The makings of professions and specialties.
All skills have a list of actions you can take. Take 2 actions per round in peril or 1 while in danger or peacetime.
acrobatics
Traverse the world with grace. Your speed penalty affects Acrobatics rolls.
momentum
Move at least half your speed. Roll Acrobatics: Success lets you slide, wall-run, cartwheel, or handspring the distance, gaining momentum. Failure staggers you at end of movement.
Momentum gives you an edge in melee and lets you dodge 1d8 damage instead of 1d6. It lasts until the start of your next turn.
Barbering
Improve the appearance and cleanliness of your fellow creatures.
Fix up
With 1 or more cosmetics tool or consumable, remove a number of appearance issues (bloody, sweaty, shaggy, dirty, etc.) from yourself or an ally equal to 1/2 your Barbering level. If this cures all issues, you provide the Groomed reaction bonus (+1.)
Butchery
Break down fleshly creatures.
Skin
To skin an animal, a knife is required. Roll Butchery: Success produces a good quality hide. Failure, a poor quality hide.
field dress
With a knife and a dead animal, roll Butchery: Success dresses it. Failure dresses it poorly, risking spoilage and low quality cuts.
66% of the dressed carcass is meat. The rest is bones and connective tissue. If you retain the organs, get another 10-20% weight in organ meats. These spoil fast.
- Deer-sized: Carcass is 18-24 burden, of which 12-16 is meat.
- Pheasant, chicken, rabbit, frog: Carcass is 1 burden of meat.
Harvest
Harvest a carcass, extracting Butchery + 2 units of meat. If more 4+ hours elapsed since death and the carcass wasn’t dressed/was dressed poorly, the meat applies -2 to cooking rolls.
You can harvest until all usable meat has been removed. Every burden point of meat is 6 servings for the purpose of cooking.
Maim
Roll Butchery when dealing 2+ slashing damage. On success, you can choose to inflict a Weak stress in place of another stress.
cards
A hand or two.
Alagóran Ten
Played coastwide. Rich with obscure rules. Popular for rewarding skilled play and fleecing the inexperienced. A 10p or £1 stake is typical, with a 1p or 2p opening bid.
- A starting bid is made.
- Each player rolls their Cards skill privately.
- In turn, everyone raises, folds, or matches the bet. If you fail, you cannot raise. Every time you raise, you get -1 on ensuing rounds.
- Dice are revealed. If everyone failed, the round is replayed, but the new bid remains and those who folded remain out.
- A new round is rolled. Those who fail twice in a row are eliminated.
- Rounds continue until one player remains. They receive the pot.
ceremonies
Officiate the rites of faith
Obsequies
When officiating an Avethan funeral rite, you increase the XP provided by said rites by your Ceremonies level*12.
Eucharist
Conduct a mass. You need bread and wine for worshiper.
Roll Ceremonies. Success grants 2 faith points to attending Avethans. Failure grants 1 point. You can benefit from eucharist once per session.
chemistry
Understand the properties and changes of natural substances. WIP
prepare salts
Extract salts from raw materials and prepare salt solution hypodermics. You need proper equipment and a unit of the source material. Usually, you can’t do this in the field. You need empty, clean salt hypos or a storage bottle from which to fill them.
Roll Chemistry. If you succeed, you extract the salts.
Cooking
Fuel the hungry.
Prepare Meal
You need:
- An hour of time.
- 3 or more ingredients. 1 unit each per diner.
- A unit of water or drink per diner
- A pot/skillet/pan/spit/grill matching the ingredients
And get -2 for each of the following you lack. If you have all 4, get +2 to your cooking roll.
- Substance. Meat, potatoes, cheese, and likewise.
- Flavor. Salt, spices, fats.
- Heat. A cookfire or stove. Not an issue if your ingredients are all palatable cold.
- Utensils. Enough for everyone.
Roll Cooking: Success creates a proper meal. The number of ingredients used determines its quality.
