NonCombat Skills

  • Woodworks

    With the woodworks skill a character may divide the beams from the logging skill to smaller pieces for use in other skills or to build their own products & simple structures up to 1,000 square feet in size (200 tiles or less). The woodworks skill requires Crude tools to perform.

    Splitting Beams into Lumber requires 1 day for each beam. Only Crude tools and 1 rank in the woodworks skill is required for this task. Further levels in this skill do not effect rates. However, Basic tool & Workshop bonuses can be applied to splitting beams to increase production. For each beam processed this way, create 10 Lumber.

    A character may create a structure with a Tier value of their skill level in Woodworks or lower. This requires Lumber or beams. For every 1,000 beams or lumber used, the woodworker may create a structure (building, bridge, wall, dam, etc) of roughly 1,000 square feet (much larger than is needed for an adventuring party, plus all their gear). 100 beams/lumber is enough for 100 square feet (enough for about 4-5 people & a small stove for fire) & 20 beams/lumber is enough for 20 square feet (enough for a single person to sleep).

    This equates to 5 lumber needed to create a structure for each tile in size it is. The examples above would be 200 tiles, 20 tiles & 4 tiles — needing 1000, 100, & 20 lumber. This number represents the internal size of the structure. It may have a slightly larger footprint overall.

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    For each year any structure built with this skill remains standing, it will reduce it’s Tier value by 1. If the Tier value ever reaches T0, the structure is destroyed beyond repair & must be created again from scratch. With Woodworks: 1+, any structures (or any wood product for that matter) may be repaired to return them to their original Tier value with the time investment of 1/100th the original creation time.

    Beyond that, a character may also create other works with the Woodworks skill alone. Such as furniture, instruments, chests, etc. Use the chart for build times of all creations, including structures, from Lumber & Beams. Build time in the chart does not include the process time for splitting Beams into Lumber.

    Basic tools will double output & a Workshop will quadruple output from baseline.

    Common Item Creation

    All common items are Tier 2. They require Woodworks: 2 or higher skill. They require 10 Lumber each, & cannot be created with Beams.

    Misc Chest – Has 200 carry slots.

    Food Chest – Holds up to 300 units of food.

    Water Barrel – Holds up to 50 gallons of liquid.

    Blank Book – 100 pages for each 10 Lumber used in it’s creation.

    T2 Wood Shield – Cannot be repaired.

  • Weaponsmith(adv)

    Prerequisite skills — Metalworks: 5

    With the Weaponsmith skill, a character may create a weapon rated in the Tier value up to their Weaponsmith level (ie: Weaponsmith: 3 can make up to a T3 Weapon).

    The time it takes to create a weapon is: the desired Tier value multiplied by itself [Tier value x Tier value]. This skill requires a minimum of Crude tools & all required materials on hand.

    Basic tools will double output & a Workshop will quadruple output from baseline.

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    Required materials are: metal materials (1 metal ingot) of equal or greater Tier value to the desired output. (ie: a T5 weapon requires T5+ metal to create)

    Repair of weapons requires Metalworks: 1+. Metal weapons are not destroyed at T0 (& cannot go lower than T0), however they cannot be used in combat below T1. Upon repair, requiring 1/100th the creation time, the original Tier value is completely restored.

  • Tailor

    Tailor is a skill which has a primary purpose of creating armor vs environment, & creating containers such as pouches. It requires a minimum of Crude tools to perform this skill. It also requires materials to create, which may be gathered from either the, Hunting, Trapping, or Gardening skills as “Cloth Fragments”.

    Tier Value# of Cloth Fragments
    15
    210
    315
    420
    525
    630
    735
    840
    945
    1050
    1155
    1260

    The Tailor skill allows a character to create a full cloth from cloth fragments, to be used by this & several other skills. They may create 1 full cloth for each assigned “Daily Task” with a Tier Value lower or equal to their Tailor level (Tailor: 5 can craft Tier 1, 2, 3, 4, or 5 Cloth. Basic tools & Workshop multipliers allow for 2x & 4x that baseline output, respectively.

    The number of Cloth Fragments needed to create a cloth of any tier is: [Tier Value x 5]. Example: To craft Tier 1 Cloth, you would need 5 Cloth Fragments. To craft Tier 10 Cloth, you would need 50 Cloth Fragments. (see – Tier vs # of Frags chart)

    The Tailor skill may recycle a cloth back into Cloth Fragments with 100% returns. This requires a Crude toolkit or greater to perform.

    For each level in Tailor, a character may create up to that Tier value of a Clothing set (Taylor:4 may create Clothing set T1, T2, T3, or T4). For each Tier value that Clothing set has, it will reduce environment (such as cold weather) damage received by 1 (a T4 clothing set will reduce damage received by cold by up to 4 points).

    Creating all items with this skill takes [Tier x Tier] days with Crude tools. Basic tools will double output & a Workshop will quadruple output from baseline.

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    There is no requirements for a user to equip any Tier of clothing created by this skill (including no body stat requirements).

    Each character may only equip 1 set of clothing at a time.

    Clothing can be worn with or without “Coverings” & may be worn with or without armor (& does not count against the equip body stat limitations).

    A Clothing set requires starting materials of 1 full cloth of the Tier or higher for the desired output (meaning a T8 Clothing set must use T8+ materials, etc). If multiple Tier materials are used: use the lowest Tier among them.

    Additionally, while there is no mechanic at the moment for it, GM may have NPC’s react differently to a character who has higher Tier Clothing than another. Higher Tier Clothing sets can be perceived as having higher value than lower Tier Clothing sets (& they do cost much more to obtain).

    Containers

    Hip PouchSlotsHip PouchSlots
    T1 Hip Pouch2 slotsT7 Hip Pouch14 slots
    T2 Hip Pouch4 slotsT8 Hip Pouch16 slots
    T3 Hip Pouch6 slots T9 Hip Pouch18 slots
    T4 Hip Pouch8 slotsT10 Hip Pouch20 slots
    T5 Hip Pouch10 slots T11 Hip Pouch22 slots
    T6 Hip Pouch12 slots T12 Hip Pouch24 slots

    (All listed examples are for medium sized creatures)

    A Hip Pouch has carry slots equal to 2x it’s tier value. It requires a Body stat of its tier value or higher to wear.


