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- Main Page; [[The Valley of Cradles]] How to read it A general skill is listed with a starting %. Add your category modifier and you have your starting skill %. Anything underlined is not generally known, but can be learned from the right people. Without that learning, you don’t have the skill. Crafts have an Sp next to them. That means each skill is separate, and the 30% listed is for one initial craft per PC - otherwise the craft is at 10%. Wise is similar. It represents the skill of fitting in and knowing what’s what in your culture/area. Pick a ‘home’ culture and take that at 30%, another at 10% and all others start at 0%. Anything in [these] is a reference, really. More to remind people what the skill listed covers. ==Skill Groups== <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> *'''Agility: +/-n%''' **Dance (30%/5%):- ***Style: n% **Dodge (15%): n% **Climb (25%): n% **Jump (25%): n% **<u>Tumbling</u> (25%): n% *'''Aim: +/-n%''' **Catch (25%): n% **Throw (25%): n% *'''Knowledge: +/-n%''' **Evaluate (10%):- ***Treasure: n% ***Trade Goods: n% ***Art: n% **Read/Write Language (10/0%):- ***Language Name: n% **Animal Lore (5%):- ***Find cattle food: n% ***Hunting: n% ***Tending/Herding: n% ***Training: n% **Folk Lore (30%) By culture/race.: n% **Mineral Lore (5%):- ***Mining: n% ***Caving: n% ***Assess Mineral: n% **Plant Lore (5%):- ***Find healing plants: n% ***Identify plants: n% ***Farming: n% **World lore (5%):- ***Find Water: n% ***Survival: n% ***Weatherlore: n% **<u>Healing lore</u>: (10%):- ***Identify disease: n% ***Indentify poison: n% ***Doctoring: n% **<u>Martial arts </u>(0%): n% **<u>River Lore</u> (20%): n% **<u>Spirit Lore</u> (5%): n% **<u>Star lore </u>(Navigation)(10%):- ***Trailblazing: n% ***Seaborne: n% *'''Manipulation[Body]: +/-n%''' **Boating (10%): n% **<u>Sailing</u> (5%): n% **Craft, Physical (30%/10%) Sp:- ***Armour/weapon/shield making: n% ***Masonry/architect: n% ***Peaceful Cut/butchery: n% ***Shiphandling: n% ***Teamster/packhandler: n% **Swimming (15%): n% **Riding (5%): n% **<u>Running (25%)</u>: n% **<u>Drive Cart/wagon (15%)</u>: n% *'''Manipulation[Fine]: +/-n%''' **First aid (10%): n% **Treat disease/poison (5): n% **Sleight of hand (15%):- ***Hide item: n% ***Pick pockets: n% ***Palm object: n% **Craft, Fine (30%/10)% Sp:- ***Map making: n% ***Netmaking: n% ***Gemsmith/Jewelcraft: n% ***Brewing: n% ***Trapsmith: n% ***Locksmith: n% **Devices (5):- ***Lock pick: n% ***Trap set/disarm: n% **<u>Feign Death </u>(10): n% **<u>Foil Restraints</u> (0): n% **<u>Play Instrument</u> (Var): n% *'''Perception: +/-n%''' **Listen (25)%: n% **Scan (25)%: n% **<u>Sense</u> (5%):- ***Ambush: n% ***Chaos: n% ***Assassin: n% **Spot (5):- ***Hidden items: n% ***Trap: n% **<u>Taste analysis</u> (5%): n% **<u>Tracking</u> (10%): n% *'''Stealth: +/-n%''' **Camouflage (10%): n% **Hide (15%): n% **Move quietly (15%): n% **Ambush (5)%: n% **<u>Shadowing</u> (10%): n% **<u>Swim Quietly</u> (Sp.): n% *'''Communication: +/-n%''' **Bargain (10%): n% **Orate (10%): n% **Sing (5%): n% **Speak Language:- ***Native (Int x 5): n% ***Other (00): n% **<u>Understand beast speech</u> (10%): n% **<u>Voice Mimicry</u> (5%): n% *'''Social: +/-n%''' **<u>Acting </u>(10%): n% **<u>Bribery</u> (20%): n% **Fast talk (20%): n% **<u>Disguise</u> (10%): n% **Wise (30%/10%/5%):- ***Streetwise: n% ***Courtliness: n% ***Nomad ways: n% </div> If you really like, you could pick each one of the [subskills] listed for a skill and make them specialities by putting points into the subskill [doctoring +10] in Healing Lore, for example. This lack of total skill will be balanced by lowering the rolls needed to improve skills in training and experience [halve the speciality bonus, rounding down, for skill improvement]. [Example: The PC with doctoring +10 only adds +5 to her Healing Lore % when trying to improve the skill.]
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