Exclamation points mark necessary skills. You need the skill to do what it entails. You cannot read or write unless you have Read & Write! All other skills help you perform better at the task.
Specializes In. Normally you get the skill bonus when it makes sense. Those skills with a specialization guarantee that you will get the bonus when it is used with what the skill specializes in. The Crossbow skill specializes in the use of crossbows. You always get its bonus when firing one. The Ranged Combat skill specialies in ranged combat so you get its bonus when making any kind of ranged attack. Perhaps more importantly, these skills work with the Character Creator to add the skill bonus to your attacks. Without them you would have to add it in by hand.
XP is the number of experience points it takes to acquire a skill with a +0 bonus. This price doubles with every +1. A skill costing 400 XP at +0 will cost 800 XP at +1, 1600 XP at +2, 3200 XP at +3, and so on.
| Name | XP | Freq | |
| Climb | 400 | U | |
| Detect Hidden | 800 | U | |
| Hide & Sneak | 400 | U | |
| Natural Healing! | 800 | U | |
| Swim | 400 | U | |
| Underground Survival | 800 | R | |
| Wilderness Survival | 800 | C |
This is the ability to climb without the assistance of climbing gear. The more sheer the surface and lacking in hand-holds the harder the climb will be.
This skill helps detect hidden things. It comes in handy when trying to spot secret doors and traps in a dungeon.
This helps when trying to find a hiding space or sneaking around without getting caught.
This skill helps when healing naturally (as opposed to magically). When resting to recover tear damage, add this skill to the check. A character may assist another character in healing damage, granting them the use of this skill, but they need to stay by them the whole time.
This skill does not make you exempt from Swimming checks but it will help you make them.
This skill is all about venturing into caves, not getting lost in them and surviving in the underworld.
This skill teaches you how to make a fire, build a lean-to, figure out true north, forage for food, etc. It provides a bonus for pretty much anything covered by wilderness exploration. It can be used to help track prey when hunting but it does not help with combat
| Name | XP | Freq | |
| Black Marketeering | 400 | U | |
| Detect Poison | 800 | U | |
| Eavesdrop | 600 | U | |
| Escape Bonds! | 400 | U | |
| Lip-Reading! | 800 | U | |
| Pick Lock | 800 | U | |
| Pick Pocket | 400 | U | |
| Thieves Cant! | 800 | R | |
| Traps | 600 | U |
Black Marketeering helps you fence stolen goods on the black market. Its about knowing where to go and who to talk to either to get what you want or sell off some hot item.
This skill works with a Wisdom check to help you sense that something has been poisoned before consuming it.
Eavesdrop helps you make hearing checks while listening through doors.
This skill helps a character escape being tied up or manacled. Often only one attempt can be made.
Lip-Reading helps you guess what people are saying just by watching their mouths move. It has Rng 10 for distance purposes.
This skill helps you pick open locks, providing you have a set of lock picks to work with. It doesn't do much without them.
This helps you lift a small item of value off of a person without them knowing it.
Thieves' Cant isn't so much a language as an intentional bastardization of Common. Those who can’t speak the Cant will hear gibberish or a banal conversation about other matters. Those who do speak it will hear a very different underlying message. Basically, thieves cant allows thieves to speak in private while talking in public.
This skill involves setting, detecting, and disarming simple mechanical traps. Setting a trap takes a Wisdom check plus this skill, the strength of which becomes the hit strength of the trap itself.
| Name | Specializes In | XP | Freq |
| AC | AC. | 800 | C |
| Atlatls | Atlatls. | 600 | R |
| Blowguns | Blowguns. | 600 | R |
| Bows | Bows. | 600 | C |
| Combat, Melee | Melee Combat. | 1000 | C |
| Combat, Ranged | Ranged Combat. | 1000 | C |
| Combat, Thrown | Thrown Combat. | 1000 | U |
| Combat, Unarmed | Unarmed Combat. | 1000 | U |
| Crossbows | Crossbows. | 600 | C |
| Grapple | 800 | U | |
| Lances | Lances. | 600 | R |
| Pole-Arms | Pole-Arms. | 600 | C |
| Slings | Slings. | 800 | R |
| Slip-Thru | 600 | R | |
| Swords | Swords. | 600 | C |
| Weapons, Close | Close Weapons. | 600 | U |
| Weapons, Flexible | Flexible Weapons. | 800 | R |
| Weapons, Heavy Headed | Heavy Weapons. | 600 | U |
| Weapons, Rope | Rope Weapons. | 800 | R |
| Weapons, Thrown | Thrown Weapons. | 500 | U |
| Weapons, Tossed | Tossed Weapons. | 500 | R |
This adds to your AC, making you harder to hit in combat.
This skill helps with the use of Atlatls and Staff Slings or any weapon designed to help you throw a missile.
This skill helps you shoot a dart through a blowgun.
This skill covers the use of all kinds of bows, but not crossbows.
The melee combat skill covers the use of all hand-held weapons, from Daggers to Pole-Arms and then some.
The ranged combat skill covers the use of any missile weapon which is aimed at a target rather than thrown at one, ex: Bows, Blowguns and Crossbows.
This covers ranged attacks where you throw a missile at a target, such as a Rock, Boulder or Javelin. It is also used with Slings, Atlatls and Claws & Jaws attacks that strike from a distance.