    [Item] PouchSlots[Item] PouchSlots
    T1 [Item] Pouch3 slotsT7 [Item] Pouch21 slots
    T2 [Item] Pouch6 slotsT8 [Item] Pouch24 slots
    T3 [Item] Pouch9 slotsT9 [Item] Pouch27 slots
    T4 [Item] Pouch12 slotsT10 [Item] Pouch30 slots
    T5 [Item] Pouch15 slotsT11 [Item] Pouch33 slots
    T6 [Item] Pouch18 slotsT12 [Item] Pouch36 slots

    A [item specific] Pouch has carry slots equal to 3x it’s tier value. It can only hold that item type. It also requires a Body stat equal or greater to the Pouch’s Tier value. Common specific items are: food, coin, bolts, & arrows. Any other specified items may be discussed with your GM. For small creatures, round up after halving the capacity.


    BackpackSlotsBackpackSlots
    T1 Backpack4 slotsT7 Backpack28 slots
    T2 Backpack8 slotsT8 Backpack32 slots
    T3 Backpack12 slotsT9 Backpack36 slots
    T4 Backpack16 slotsT10 Backpack40 slots
    T5 Backpack20 slotsT11 Backpack44 slots
    T6 Backpack24 slotsT12 Backpack48 slots

    A Backpack has carry slots equal to 4x it’s tier value. They follow the same rules as Pouches.


    [Item] BackpackSlots[Item] BackpackSlots
    T1 [Item] Backpack5 slotsT7 [Item] Backpack35 slots
    T2 [Item] Backpack10 slotsT8 [Item] Backpack40 slots
    T3 [Item] Backpack15 slotsT9 [Item] Backpack45 slots
    T4 [Item] Backpack20 slotsT10 [Item] Backpack50 slots
    T5 [Item] Backpack25 slotsT11 [Item] Backpack55 slots
    T6 [Item] Backpack30 slotsT12 [Item] Backpack60 slots

    A [item specific] Backpack has carry slots equal to 5x it’s tier value. They follow the same rules as [item specific] Pouches.


    Other Common Items

    BedrollCold ArmorBedrollCold Armor
    T1 Bedroll+2T7 Bedroll+14
    T2 Bedroll+4T8 Bedroll+16
    T3 Bedroll+6T9 Bedroll+18
    T4 Bedroll+8T10 Bedroll+20
    T5 Bedroll+10T11 Bedroll+22
    T6 Bedroll+12T12 Bedroll+24

    Other common items may be created as well. As they are not worn or equipped, they do not require any Body stat to use.

    Bedrolls require 2 cloth to create. They have the same effect against cold as wearing two sets of clothing of the same tier. They cannot be worn as clothing, but their effects stack with worn clothing additively. They may be used while not actively walking, fighting, crafting, etc. – They are extremely helpful for blizzards & cold nights.


    Tents require 2 cloth (of Tier 2 or higher) to create for each creature it can house. Tents at all Tier levels count as “Shelter” (see- “Environment”). Higher Tier tents have no further benefit than those created at Tier 2 aside from it’s durability rating. Each month a tent is in use, it will lose 1 Tier value until it is repaired. If a tent reaches a Tier value of 0, it is destroyed & cannot be repaired.

    # of Med-Sized Creatures Housed# of Cloth to Create# of Slots in Inventory when Folded# of Med-Sized Creatures Housed# of Cloth to Create# of Slots in Inventory when Folded
    1-Person2107-Person1470
    2-Person4208-Person1680
    3-Person6309-Person1890
    4-Person84010-Person20100
    5-Person105011-Person22110
    6-Person126012-Person24120

    “slots” is the number of inventory slots required to store the folded tent inside a container.


    Cordage such as rope, bowstrings, & crossbow strings can be made with cloth fragments. When assigned as a Daily Task, a Tailor may create up to 100 feet of cordage at a rate of 10 feet per 1 cloth fragment.

  • Scholar

    The Scholar skill encompasses reading, writing, mathematics, & basic sciences. This skill is important for written communication, finding the arc of a projectile, & so much more. Additionally, this skill is required to be at level 5 or higher to begin learning several advanced skills.

    When applied to create original works, this skill may be used to create a higher quality product (as Tier value) up to the writer’s Scholar skill level. Creating works of lower quality than skill level does not effect time to complete. The rate to write a book would be 1 page per Scholar level, per day. This would require a minimum of Crude tools for writing utensils. Crude tools are Medium sized & Basic tools are Small sized for this skill. Any pages or books written this way should be stored in a space that can protect them from the elements (wind, water, earth & fire!).

    Since a Daily Task assumes 5 hours, the rate of reading a book would be [25 pages x Scholar level] each time it is assigned. This would mean at Scholar: 1, you could read 25 pages per day -or- at Scholar: 12, you could read 300 pages per day. With no Scholar skill, a character cannot read.

    GM may allow the reading of books to be completed without the use of a daily task with the extra hours available each day. Usually this time is set aside for eating, resting, sleeping, maintenance of bodily functions, etc. Generally, reading cannot be done while performing any other daily task. So completion of a book when assigned this way becomes a “work with your GM” situation for the time to complete it. This time method may be used similarly for writing books.

  • Navigation

    The Navigation skill allows your character to read maps & use them effectively. It allows you to pinpoint your location on the map more easily. It allows you to more quickly assess the cardinal directions. While each of these things may seem trivial, with a skill of 0 (zero) you cannot do any of these.

    As Navigation pertains to travel, it can greatly influence your time from one location to another directly. But only when not on a road… Because while on a road, you are… just following the road — with all its twists & turns.

    Navigation requires special tools & a Map. Without the complete toolkit & a Map, the Navigation bonus will be completely negated while traveling. The Crude tools are Medium sized. The Basic tools are Small sized.

    If the character with navigation had physically been to a location previously (assuming the area hasn’t changed dramatically since they last visited), they may be treated as though they own a Map in that area at their current navigation level. The Map is in their head, even if they cannot draw it. This would allow them to navigate familiar cities, counties, & seas more quickly than those without the Navigation skill & deep familiarity of those zones, even without a Map at their disposal.

    When applying the Navigation Bonus to traveling, the Tier value of the map being used & the skill level of the navigator is averaged.

