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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