- 3 ingredients: Simple (1d4 stitches)
- 4 ingredients: Good (1d6 stitches)
- 5 ingredients: Square (1d8 stitches, +1 Comfort)
- 6 ingredients: Hearty (2d4 stitches, +1 Comfort)
Failure requires you roll a d20 on the Cooking failure chart to see what happens:
| 1 | Charred/rare, but in a culinary way. No ill effect. |
| 2–3 | One portion destroyed, stuck to the bottom of the pot/dropped in filth/otherwise lost. Lose one portion. |
| 4 | Terribly dry/oversalted. The water used is wasted, and this meal doesn’t count as hydrating. |
| 5–6 | Flavorless. Doesn’t bestow comfort, if it would have. |
| 7 | Chewy/stringy. Takes an extra hour to eat, if you still want to eat it. |
| 8–9 | Burnt/raw. Reduce quality by one step. |
| 10 | Rumble-inducing. All diners: -1 to next sleep roll. |
| 11–12 | Unsustaining. Doesn’t bestow Fed. Quality reduced by one step. |
| 13 | Heavy. All diners get 1 speed penalty until rest. |
| 14–15 | Partly ruined. Lose one portion. Quality reduced by one step. |
| 16 | Sickening. Every diner must roll Immunity, gaining 1 Poison stress on failure. |
| 17–18 | Bespoiled. Every diner must roll Immunity every hour for 1d4 hours. On failure, gain 1 Poison stress from foodborne illness. |
| 19–20 | Utterly ruined. All ingredients destroyed and inedible. |
Dissection
Excise what you desire from fleshly creatures.
Maim
Under rework.
Extraction
Extract something from a carcass. Requires a scalpel. Roll Dissection; get +1 per useful tool, up to +2. Success means you remove it without issue. Failure ruins the structure or organ.
Autopsy
Requires a field surgical kit. Roll Dissection: If you succeed, you learn something of the subject’s death and you gain practice in Dissection or Surgery.
Entrenching
Create earthy fortifications, shelters, and graves.
Digout
With a shovel, dig a grave in a 13 hours - your Entrenching level.
Burrow
With a shovel, make dugout shelters. Each Entrenching level and hour committed to construction increases the quality of your burrow.
Etiquette
Get along in high society.
Dress Code
At level 4 Lore: Etiquette, you understand the 4 tiers of formal dress & the clothing items belong to them.
If you dress out of code, you get the Misdressed (-2) modifier to reaction rolls when dealing with NPCs who possess Etiquette.
Manners
If your Etiquette level is lower than an NPC’s Etiquette level by 2 or more, you receive the Unmannered (-2)modifier to reaction rolls.
Your language topics determine the codes of conduct you know. E.G. If you speak Alagóran, you know the etiquette of Alagór.
explosives
Grenades and demolition.
disarm ordnance
Roll Explosives to disarm explosive traps or put out lit sticks of dynamite. If you succeed, it’s disarmed. If you fail, it detonates.
use dynamite
You don’t need skill to use dynamite. You do need it to avoid mishap and collateral damage.
You can use dynamite to destroy a structure completely or destroy a feature such as a door or pillar.
At level 3 Explosives, you know how many units of dynamite are required for a job. This may range from 1 stick for destroying a wooden door to an entire case of dynamite for collapsing an old fort. This requirement will be presented as a range; choose whether to use the high end of the range, or the low end. This choice is important to your later Explosives roll.
Each stick requires 1 detonator. Additional sticks require 2 meters of detonation cord per. You needs 1 m safety fuse minimum for all.
At level 3, you know how much time it takes to rig a structure to blow. This can take ten minutes or several hours.