    Navigation Bonus = [(Map Tier + Navigation skill) /2] (rounded up).

    Effects of Navigation While on Land

    Travel on a road is [Body+ Move] in miles each day (at the rate of an adventuring group’s slowest member).

    Generally, traveling off road without any Navigation is [(Body+ Move) /2] in miles. Or, half the normal rate.

    Traveling off road with Navigation is [(Body+ Move+ Navigation Bonus) /2] in miles each day for the navigator. But the group may still only move at the rate of the adventuring party’s lowest [Body+ Move] if it is lower than the navigators off-road travel rate.

    Travel on Rivers

    Travel on rivers is the same as travel on roads. The Navigation skill & it’s associated bonus is completely mute.

    Each watercraft will have a Move stat associated with it. However when going up or down a river, the travel speed is effected by the direction of the currents.

    -For most watercraft traveling down river the speed is 25 miles per day
    -For most watercraft traveling up river the speed is 5 miles per day
    -For Rafts traveling down river the speed is 15
    -For Rafts traveling upstream up river the speed is 3

    Any speeds that differ from those listed above will be assigned to each individual craft at their creation. If none is assigned, these values will be used.

    Effects of Navigation While on Open Water

    Each watercraft will have a Move stat associated with it. When moving on open water, such as lakes, oceans & seas, the speed these watercraft travel per day is [Move x Navigation bonus].

    Rafts on open water will travel [1 x Navigation Bonus] miles per day. Where a raft has a Move of 1 & Navigation Bonus is the highest amongst characters piloting the craft. If no character has Navigation skills and there is no map, the Navigation Bonus is 0 — They cannot travel on open water.

    -Raft – Move: 1
    -Rowboat – Move: 2
    -Small Sailboat – Move: 3
    -Medium Sailboat – Move: 4
    -Large Sailboat – Move: 5

    These are examples. Each craft is unique & has it’s own pros & cons associated with it (including it’s travel speed). The generic craft listed above should get you started on your journey (at least until I have time to do a write up on Shipwright).

  • Mining

    Mining Crude tools, or better, to perform. The main purpose of this skill is to gather metal ores & the creation of T1 ingots from those ores with any metal. These ingots may be later upgraded by other skills, such as Metalworks & Jewelry.

    Each T1 ingot weighs approximately 2lbs after processing for common metals (such as those used for gear) & 1oz after processing for rare metals (such as those used for Jewelry).

    LevelCrude ToolsBasic ToolsWorkshop
    0124
    1248
    23612
    34816
    451020
    561224
    671428
    781632
    891836
    9102040
    10112244
    11122448
    12132652

    10 Metal Ore = One Tier: 1 Ingot

    The act of creating an ingot from mining requires no additional time when done with this skill. It is assumed that it is done as part of the Daily Task whenever the total ores exceed 10. It does, however, require the use of a fire (see- Skill – “Bushcraft”).

    When collecting metal ores with this skill, the character will receive 1 ore, plus an additional ore for each level in the Mining skill. (see chart)

    Gathering ores gains the benefit of Basic tools (2x production) & Workshop (4x production).

    A mine becomes depleted after 1,000 ore are removed. Rich mining zones in the world will have scores of mines available in tight clusters.

    Quarrying

    LevelStone Gathered
    (Crude Toolkit)
    Stone Gathered
    (Basic Toolkit)
    124
    248
    3612
    4816
    51020
    61224
    71428
    81632
    91836
    102040
    112244
    122448

    If stone is being mined for building materials, multiply Mining Level by 2.

    The multipliers for Basic tools(2x) or Workshop(4x) function normally with Quarrying. Each stone shaped roughly into a block shape & weighs 30-50lbs.

    Stone Quarries, or Stone Mines, become depleted after 10,000 stones are removed. Rich Stone Quarry zones in the world will have scores of mines available in tight clusters.

    Some Castles made with the Architect skill may deplete a stone mine completely in their construction. The scar left for future inhabitants.

  • Metalworks

    Metalworks requires a minimum of Crude tools to perform.

    With the Metalworks skill, a character may work lesser quality ingots into a higher quality ingots to be used by advanced skills. The time to perfect these ingots is the [Tier value x Tier value]. Upgrading an ingot to the next Tier value only requires the difference in days — ie: upgrading a T9 ingot to a T10 ingot with Basic tools only requires (50 days- 40.5 days) 9.5 days.

    Basic tools will double output & a Workshop will quadruple output from baseline.

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    This skill may also be used to make general items, parts, wood stoves, frying pans, etc. that are made from metal. The quantity & Tier should be discussed with GM for such items. But the general rule is that for non-gear items, T1 or T2 ingots are good enough, & they will degrade by 1 Tier value per year of use unless maintained or repaired.

    At T0 metal objects are considered broken & cannot be used. However, metal objects are not considered destroyed, & they can still be repaired to their full original Tier. Repairs are performed in 1/100th the time of creating the item.

    This skill may also create “Basic Tools” for a variety of skills. These tools are T2, thus requiring Level 2 Metalworks to complete, & require T2 ingots x2 to create. They will double production for many skills that may use them.

    Additionally, at Metalworks: 6+, a character may create a workshop. The workshop requires T6 ingots x20 & is considered a T6 product. The workshops take up loads of space & are stationary. However, they will quadruple the production of any skill that may use them.

  • Medicine

    Medicine requires Crude tools to perform. Using a Basic toolkit will double the effects when applying this skill.

    A character may assist the natural healing of another with this skill as a Daily Task. For each level in Medicine it will heal them 1HP. (Medicine: 5 with Crude tools will heal an additional 5HP when applied).

    Any number of people may apply this buff on a single person. Thus, allowing for massive amounts of HP regeneration. However, it may not be done while in combat, as this skill requires “rest” for the buff to apply. “Rest” means they may not perform any Daily Tasks. They may travel only if carried or transported.

    Without this skill, the natural HP regeneration is the character’s Body stat in HP per day.

  • Map Making(adv)

    Prerequisite skills — Art: 5, & Navigation: 5

    A Map requires Crude tools or Basic tools to create. With Crude tools being Medium sized, & Basic tools being Small sized.

