Acquired Skills
Table of Contents
Primary Item (H2)

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.

  1. A start­ing bid is made.
  2. Each play­er rolls their Cards skill pri­vate­ly.
  3. 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.
  4. Dice are revealed. If every­one failed, the round is replayed, but the new bid remains and those who fold­ed remain out.
  5. A new round is rolled. Those who fail twice in a row are elim­i­nat­ed.
  6. 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.

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