safe shelter, even a successful check will likely result in the character poisoning themselves or getting into a great deal of trouble with whatever they manage to corner.  A code of 'D' entails that the character has slight knowledge of what might be edible and what might not be as well as likely areas to find shelter, but will usually be unable to successfully find it.  A code of 'C' means the character has a decent understanding of what is edible and where shelter can be found, even some slight skill in snaring a particular kind of creature.  A code of 'B' means the character knows what is good to eat, where to find or how to build safe shelter, as well as having knowledge of many various types of game creatures.  Finally, a code of 'A' means the character is extremely knowledgeable, knowing the habits of and methods of hunting a wide variety of creatures in addition to knowing what plants are edible and where water can be found.

Within a city, these skills are instead scavenging (for food, information or other valuables) and ambushing (such as muggers do), much the same, but more suited to city-life.  However, such are usually held only by the disreputable (such as Templar agents and thieves).
The player must decide at character creation which environment the character has studied their skills in.

A mishap results in the character seriously endangering themselves.

 

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created on January 19th, 1999
last updated on January 25th