    Map Making is an art form. To complete a Map, it requires the tools of both Art & Navigation (& something to draw it on), along with traveling to locations all around the area that the character wishes to chart (as a Map).

    Because Map Making is done at several locations, no time table is used for it’s creation. It’s more like an ongoing process of adding more content & adding more detail to the product.

    The Tier value associated with a Map is directly tied to the last hand to update it, assuming that person had been to & previously charted all of the areas on that map in their lifetime. If that person’s Map Making skill is a 5, they will make a T5 Map. The time associated with making a Map from memory would take a day (as 1 daily task) for each Tier of the desired product (a T7 Map will take 7 days to complete).

    Copying maps can be done in a day or two, depending on the expansiveness & detail of the map being copied. The resulting Map would retain its original Tier value. This may only be done if a character has at least Level 1 Map Making.

    Adding to an existing Map; any additional areas or details from another Map will result in a product (Map) with a Tier value equal to the lowest Tier value of each map being assembled this way. This would make creating a high level, expansive map quite difficult to achieve for any person.

  • Logging

    LevelCrude ToolsBasic ToolsWorkshop
    0124
    1248
    23612
    34816
    451020
    561224
    671428
    781632
    891836
    9102040
    10112244
    11122448
    12132652

    Logging is a gathering skill requiring, at minimum, Crude tools to perform. The output is a beam of 1’x1’x8′, which may be further processed by applying the Woodworking skill.

    When collecting wood with this skill, the character will receive 1 beam, plus an additional beam for each level in the Logging skill.

    If the character wishes to use a beam for firewood, each beam will last 7 days.

    The number of beams available (as trees) within a zone is to be determined by GM (it should not be infinite unless some magic is involved).

    Basic tools double output & a Workshop quadruples output.

  • Locksmith(adv)

    Prerequisite skills — Lockpicking: 5, & Metalworks: 5

    This skill requires a minimum of Basic tools & all required materials on hand.

    With the Locksmithing skill, a character may create a lock rated in Tier value up to their Locksmithing level (ie: Locksmith:3 can make up to a T3 Lock).

    The time it takes to create a Lock is: the desired Tier value multiplied by itself, divided by 2 [(Tier value x Tier value) /2]. Utilizing a Workshop would double the production rate with this skill.

    Tier ValueBasic ToolsWorkshop
    Tier 10.5 days0.25 days
    Tier 22 days1 day
    Tier 34.5 days2.25 days
    Tier 48 days4 days
    Tier 512.5 days6.25 days
    Tier 618 days9 days
    Tier 724.5 days12.25 days
    Tier 832 days16 days
    Tier 940.5 days20.25 days
    Tier 1050 days25 days
    Tier 1160.5 days30.25 days
    Tier 1272 days36 days

    Required materials are: metal materials (1 metal ingot) of equal or greater Tier to the desired output. (ie: a T5 Lock requires T5+ metal to create)

    Once a Lock is created, it has a static difficulty rating based on its Tier value. The target number to unlock it remains assigned for the life of the Lock as: [Tier value +20]. (ie: a T7 Lock has a target number of 27 to unlock it)

    An alternative for those that feel extraordinarily lucky (or willing to waste time & materials) would be [Tier value + presence + 1d20]. (ie: a T7 Lock, made by a craftsman with 5 Prs, who rolled a 18 at completion would be a target number of 30). GM must be witness to the 1d20 roll for this method. The results will be wild, & perhaps the perfect lock does not exist. But it does allow for much, much higher difficulty assigned to the lock.

    Destroying a lock with combat rules instead of picking the lock can be attempted. It will be loud, & it could take a while depending on the lock & the character’s combat abilities. The Lock will have an Armor rating & HP equal to it’s target number. (ie: a lock with target number of 44 would soak the first 44 points of damage dealt to it on each attack.) The combat roll is a normal uncontested attack vs the lock. Rolling a 20 will reduce it’s Tier value (& thus; armor, target number to unlock & HP) by 1. Rolling a 1 will damage your weapon, reducing it’s Tier value until repaired. If the lock has it’s Tier value reduced & has already lost HP. That HP is deducted from the new HP value.

    Locks cannot be repaired.

  • Lockpicking

    Lockpicking requires Basic tools, created by the Metalworks skill.

    Lockpicking is a contested skill vs an object. The object’s roll is predetermined at it’s creation by the craftsman generally using: [Locksmithing skill + 20], & remains as the difficulty to pick that lock for the life of the lock.

    Picking a lock is: [Lockpicking skill + Presence + 1d20 vs the difficulty of the lock].

    Each attempt requires an hour. Every 5 hours that character loses the ability to do a Daily Task for that day. They may not attempt greater than 10 times each day.

    On a successful roll against a lock, for each number rolled over the difficulty of the lock, remove 5 mins. If a roll difference of over 12 is achieved, the lock opens only a few seconds (with most of that character’s time spent just pulling out the tools). If the roll fails to beat the target number, the hour is wasted & the attempt fails.

  • Hunting

    Hunting has two distinct mechanics. It can be used as a gathering skill, or it can be used for tracking others. While the mechanics are different, they are fundamentally tied — meaning, you cannot do one without the other.

    Hunting as gathering

    Hunting as a gathering skill requires a weapon of T1 or greater to perform. Each hunting roll is versus environment, & each roll is 1 daily task for hunting.

    The Baseline difficulty for hunting is 30 in and around any town. For every 5 miles outside that town, the difficulty will lower by 5, to a minimum of 5. Spending a few days to travel with an empty cart can bring in large hauls of food & cloth fragments. You’ll likely run out of space before you run out of animals to hunt.

    • 5 miles outside a town, you have TN: 25.
    • 10 miles out is TN: 20.
    • 15 miles out is TN: 15
    • 20 miles out is TN: 10
    • 25+ miles out is TN: 5.

    These are baseline numbers, & GM may adjust that number based on any number of factors, including other hunters that went through that area previously (hunting near roads will often have higher difficulty from previous travelers).

    Each day there is a successful hunt, for each “Zone” (1000 tiles by 1000 tiles), the difficulty within that Zone increases by 1. “Zone” is also referred to as a “square mile”.

    Each year (at spring) the difficulty of every zone reduces by 1, until they return to baseline. This means that hunting a zone too much will cause it to take many years for that zone to regenerate.