After placing the dynamite, roll Explosives:
- 100% extra time taken, +2
- 50% less time taken, -2
- More than 2 sticks necessary for job, -4
- Used low range of required explosive, -2
- Used high range of required explosive, +2
- Hand drill, +2
- Engineering level 4+, +2
Success means the dynamite detonates without issue. Failure causes 2 consequences on the explosion mishaps table:
| 1–2 | Dust. The blast produces a d6*10 m dust cloud. In the dust, visibility is zero and characters must roll against drowning. You can suffer up to 2 Drowned stress from dust. The dust settles in an hour. |
| 3–4 | Shockwave. Characters within d6*10 m suffer 1 Stun stress. In enclosed spaces, they take 2. Surrounding breakable items shatter. |
| 5–6 | Structural failure. If you were trying to destroy a specific structure, adjacent structures collapse as well. If you intended to destroy a door, the ceiling immediately above collapses, blocking the way. |
| 7–8 | Unrelated collapse. Something nearby, likely a section of ceiling, comes crashing down d6*10 m away from the blast. |
| 9–10 | Falling debris. Debris rain from above, damaging characters within d4*10 meters as if they had fallen 2d4 meters. |
| 11–12 | Leak. Fluids or gases rush from an adjacent chamber or pipeway. The Bookkeeper decides the specifics. It will be hazardous. |
| 13–14 | Shrapnel. The blast sends sharp bits pinging everywhere in a 20m radius. Characters, even those behind full cover, have a 1-in-4 (d4) chance of being struck, taking 1d6 piercing damage to 1–2 random body areas. |
| 15–16 | Weak result: If you used the low range of required dynamite, the dynamite is wasted and the target structure is merely mangled. If you used the high range, roll twice again on this table, ignoring this result. If grenade: 50% usual damage dealt. |
| 17–18 | Massive collapse. Far more than the demolition target is destroyed. Debris fall on everyone within d4*10 meters as if they had fallen 2d4 meters. Either: (high range) the target and everything around it for d4*10 is utterly collapsed, or (low range) severely damaged and impassable. |
| 19–20 | Firecracker string. Mistimed sticks send others flying in random directions. They explode moments later. Randomize 50% of the sticks used: Use a d8 to determine which direction they fly and a d20 to determine the distance. Reroll this if only 1 unit of explosive was used. |
fishing
Extract fish from their watery abodes.
Catch fish
With a rod, net, or relevant implement, roll fishing:
- If your implement is ill suited to these waters, -4.
- If you use bait, +2
- Sparse waters/cunning fish, -2.
If you succeed, you catch 1d4 fish from the local fishery table. Plentiful waters yield extra.
Herbalism
Identify and find medicinal plants.
Scrounge
When scrounging, you can scrounge specifically for medicinal plants. Roll Herbalism. Success finds amply
If you have 3 Herbalism & 3 Chemistry, you can search for plants containing specific salts.
Houndsmanship
Spur loyal hounds to the fray.
Sic
Roll Houndsmanship. If you succeed, hounds you control get an edge versus that target.
Horsemanship
Ride, care for, and manage the behavior of horses. When you roll Horsemanship, you get a penalty equal to the horse’s Temper, a penalty from nearby fear factors and a bonus from the horse’s Bond. Monsters and creatures impose a fear penalty equal to their Savage skill minus the horse’s Courage.
Ride
At level 2 Horsemanship, you can mount and ride horses. While mounted, you command the horse’s movements and gait.
Traverse
Command a horse to attempt an obstacle, jump, or patch of difficult terrain. Roll Horsemanship. If you succeed, the horse rolls Agility to surmount it with a bonus equal to your Horsemanship level/2. If you fail, the horse refuses the action.
Calm
Calm a balking, spooked, or aggressive horse. Roll Horsemanship. If you succeed, you pacify the horse. It remains calm until re-spooked. If you fail, the horse is unaffected by you. If you are riding it, it might stop accepting your commands.
Bond
You can buy Bond levels for a horse with XP. Bond is a topical skill, for horses, and riders are its topics. For every level of Bond, you get a bonus to rolls made to interact with it.
Instruction
Transfer your skills to others.
Classmoot
For every level of Instruction you possess, you may Teach 1 additional ally during an opportunity to Learn skills.
Wisdom
While teaching, bestow practice in a skill you know so long as your level in that skill is equal to or below your Instruction level + 2.
Knots
Work rope and cord.
Bind
When a knot or lashing you tied is tested, roll Knots. Success means it holds. If it’s a restraint, it applies -4 to escape attempts.
escape
Roll Knots to escape rope restraints.
- You need 10 minutes. Without this, -2.
- If the ropes were knotted skillfully, -4
Success means you escape. On failure, you cannot escape.
Language
Speak and write with skill and eloquence.
Language is a topical skill: You can hold multiple copies of Language in different topics.
Common tongues: Firlish, Alagóran, Emperoussin, Lothrsprech, Adaleut, Awnish, Mapolitan
Ancient tongues: Nor, Idran, Agadese
Literacy
At level 4, you can read and write.
Articulation
At level 6, your spoken language impresses audiences. Receive +1 to reaction rolls when people read or hear your words.
locksmithy
defeat lock
Pick or bypass a lock. With lockpicks or another relevant tool, roll Locksmithy. You get a penalty equal to the quality of the lock.