This skill covers non-weapon attacks such as Punches and Kicks but also Trips, Tackles, Throws and Rushes. It is commonly used with non-ranged Claws & Jaws attacks.
This is a specialization in the use of crossbows of all sorts.
Grapple helps you with wrestling, setting holds and breaking out of them.
This skill is all about using a lance while riding on horseback.
This is a specialization in the use of pole weapons such as the Quarterstaff, Spear and Halberd.
The sling may be simple in design but it is not easy to use. This is the skill you need to specialize in its use.
This helps you move through a crowded battlefield, slipping around opponents to get to where you want to go. It can also be used to help avoid being grappled.
This skill is a specialization in the use of swords, from Short Sword to Scimitars to Two-Handed Swords and more.
This specializes in the use of small, close quarters weapons such as the Knife and the Cudgel.
This skill specializes in the use of flexible weapons such as the Flail, Ball & Chain, and Nunchucks.
This skill specializes in the use of heavy-headed weapons such as Axes, Maces and Warhammers.
This skill specializes in the use of long rope-like weapons such as the Bullwhip and Lasso.
This is centered around weapons that you can throw with a single hand, such as a Rock, Dagger or Shuriken.
This skill helps you with tossed weapons, i.e. those you use both hands to chuck such as the Boulder, Log or Caber.
| Name | XP | Freq | |
| Common! | 400 | A | |
| Dwarvish! | 1000 | R | |
| Elvish! | 1200 | V | |
| Gnomish! | 1000 | R | |
| Goblin! | 400 | U | |
| Read & Write! | 600 | R | |
| Reptilian! | 800 | R | |
| Sign Language! | 800 | R |
Common is the language of trade. It is called Common because it is usually the most common language spoken in any area. Unlike other language skills, no one will be impressed to hear you speaking Common, but they might have something you would like to buy.
The chant-like grunting of the dwarves, often spoken only down in the mines where it can reverberate properly off of cavern walls.
The high lilting sing-speak of elves. It helps to have big ears to take in all of its intricate detail.
The gnibber gnabber gnargon of gnomes. Gnomish is very exacting and hard to misinterpret. Unfortunately, it also sounds like someone strangling a cat.
The screech of goblins and other subhumanoids. Consider it the Common of those who enjoy pillaging the speakers of Common.
All characters start as functionally illiterate, only able to read simple things like signs and menus unless they acquire Read & Write. Once possessed, the character may read and write any language they speak, providing the language itself can be written.
The ancient and mysterious susurrus of the reptile people. Unlike many other languages, Reptilian cannot be written down.
Sign language, the ability to speak with hand gestures, is often thought of as a way to assist the deaf. However it is quite popular among Fighters, Thieves and anyone else who might want to communicate in perfect silence.
| Name | XP | Freq | |
| Arcane | 1200 | V | |
| Divine | 600 | C | |
| Dwarvish | 1000 | R | |
| Elvish | 1200 | R | |
| Folk | 600 | C |
This is all about the workings of magic from a spell-caster’s perspective. It doesn't actually help with the casting of magic.
This is often mythology, the matter of deities, demigods and divine interventions.
The lore of the dwarves!
The history of the elves.
All the folklore and superstitions of the common people.
| Name | Specializes In | XP | Freq |
| Copy Spell! | 800 | R | |
| Identify Magic Item! | 1200 | R | |
| Spells, Conjuration | Conjuration. | 1000 | R |
| Spells, Crafting | Crafting. | 1200 | R |
| Spells, Healing | Healing. | 800 | U |
| Spells, Illusion | Illusion. | 1000 | R |
| Spells, Kinesis | Kinesis. | 1000 | R |
| Spells, Music | Music. | 800 | R |
| Spells, Nature | Nature. | 1000 | R |
| Spells, Psionic | Psionic. | 1200 | R |
| Spells, Time & Space | 1200 | R | |
| Spells, Transform | Transform. | 1200 | R |
| Spells, Wizardry | Wizardry. | 1000 | R |
This skill doesn't have anything to do with casting spells. Instead it helps when manually copying them with pen and ink.
This skill is centered around the often obscure knowledge of magical items. Use it to identify an item and figure out how it works.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Conjurations.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Crafting spells.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Healing spells.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Illusions.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Kinesis spells, aka force magic.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Music spells.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Nature magic.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Psionics.
This skill helps someone who already knows how to cast magic spells specialize in the casting of those spells that specifically deal with Time & Space.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Transformation spells.
This skill helps someone who already knows how to cast magic spells specialize in the casting of Wizardry.
| Name | XP | Freq | |
| Fandangle | 600 | R | |
| Hirelings | 600 | U | |
| Intimidate | 400 | U | |
| Reactions | 600 | C | |
| Sense Motive | 600 |
This is the art of being purposefully confusing, of saying something that sounds like it makes sense but doesn’t. This lets the fandangler do what they want while the fandangled tries to straighten it all out. Gamewise, use a Charisma check with this skill verses an Intellect or Wisdom check.
This skill deals with having hirelings, hiring them and keeping them happy with the occasional Loyalty check.
Intimidate is a show of force meant to say – don’t mess with me man! – and is often used to avoid combat rather than start it.
Reactions helps when meeting someone new and hoping to land on their good side. Gamewise, it influences the Charisma check used with a Reaction Roll.
This skill is used to tell if someone may be lying. It is used with a Wisdom check. Success won't tell you the truth, but it will convince you that a lie is being told.
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