    Hunting is performed as a roll of: Hunting skill + Presence + 1d20 vs [that Zone’s difficulty value].

    For each number rolled over the target number the hunter gains 5 days of food for 1 person, 1 unit of “Animal Fat” (see “Cooking”), 1 “Bone Shard” (see “Bowyer”), & 4 cloth fragments (see “Tailor”).

    If a hunting roll exceeds 30 (regardless of that Zone’s difficulty value), it may become an encounter (at GM’s discretion). This may allow for food, cloth fragments, experience, or other possible loot for the hunter & his party.

    Toolkit & workshop bonuses are not available for this skill at this time.

    Hunting as tracking

    When used to track (no gear requirements): it is a contested roll of: [Hunting skill+ Presence + 1d20 vs the opponent’s Hunting skill + Presence + 1d20] for each day you follow the target (character or animal). It is a simple “Pass or Fail” roll. For every day the target is ahead, the hunter will roll to follow behind. If they lose the target, they may attempt to spend another Daily Task to try to find the trail of their target again.

    Narrative effects may effect tracking. For example, the GM may pad a bonus to your target to make it harder to track them if it’s raining. Or the GM may give a +2 to the defender for each day the trail goes cold setting soft time limits to encourage realism. As all terrains of a world can be wildly dynamic, there is no reasonable way for a hard rule to be in place for this skill. But if your target got away yesterday, unless they are a skilled hunter themself, the number should be pretty close to the normal contested skill check with no narrative bonuses in most situations.

    Tracking usually ends after the target remains in 1 location long enough to catch up. But for fast moving groups, such as those that forfeit their 2nd Daily Task to travel twice each day, they may catch up sooner than later. It greatly depends on the pace set by the target trying to escape, & when they feel like they’ve gone far enough to be safe. GM may force their NPC to camp for a while to resupply if they are traveling with low food supplies, or have them forage each day slowing their own escape. They cannot spend both tasks to travel indefinitely unless they have infinite food.

  • Fishing

    Fishing is a gathering skill. It requires a minimum of Crude tools to perform. Each fishing roll is versus environment, & each roll is 1 daily task for fishing.

    The Baseline difficulty for Fishing is 15. While fishing in an area doesn’t change that value by default, GM may adjust that number based on any number of factors. But the main advantage of Fishing is intended to be that the target number generally should remain the same, even after years of fishing in any location.

    The Legendary Mercury Lake, poison swamps, deep oceans, overcrowded city shores, etc. probably have higher (or even impossible) target numbers.

    Fishing is performed as a roll of: Fishing skill+ Presence + 1d20 vs 15.

    For each number rolled over the target number the fisherman gains 1 unit of food.

    While the rolls remain the same, when this skill is used with a Basic toolkit; double the amount of food obtained on any successful roll. Also, with a Workshop; quadruple the amount of food obtained on a successful roll.

  • Farming

    The Farming skill is used to primarily grow plants & animals for resource outputs. All Farming is performed as a daily task, & requires 1 month of time to harvest. It should be discussed with GM & party members before starting a Farm for time management reasons. Perhaps the plot, party, or environment (you cannot farm in snow) might not want to wait in one location for a full month.

    In general, farming will use the resources of the zone the farm is built in. Meaning that a farm setup in a zone will utilize the local plants & wildlife. This means a farmer can grow food, Cloth Fragments, or both.

    Note: Food gathered with this skill still expires after 1 week without preservation (see – Skill – “Cooking”).

    Farming uses tool modifiers for outputs as:
    No tools = x1
    Crude tools = x2
    Basic tools = x4

    Farming will grant the character a gross monthly output of:
    (Farming level x10) x tool multiplier = total units of food and/or cloth fragments
    The player may divide the output in any way they wish.
    (gross outputs are before wildlife check)

    Farming LevelNo ToolsCrude ToolsBasic Tools
    1102040
    2204080
    33060120
    44080160
    550100200
    660120240
    770140280
    880160320
    990180360
    10100200400
    11110220440
    12120240480

    Losses From Animals

    After the player divides the outputs between food & cloth, there is a roll versus hunting & trapping target numbers in that zone.

    There are losses to Farms related to the population of Large & Small animals within the zone that the farm is established. Hunting is generally associated with large animals, which will hunt your corralled local wildlife you are farming for Cloth Fragments. Trapping is generally associated with small animals, which will consume the local plant-life you are farming for food.

    Before the harvest of any farm (at the end of each month), a check is rolled for losses due to local wildlife consuming your product. Either the GM or the player must roll versus Large & Small animals.

    These rolls are “roll under” checks with unmodified 1d20 rolls.
    -For each number rolled over the Hunting target number for that zone, the farmer will lose that many Fragments of cloth.
    -For each number rolled over the Trapping target number for that zone, the Farmer will lose that many days of food.

    Gross Cloth frags – [(1d20 – Hunting Target number) = Net Cloth frags
    Gross days of food – (1d20 – Trapping Target number)] = Net Food
    *Ignore any negative numbers when rolling under these target numbers, as rolling under the target number is simply treated as a “success”.

    Ready Your Bow

    Whenever a Farm loses any outputs from animals;
    a character may Hunt (if there are lost cloth fragments) or
    Trap (if there is lost food) against a target number of 0(zero) within that zone once
    (If both occur, they may Hunt & Trap, once for each).

    This buff only changes the target number to zero. All other effects, requirements, increases to target numbers, etc remain the same (see – Skill – “Hunting” & Skill – “Trapping”). The Farmer may do it themselves, or he may employ others to do this for them. Both the Hunting & the Trapping rolls still count as 1 daily task.

    This buff extends for 2 days, then disappears. Giving the average Farmer time to solo both if desired while still maintaining their farming daily tasks.

    Cloth Fragment(seed)

    Cloth Fragment(seed) requires no roll against animals, & only requires 5 days to plant & 5 days to harvest, leaving the middle 20 days open for other tasks. However, Farms using this crop type cannot be grown with food outputs. Meaning, for that month, you will only get that amount (see “Gross Outputs” chart found in the Farming write up) of Cloth fragments. The seeds may be reclaimed after harvest for future farming or to be used in trade. You will always create more seeds than are needed to continue farming this way.

