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116 skills
- Acrobatics IBasic feats such as trained leaping and pratfalls.
- Acrobatics IIAdvanced feats; needs Acrobatics I first.
- ActingStagecraft used to entertain for food and lodging, to bluff or lie convincingly, and at its height to impersonate a type of person or a specific individual.
- Additional LanguageLearning to speak one extra language. 500 XP.
- Advanced Alchemical EquipmentBuilding the alchemist's personal aludel (vase) and athanor (furnace) needed for high-level operations.
- Advanced Alchemical SubstancesMaking alchahest (universal solvent), orichalc (magic metal for arms and armor) and vitriol (bonding agent).
- Advanced Necromantic RitualsHigher necromancer rites: creating undead, making a sahu (mummy) and casting a necromantic bell to call an ancient spirit.
- Alchemical DevicesBuilding small alchemical gadgets such as secret-compartment rings and poison-needle rings, plus detection devices that only alchemists can operate.
- Alchemical DustsMagical powders with spell-like effects, thrown in vials, scattered by hand or blown through a tube; most last an hour.
- Analyze MixturesIdentify magical or alchemical mixtures with a test kit.
- Ancient LoreJudge legends, artifacts and old coins or books.
- Animal TrainingTaming animals (and some semi-intelligent monsters) and teaching them commands, one new command per month of training.
- Appraise TreasureJudging what gems, jewelry and contraband are worth.
- Archery IExpert with the short bow or longbow, with no long-range penalty. 1,000 XP.
- Archery IIHorse archery with the short bow; needs Archery I. 1,000 XP.
- AristocratUpper-class upbringing. +40% to the starting-wealth roll; cannot take Streetwise, Street Fighting or any Woodlore skill. Choose 2 of: Diplomacy/Protocol, Reading/Writing, up to two Additional Languages.
- ArtTraining as a painter or sculptor; a percentile roll sets the character's talent tier, from amateur to master, and higher tiers bring commissions, fees and Charisma bonuses with admirers.
- BarbarianTribal or nomadic upbringing. Choose 2 of: Woodcraft, Hunting/Fishing/Trapping, Barter, Swimming, Sign Language, Riding.
- BarterFair trades; a WILL save gives about 10% profit. 100 XP.
- Basic SeamanshipPilot small boats. 200 XP.
- BoxingDoubles fist attacks; knockouts possible.
- BrawlingUnskilled unarmed fighting, with the non-proficiency penalty.
- Camouflage/AmbushUsing brush, branches and vines to conceal people or gear in natural surroundings, for hiding or setting an ambush.
- CartographyMapping skill: the character can chart any terrain accurately, avoids getting lost while mapping, and can often make sense of odd or foreign maps.
- CatwalkBalance for crossing narrow footing such as beams, fence tops and wall tops; with enough practice it extends to tightropes.
- ChirographyCareful copying of maps and ordinary documents, even in scripts the copyist cannot read; spell casters can also duplicate magical scrolls.
- City DwellerBig-city upbringing. Choose 2 of: Streetwise, Haggling, Drinking, Gambling, Reading/Writing, one Additional Language.
- ClimbingAnyone can climb; hard climbs need a save vs DEX.
- CommandLead large bodies of troops.
- ConTalking someone into doing what they otherwise would not, such as accepting a bribe, buying stolen goods or lending money.
- DecipherWorking out the meaning of odd scripts, codes and inscriptions; at full mastery the character can even cast spells from scrolls, at some risk.
- Detect/Disarm/Set SnaresSpotting, disarming and setting snares, from small-game loops to snares built for large or specific creatures.
- Detect/Disarm/Set TrapsFinding, disabling and rigging small traps.
- Diplomacy/ProtocolNegotiation and courtly etiquette, most useful when dealing with nobles, clergy and other high-status people.
- DraftingMain skill of architects and engineers.
- DrinkingA bonus on CON saves against alcohol, which can stack, but repeating it risks addiction. 100 XP.
- EssencesDistilling pure essences (Philosopher's Stone, True Gold and others) with alchahest, used to enchant items by daily dousing.
- Evade PursuitShaking off pursuers through speed, stealth and false trails.
- Finding a Track or TrailSave vs PER to spot tracks. Actually following them needs a skill.