Success defeats the lock. Failure means the lock holds and you trigger its security features, if any. You can re-attempt the lock if:
- You devote extra time to the second attempt
- You level up Locksmithy
- You gain a source of Locksmithy knowledge better than your current level
Matchsmithy
build campFire
Roll Matchsmithy to make a fire suitable for warmth and cooking. You need tinder and a source of fire.
- Wet conditions (-2)
- High wind (-4)
- Primitive starter (-4)
- Ally with Matchsmithy assisting (+2)
- Accelerant/oil/superior tinder (+2)
- Camp stove (+2)
If you succeed, the resulting campfire needs 2 units of firewood immediately. It needs 1 unit of firewood every hour to remain alive.
Upon failure, determine a consequence from the mishap table:
| 1–2 | Harmless smoke. No failure. The smoke may attract nearby creatures. +1 to Cooking rolls for meats cooked over this fire. |
| 3–4 | High smoke. The fire produces a pillar of dark, noticeable smoke that is widely visible to nearby creatures. -2 to cook on it. |
| 5–6 | Hungry blaze. The fire needs twice as much starting fuel (6 units) or it goes out before it can be of use. |
| 7–8 | Weak coalbed. The fire won’t be useful for cooking unless stoked for another 2 hours. |
| 9–10 | Burst of sparks. The fire starts as normal, but creates a gout of sparks before it does. Roll Agility -2 to dodge or take 1 Burn stress, or Agility -4 to dodge and 2 Burn stress if you used accelerant. |
| 11–12 | Sputtering failure. No fire. Your time is wasted, but no firewood nor tinder are used. |
| 13–14 | Struggling flames. This fire won’t provide warmth unless stoked for another 2 hours, but the coals are good to cook on. |
| 15–16 | Wasteful. Your firestarter runs dry (matches expended, lighter empty, flint broken, etc.) If you used accelerant, you use too much and create a fireball: Roll Agility -4 to dodge or take 2 Burn stress. |
| 17–18 | Low smoke. Clinging smoke hangs low to the ground. Anyone who uses the fire to cook or warm themselves must roll Immunity -2 or suffer 1 Smog stress. -2 to cook on it. |
| 19–20 | Out of control. Something nearby (a tent, a tree) leaps to flame and is not easily extinguished. The fire spreads and the smoke is widely visible to nearby creatures. If you used accelerant, it is entirely consumed. Roll Agility -4 to dodge or take 2 Burn stress. |
Arson
in rework
Medicine
Heal the wounded.
bind wounds
Roll Medicine to bandage a wound. Success applies 1 stitch to the Wound stress. Regardless of success, you reduces risk of infection.
Stanch Bleeding
Using two free hands, compress a bleeding wound, granting +2 to Immunity rolls made to resist bleeding.
A Note on Bandages
Keep some bandages strapped or pocketed so they are available with 1 action. If no bandages exist, a shirt may be torn up to provide 2 improvised bandages using 1 action.
Peace
Find a place where horror doesn’t go.
Meditate
Roll Peace. If you succeed, remove 1 Distress. You keep the XP. You get the benefit of a nap without the risk of falling asleep if drowsy.
penmanship
Handwriting, calligraphy, and falsehood.
handstyle
At level 6, your handwriting bestows +1 to reaction rolls in written correspondence and with incunabula.
forgery
Duplicate someone’s handwriting or signature. You must know the language and possess a sample of the handwriting or signature. You can practice and forge a signature in 1 hour; a letter in 24 h.
If your forgery is scrutinized or challenged, roll Penmanship.
- Get +2 or +4 if you had several samples of the target’s handwriting or signature while practicing it.
If you succeed, the forgery is accepted as real. If you fail, it is detected as false or subject to additional verification.
Photogravure
Frame and capture light with cameras.
Grave Phototype
With camera and a copperplate, grave a phototype. Its value equals x5 your Photogravure level ± the below conditions:
- Taken in dark without flash; -3
- Mundane subject; -2
- Action shot; +2
- Superior camera; +2
- Rare subject; +2
Monsters and macabre subjects seen through a camera may expose you to unavoidable distress.
blind
Use a loaded flashbulb to attack a target within 2 meters. You can do this as part of taking a photo. Roll Art: Photogravure.