    Cloth seeds are sometimes traded. But seeds are rare. For many Farmers who own them, they are treasured. Sometimes cloth seeds may be found in ruins, from a time that has long since passed.

  • Crossbow Smith(adv)

    Prerequisite skills — Metalworks: 5, & Woodworks: 5

    With the Crossbow Smith skill, a character may create a crossbow rated in Tier value up to their Crossbow Smith level (ie: Crossbow Smith:8 can make up to T8 One-Handed or Two-Handed Crossbow). Additionally, they may create bolts at the rate of 1 per skill point in Crossbow Smith each day. Production multiplier effects from tools apply for ammunition creation.

    This skill requires a minimum of Crude tools & all required materials on hand.

    The time it takes to create a crossbow is: the desired Tier value multiplied by itself [Tier value x Tier value].

    Basic tools will double output & a Workshop will quadruple output from baseline (even for creating bolts).

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    Required materials for creating Crossbows are: metal materials (1 metal ingot) of equal or greater Tier to the desired output, & wood materials of either 1 beam or lumber, & 5 feet of cordage. (ie: T5 Crossbow requires T5+ metal & lumber/beam & 5ft cordage to create)

    Required materials for creating bolts are: metal materials (1 metal ingot). Each ingot can be used to create 10x 1h-c’bow bolts or 5x 2h-c’bow bolts.

    Repair of a crossbow requires both Metalworks: 1+ & Woodworks: 1+. Crossbows are not destroyed at T0 (& cannot go lower than T0). Upon repair, requiring 1/100th the creation time, the original Tier value is completely restored.

  • Cooking

    Cooking requires a minimum Crude tools to perform. Grilling, baking, frying, butchering, preserving, brewing, wine making, cider & mead making. This skill covers just about anything food related. If this game had a sanity meter, this skill would recharge sanity for your character. Especially after they’ve been on the trail for 3 months eating half burned fish & fists full of clover.

    The main mechanics of the skill are preservation of food. Although creating high level dishes & drinks would be a big flex on the other characters around you, & would definitely get you that job as head chef in the local diner. You may even fetch a fair bit of extra coin for the rarity of such a quality beer you made in a barrel while on the trail… if your GM approves it.

    Food & drinks go bad. Without applying the Cooking skill, your apple juice, fresh squirrel, & cabbage will go bad in about a week. 1 week is not a lot of time when you have to stockpile for the winter, or travel across the open ocean.

    A character must conclude the preservation of food & drink before they spoil at the end of the 7th day from their harvest.

    Each time Cooking is assigned as 1 daily task; the player gets 1 point added to their Cooking Point Pool for each level they have in the skill (ex: a level 5 cook gains 5 Cooking Points. A level 10 cook gains 10 Cooking Points in their pool). They may distribute them however the player sees fit:

    • Chore Delegation (1 Point): By freeing time for others, a cook may grant 1 non-cooking ally an extra Daily Task for that day. Allowing the ally to perform a 3rd Daily Task. The ally must provide themselves with 5 hours of light to use the 3rd task slot. This buff may not be applied to any character more than once each day, & requires the Cook to feed that character a full day worth of meals to apply.
    • Permanent Food Preservation (1 Point): Preserve 1 unit of food permanently. Crude Toolkit x1, Basic Toolkit x2, Workshop x4, & creature size modifiers apply to this sub-task.
    • Tallow Candle Crafting (1 Point): The Cook may process 1-hour Candles x5 (XS size) from 1 unit of “Animal Fat” with a Crude Toolkit. The Cook may process 1-hour Candles x10 from 2 units of “Animal Fat” with a Basic Toolkit. The Cook may process 1-hour candles x20 from 4 units of “Animal Fat” with a Workshop. (this sub-task does not gain any bonuses for creature size.)

    The Cooking Skill Preservation outputs are also tied to a creatures size category as:

    • Small races will half-production (0.5x).
    • Medium is normal (1x).
    • Large produces four times (4x).
    • Extra-large races can cook & preserve nine times (9x).

    “Preservation Tier” value is not reflective of the “Taste Tier” value of food. Taste Tier of meals requires assignment of a daily task, & provides meals equal to the tool bonuses for that daily task (Crude Toolkit = up to 25 meals, Basic Toolkit= up to 50 meals, Kitchen = up to 100 meals). This does not have to be all at once. If your party of 5 was to eat 3 meals a day. The Cook can make all 15 of those meals as their “Daily Task” performed throughout the day. If it is not declared as a task for the day, then the Taste Tier of each meal is half of the characters Cooking skill level.

  • Bushcraft

    The only requirements to use Bushcraft is having a skill of at least 1 & access to any zone that has living plants & animals within it. This means the skill works basically anywhere except some rare barren zones (like deep oceans deserts, arctic deserts, etc.).

    When a character assigns a single “Daily Task” to Bushcraft, they do not perform just one action. Instead, they may execute a number of independent sub-tasks from the list below equal to their current Bushcraft skill level simultaneously.

    Example: A character with Bushcraft Level 5 who dedicates 1 Daily Task to Bushcraft may execute up to 5 sub-tasks from the registry below during those 5 hours. They may mix, match, or repeat any sub-task up to that total limit.

    • Create a (Tier:1) “Bushcrafter’s Cloak” – When worn will grant the wearer an additional point in armor vs environment (weather). Cloaks worn share armor slot weight restrictions. Thus, it counts towards the worn limitations from the Body stat, resulting in each Cloak requiring an available Body stat point assigned to it after armor Tier value is subtracted from the Body stat value. Multiple Cloaks may be worn, resulting additive bonuses vs environmental damage. (ex: Body:4 with Armor:2 will result in the ability to wear the armor with 2 additional Cloaks — removing the Armor will allow for 2 more Cloaks, but will result in having a combat Armor value of 0)

    • Create Cordage – Each time this task is assigned, it generates 5 feet of cordage. This includes time for gathering plant materials & the process of twisting or braiding them together. Several pieces may be combined to make longer lengths.

    • Create a Tier 1 Spear – Which may be used as a 1-handed melee weapon & may also be used as a thrown weapon (if this weapon becomes T0 it is destroyed, & cannot be repaired).