- ForgeryFaking official papers, signatures, seals and sigils; only someone who knows the genuine article can spot the fake.
- Gambling+1 on gambling rolls. 50 XP.
- GolemsBuilding clay, stone or metal golems and living statues animated by alchemy or magic.
- Greater Magic ItemsEnchanting items with permanent powers that renew each day.
- HagglingBuy up to 10% cheaper on a CHA save. 100 XP.
- Healing ArtsMedical knowledge: the character can identify what ails a patient (disease, poison, madness, lycanthropy) and prepare simple healing salves.
- Herb LoreRecognizing common herbs and plants, knowing what they are used for, and storing them so they don't spoil.
- Herbal ElixirsShort-lived, potion-like herbal drinks brewed on a water base; requires Herb Lore plus Herbal Remedies or Philtres. 2,000 XP.
- Herbal RemediesThe most primitive low-magic mixtures: brews and salves boiled from whole plants in water, with minor magical healing or curative effects.
- HideStaying unseen in shadows, behind curtains, in tall grass and similar cover; the trained version of the common hiding ability.
- HidingWorks if the hiding place is good, by common sense.
- Holy ItemsMaking holy oil, holy symbols, holy water, sacred articles and votive candles; limited to practitioners of Divine Magic or Mysticism.
- Homonculi and Aqua VitaeBrewing aqua vitae and using it to give artificial life to homonculi.
- HorticultureGrow almost any plant.
- Hunting/Fishing/TrappingKnowing where and how to hunt, fish and trap, and how to dress and cure meat, hides and pelts.
- InfiltrateBlending unnoticed into a group of humans or humanoids by acting the part, backed by the right clothing and knowledge of their customs; it does not allow posing as a specific known person.
- Internal AlchemyA discipline of Mysticism that lengthens life by half, makes the practitioner look about half their true age from around 40 on, and keeps body and mind sharp into old age.
- InterrogateExtracting information from an unwilling subject by verbal abuse, threats or torture; the subject resists with repeated WILL saves.
- InventingDesigning and building new devices within ancient-era technology, or magical inventions with a spell caster's help; only scholars with Drafting may learn it.
- JugglingJuggling several balanced objects indefinitely, plus skill at throwing hand-held items and catching missiles thrown at the character.
- Keeping AfloatNon-swimmers save vs DEX each round in deep water or go under.
- Knife-throwingSpecialist skill with balanced throwing knives, improving accuracy and letting the thrower aim at specific spots at close range.
- LeapingUnencumbered leap distance based on DEX, adjusted by race.
- LegerdemainSide-show 'magician' tricks: sleight of hand (card tricks, shell games, palming small objects) and ventriloquism.
- LinguisticsThe study of languages.
- Lip-ReadingFollowing a conversation by watching the speaker's lips, without having to get within earshot.
- Lock-PickingOpening most kinds of locks without the key.
- MachinaConstructing iron machine-creatures such as iron horses, cobras, spiders and dragons.
- Magic Staves, Rods and WandsEnchanting staves, rods or wands that hold many spell charges and can be recharged.
- Magical MixturesPreparing magical inks, fragrant oils, fumes and conjuring powders used in rituals and scroll-making; requires Read Magic. 2,000 XP.
- Magical Weapons and ArmorEnchanting weapons, armor or shields with bonuses or spell-like powers.
- Martial Arts IUnarmed fighting techniques: doubled bare-handed strikes that can parry weapons, damaging kicks or leg sweeps, throws after a parry, and a dodge bonus.
- Martial Arts IIAdvanced martial techniques: the armor-piercing knife hand, dodging missiles, jump kicks and breaking wooden boards or doors.
- Minor Magic ItemsEnchanting a high-quality item to store 1-7 spells, which must be recharged after use.
- Mountain ClimbingMountaineering: scaling cliffs and slopes, handling ledges and overhangs, and picking the safest route.
- Mounted Combat IFighting from the saddle without losing combat effectiveness; it does not cover shooting from horseback.
- Mounted Combat IILance skill and a bonus for fighting from any steed, plus the ability to break and train animals or monsters as mounts.
- Moving SilentlySave vs DEX without the Stealth skill.