Success requires the target succeed Immunity or be staggered.
Play
Music to spur the body and mind.
Play is a topical skill: You can hold multiple copies in different topics.
Inspire
With a full round and a musical instrument, roll Play. If you succeed, choose 2 benefits for nearby allies. If you fail, choose only 1.
- +2 m movement speed that round
- +1 reaction that round
- Immunity to distress gained that round
- 1 action if they were surprised that round
Song
Add rhythm to labor.
Shanty
When you march or engage in manual labor with companions, everyone can roll Song.
For every success, the gang gets +1 to any rolls to resist exhaustion or Weary stress from their task. Maximum of +4.
Surgery
Resect the flesh for its own good.
Suture Wounds
With a needle and thread, roll Surgery to suture a Wound stress. Succeed adds 1 stitch. Failure inflicts 1 Pain stress.
Operate
You need:
- An hour of time.
- Surgical tools appropriate to the procedure.
- A clean environment, like a operating room.
- Ether or some other form of sedation.
Get -2 for each of the above you lack. Get +2 if you have all 4.
Roll Surgery. Success achieves the procedure you attempted, like adding stitches to a broken bone or correcting a serious wound. Failure requires a roll on the surgical mishap table.
| 1-2 | Unexpected bleeding. Surgery is successful, but patient suffers 1 Bleed stress. |
| 3-4 | Unnecessary incision. Surgery is successful, but patient suffers 1 Wound and 1 Pain stress. |
| 5-6 | Unclean work. Surgery is successful, but patient gains an infected wound stress. |
| 7-8 | Severed vein. Surgery fails. Patient gains 2 bleed stress. |
| 9-10 | Respiratory depression. Surgery is successful, but patient suffers 1 Drowned stress. 2 Drowned stress if ether was used. |
| 11-12 | Aggravated nerve. Surgery is successful, but patient suffers 2 Pain stress. |
| 13-14 | Unrestrained accident. Surgery fails. Patient gains a Wound stress and a Concussion stress. No Concussion stress if ether was used. |
| 15-16 | Uncontrolled hemorrhage. Surgery fails, patient gains a wound stress and suffers a severe bleed (see wounds.) |
| 17-18 | Runaway artery. Surgery fails, patient gains a wound stress and suffers a severe bleed that cannot stop unless another successful operation is performed immediately. |
| 19-20 | A terrible slip. Surgery fails, patient gains 2 Wound and 1 Pain stress and suffers a severe bleed. |
Stowage
Optimize your luggage.
Pack
Pack a container. While packed, its burden is reduced by your Stowage level. If items are removed, the burden returns to normal.
Swimming
Move through water with ease.
Swim
Your swim speed equals 2 + Swimming level - movement penalty.
Trapping
Lay out snares and boobytraps.
Trap game
Set traps for local game. Wait at least 12 hours. Then, when checking your traps, roll Trapping once per trap.
- If 24 hours or less since setting the traps, -2.
- If you baited the traps, +2
- If trapping large game, -2.
- If the area is sparse or if you have used a fashion of trap inappropriate the local game, roll at -2–4.
Success means the trap contains an animal.
set boobytrap
wip
Woodcutting
Transform logs to usable wood.
Buck Logs
With a saw, produce wood rounds from whole logs equal to your Woodcutting level. At level 0, you need 2 hours to produce 1 round.
Fell Tree
With at least an axe, roll Woodcutting.
- Massive tree, -6
- Extra tools, +2
- Climbing gear, +2
Success means you fell the tree in the intended direction. Failure means it still stands or falls in the wrong direction.
Fell Monsters
When you attack huge monsters with a slashing weapon, roll Felling. If you succeed, you get an Edge.
Split Wood
With a splitting axe and sufficient log rounds, produce units of firewood equal to x10 your Woodcutting level + 2. Tough wood, superior tools, or other conditions may affect the multiplier.
A unit of firewood is 1 burden.
Forceable Entry
With an axe, roll Woodcutting to swiftly defeat a wooden barrier.
- Stout door/barricade, -2—4
- Might 6 or higher, +2
If you succeed, the barrier is destroyed and made traverseable. If you fail twice in a row, suffer 1 Weary stress or a bruise.