    • Create a set of Crude tools – these may be used for many gathering & production skills. Every skill that requires tools has it’s own, unique, toolkit associated with it as “(size)[associated skill] Crude Toolkit”. Associated sizes are listed in the “Basic Item Shop”. A tinderbox is considered a “(5)[Bushcraft] Crude Toolkit” (a Tinderbox allows a character to create a fire without the Bushcraft skill). – all items require access to sticks & stones & plants.

    • Create & Maintain a Fire – each time this task is assigned, it gathers enough wood for 1 day of fire – thus must be used often to keep the fire going. However extra days of fire may be banked for future use. Fire will cut all damage taken by environment (cold) by half, rounded up.

    • Create & maintain a Shelter – each time this task is assigned, it can bolster the structure as a Tier value, up to the character’s Bushcraft level. Each week, the shelter will reduce it’s Tier value by 1. At T0, the structure is broken & loses it’s effect. Shelter will cut all damage taken by environment (cold) by half, rounded up. (fire & shelter used together will reduce all environment damage to 0)

    • Create a Raft – it’s small, it’s slow, & it’s prone to following currents. But it will allow travel over water. Each level in Bushcraft determines the maximum size of the craft in persons carried. Resulting in a Bushcraft skill of 5 being able to craft a 5 person Raft. Requires 5 feet of cordage per person in size.

    • Create a skid/sled – This vehicle can be pulled by a person or animal & will grant a way to move all your extra valuables during your adventures. It can carry 1 wood Beam, 1 character, 1 Chest, or 1 Barrel – Or it may hold up to 100 inventory slots of loose objects. Requires 5 feet of cordage. May be dragged behind character off roads & trails. Requires Body 2+ to move. A character pulling a Skid cannot take double-movement actions or enter a run state.

    • Create Containers – such as earthenware, baskets, etc. to store food, water, or other objects. These may be carried, but not worn. Each container may hold up to 10 slots worth of objects & is 12 slots in overall size when stored (even when empty).

    • Gather Food – each time this task is assigned, it gathers 1 unit of food. Generally plants, fungi, insects, clams, etc.

    • Create a Torch – enough for a total of 5 hours of light. Each torch takes up 5 inventory slots. — A lit torch will project a 5-tile radius of bright light and a secondary 10-tile radius of Low Light 1.

  • Bowyer(adv)

    Prerequisite skills — Woodworks: 5

    With the Bowyer skill, a character may create Bows rated in Tier value up to their Bowyer level (ie: Bowyer: 8 can make up to T8 Bow). Additionally, they may create arrows at the rate of 1 per skill point in Bowyer each day. Tool production multiplier effects function with ammunition creation.

    This skill requires a minimum of Crude tools & all required materials on hand.

    The time it takes to create Bow is: the desired Tier value multiplied by itself.

    [Tier value x Tier value] = days to create a Bow with Crude tools.

    Basic tools will double output & a Workshop will quadruple output from baseline (even for creating arrows).

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    Required materials for creating bows are: wood material of either 1 beam or 1 lumber, & 5 feet of cordage.

    Required materials for creating arrows are: feathers, wood shaft material of either 1 beam or 1 lumber (each granting 100 arrow shafts), & stone/bone/metal arrowhead material.

    -Arrowheads may be created with Metalworks skill, granting 30 per ingot used (there is no bonuses from higher Tier ingots at this time).

    -Stone arrowheads may be scavenged in most areas with GM approval.

    -Bone arrowheads may be processed by breaking down 1 Bone Shard. This creates 5 Bone arrowheads. This process does not take additional time when creating arrows with this skill.

    -Feathers may be collected with Trapping skill anywhere there are birds (or they may be scavenged in some areas with GM approval).

    Repair of bows requires Woodworks: 1+. Bows are destroyed at T0 (& cannot go lower than T0) but may be repaired as long as they are still T1 or higher. Upon repair, requiring 1/100th the creation time, the original Tier value is completely restored.

  • Art

    The Art skill encompasses all forms of drawing, painting, etc. that involve placing imagery onto any canvas, paper, stone, etc., whether abstract or exact. Art is a prerequisite skill for several advanced skills.

    When applied to create original works, this skill may be used to create a product of quality up to a character’s Art skill level. The Art skill requires Crude tools to perform, & can gain benefit from Basic tools. The time to complete a product will be different depending on the desired Tier.

    The time it takes to create Art is: the desired Tier value multiplied by itself: [Tier value x Tier value].

    Basic tools will double output when compared to Crude tools. Workshop bonus is not available at this time.

    Tier ValueCrude ToolsBasic Tools
    Tier 11 day0.5 days
    Tier 24 days2 days
    Tier 39 days4.5 days
    Tier 416 days8 days
    Tier 525 days12.5 days
    Tier 636 days18 days
    Tier 749 days24.5 days
    Tier 864 days32 days
    Tier 981 days40.5 days
    Tier 10100 days50 days
    Tier 11121 days60.5 days
    Tier 12144 days72 days
  • Armorsmith(adv)

    Prerequisite skills — Metalworks: 5, & Tailor: 5

    With the Armorsmith skill, a character may create armor & shields rated in Tier value up to their Armorsmith level (ie: Armorsmith: 8 can make up to T8 armor).

    The time it takes to create armor is: the desired Tier value multiplied by itself: [Tier value x Tier value]. This skill requires a minimum of Crude tools & all required materials on hand.

    Basic tools will double output & a Workshop will quadruple output from baseline.

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    Required materials for Armor are: clothing material (1 full cloth) with a tier value equal or greater to the desired output, & metal materials (metal ingot) of equal or greater tier value to the desired output. (ie: T5 armor requires T5+ cloth & T5+ metal to create)

    Repair of armor requires both Tailor: 1+ & Metalworks: 1+. Armor is not destroyed at T0 (& cannot go lower than T0). Upon repair, requiring 1/100th the creation time, the original Tier value is completely restored.

    Creating a Shield does not require cloth. It does still require an ingot of equal or greater tier value to the desired output. (ie: T5 Shield requires T5+ metal ingot to create)

    Repair of a shield requires only Metalworks: 1+. A Shield is not destroyed at T0 (& cannot go lower than T0). Upon repair, requiring 1/100th the creation time, the original Tier value is completely restored.