- MusicTraining as a singer or instrumentalist; a percentile roll sets the talent tier, and better musicians gain Charisma bonuses, free meals and, at virtuoso level, a magical sway over listeners.
- NaturalismKnowledge of the plants and animals native to the character's home continent, including any unusual traits they have; the range can grow through travel and study.
- NavigationPlot a course for a sea-going ship.
- Necromantic RitualsNecromancer rites: the accursed temple, necromantic golems and the uzat amulet.
- Noticing Hidden Persons or CreaturesSave vs PER when actively searching; also used for secret doors and lost items.
- OratoryMove an audience to a chosen mood, e.g. antipathy, fascination or boredom.
- OutcastCriminal, beggar or escaped-slave upbringing. Choose 2 of: Streetwise, Street Fighting, Thieves' Cant, Gambling, Drinking.
- PhiltresBrewing wine-based philtres that force an emotion or reaction on whoever drinks them; requires Read Magic. 2,000 XP.
- Picking PocketsLifting small items or cutting purses from people without being noticed.
- PotionsBrewing potions that give the drinker temporary magical powers; requires Read Magic, Philtres, and Magical Mixtures or Herbal Elixirs. 2,000 XP.
- Read MagicDecipher magical writing; also needed by non-casters to use spell-bearing items.
- Read TracksReading a set of tracks for what made them, how many there were and how old they are.
- Reading/WritingLiteracy in one's own language, rare in the setting. 500 XP.
- RidingHandle a horse or burro at speed (not mounted combat). 100 XP.
- RunesEngrave runic devices. At most 3 per person except for witches, warlocks, druids and shamans.
- Scaling WallsClimbing even sheer natural or built walls, well beyond ordinary climbing ability.
- ScoutingWilderness scouting: moving unseen through wild country on foot or mounted, shaking off pursuit there, and spotting others trying to do the same; scouts also travel rough terrain faster.
- ScrollsInscribing a single spell onto a scroll in a one-hour ritual; only spell casters can do it, and each scroll counts as a spell cast that day.
- Side Show TalentsCarnival feats: harmlessly swallowing small objects (and sword-swallowing or fire-breathing acts), and contortionism, including squeezing through tight gaps and slipping out of bonds.
- Siege WeaponsFiring, operating and maintaining catapults and ballistae.
- Sign LanguageShared hand language of primitive and barbarian peoples. 250 XP.
- Spell CastingListed at level 1 in the skill tables of most spell-casting professions; the book gives it no skill description or XP cost (rules in Chapter 3, The Beginning Spell Caster).
- StalkingMoving silently through almost any terrain and following creatures without being noticed, once they have been sighted.
- StealthMoving and performing thieving tasks without making noise.
- Street FightingSkilled brawling: the character is proficient at fist-fighting instead of taking the non-proficiency penalty that plain Brawling carries.
- Streetwise+2 on CHA saves when dealing with outcasts and thieves. Only learned by living among outcasts.
- SwimmingSwim competently. 50 XP.
- TailingFollowing a person you have already spotted without being noticed or losing them; this is shadowing, not tracking.
- TheologyThe study of religions.
- Thieves' CantThe secret argot shared by rogues, spies and assassins, taught to outsiders only if they are fully trusted.
- Toxic PowdersMaking noxious powders that can be slipped into food, thrown or blown at victims; no prerequisite. 2,000 XP.
- TrackingFinding and following even faint trails left by most walking creatures, with difficulty rising for weather, age of the trail and hard ground.
- Venoms and PoisonsConcocting blade venoms and ingested poisons, a risky process for the maker; no prerequisite. 2,000 XP.
- VillagerVillage or hamlet upbringing. Choose 2 of: Haggling, Additional Language, Basic Seamanship, Barter, Swimming, Riding.
- Weapon SpecializationFocused mastery of one weapon the character already knows, adding damage as the character rises in level.
- Weapon TrainingGain proficiency with one more weapon, or +1 with a single known weapon; the only way for untrained fighters to improve in combat.
- WoodcraftWilderness survival: foraging a meal, finding drinkable water, finding or making shelter, and lighting a fire in bad weather.
- WrestlingSkilled grappling: takedowns (including slams), restraining holds and easy escapes from holds.
- Zen ArcheryA mystical archery talent.