  • Architect(adv)

    Prerequisite skills — Scholar: 5

    With the Architect skill a character may design, build and direct the building of fortifications and complex structures over 1,000 square feet in size (200 tiles or larger). The Architect skill requires a Crude Toolkit, or better, to perform.

    A character may create a structure of Tier up to their skill level in Architect. This requires stone, lumber, beams, metal, and a whole myriad of other materials. But the primary material for most structures with this skill will be stone.

    Tier ValueCrude ToolsBasic ToolsWorkshop
    Tier 11 day0.5 days0.25 days
    Tier 24 days2 days1 day
    Tier 39 days4.5 days2.25 days
    Tier 416 days8 days4 days
    Tier 525 days12.5 days6.25 days
    Tier 636 days18 days9 days
    Tier 749 days24.5 days12.25 days
    Tier 864 days32 days16 days
    Tier 981 days40.5 days20.25 days
    Tier 10100 days50 days25 days
    Tier 11121 days60.5 days30.25 days
    Tier 12144 days72 days36 days

    For every 360 stones used, the architect may create a structure (building, bridge, wall, dam, etc. but especially fortification) of roughly 100 square feet. For every additional 100 square feet, the time to build the structure is extended. All times listed are based on 100 square feet, or 20 tiles.

    Recruitment of other characters for every 100 square feet of the structure will eliminate this time extension as the architect takes on more and more of a supervisory role for up to 10 additional characters.

    Basic tools will double output & a Workshop will quadruple output from baseline.

    For each decade any structure built with this skill remains standing, it will reduce it’s Tier by 1. If Stone is used for building material; for each century the structure will lose a Tier value of 1.

    If the Tier ever reaches T0, the structure is destroyed beyond repair & must be created again from scratch. With Architect:1+ any structures may be repaired to return them to their original Tier at a rate of 1/100th the original creation time.

    Fortification

    The Architect skill is the skill used for building walls, castles, heavy doors, & basically anything meant to keep people out. These structures are unique in that they have Hit Points & Armor assigned to them based on their Tier(and not a small amount either!).

    An architect can design & build (or have others build under their supervision) a wall with an assigned Tier of their skill level in Architect or lower. For each Tier value that the wall is, it will have HP & Armor equal to 10 times it’s Tier.

    For construction times it can be assumed that these structures are 1 foot thick for each Tier value (they are actually much thinner). This would make creating a T10 wall 10 feet long require 100 square feet of material (360 stones) & a T1 wall 100 feet long also 100 square feet of material (360 stones). Construction times are the same as building any other structure with the Architect skill, in increments of 100 square feet.

    Use Fortified Structure Hit Point & Armor Values on the table for walls, castles, or other structures that are built to withstand a beating.

    Tier ValueHPArmorTier ValueHPArmor
    Tier 11010Tier 77070
    Tier 22020Tier 88080
    Tier 33030Tier 99090
    Tier 44040Tier 10100100
    Tier 55050Tier 11110110
    Tier 69060Tier 12120120

    Fortified Structures can lose Tier value from time or from critical hits, with both effectively reducing its Armor value & Total HP to match it’s new Tier value. The total damage received (if any) is removed from its new Total HP value of the lower Tier each time it is reduced.

    GM may use the “Even Split” Crit Rule to expedite destruction of a section of the wall if characters are given enough time to dedicate to it, & have the time to repair their weapons of choice.

    Damage is dealt in a single tile wide area. The entire Great Wall of Odel will not collapse from a group of adventurers slamming their fists on it for a day or 2.

    The most effective way to damage a Fortified Structure built with this skill is to use Siege Weapons of equal or greater Tier against them.

  • ·

    Traps

    Traps have two distinct mechanics. One of which is for gathering food, hides, & feathers. The other is for use versus an opponent. An opponent is any sentient race or animal. Traps requires a minimum Crude tools to perform.

    Trapping used for gathering

    Each Traps roll is vs environment & each roll is 1 daily task for trapping.

    The roll for Traps is: [Trap + Presence + 1d20] vs [that Zone’s target number]. For each number rolled over the target number, the trapper will gain 1 unit of food, 5 feathers (see “Bowyer”), & 1 cloth fragment (see “Tailor”).

    When trapping within a city or on any tile that has a road or trail on it; the Environmental Roll will be 20 & will not change unless GM specified.

    For each Zone traveled away from a city or road; the difficulty will lower by 1, to a minimum of 1. A Zone is a [1000 tile x 1000 tile area] & is commonly referred to as “1 square mile”.

    Out in the wilderness zones, for each successful day using the Traps skill the difficulty will increase by 1 for that Zone. Regeneration of small game caught with Trapping occurs each month – all Zones will reduce their difficulty by 1 each month until they have returned to baseline.

    While the rolls remain the same, when this skill is used with Basic tools; double the amount of food & cloth fragments obtained on any successful roll. Traps do not get a workshop bonus.

    Trapping versus Opponents

    When setting traps for an opponent, for each trap roll: [Traps + Presence + 1d20]. That number is the difficulty value of that trap for as long as it remains active. Whenever a person (or thing) travels near that trap later, they will roll [Traps + Presence + 1d20] to contest the trap. A character may set a number of traps this way equal to their Traps skill in traps set each day. This is not considered a Daily Task. They must note difficulty value & location of each.

    If the opponent wins, they discover the trap or did not get close enough to it for it to be discovered nor triggered (GM choice). If they discovered the trap, they may disarm it as a non-contested action.

    If the trapper wins the contested roll, the trap triggers dealing damage to the opponent equal to the roll difference (unless the trapper set it to not deal damage – yes! That is an option.) & immobilizing them for the Trapper’s level in their Trapping skill in combat rounds. This damage ignores armor & shield bonuses.

    The damage and immobilization from an opponent triggering a trap constructed with the use of Basic tools is doubled.

    Immobilizing a character only keeps them from moving off of the tile they currently occupy. They may still attack & defend as normal.

    To break out of the immobilizing effect of a trap, a character may perform a contested action by rolling: [Any Stat + Traps skill + 1d20] vs [that Trap’s assigned difficulty value]. This means you can outsmart it (Mind), force it apart (Body), slip out (Reflex), or dismantle it (Presence).

    Traps may be used in combat only if you cannot be seen setting them, usually by terrain that blocks vision (but not simply with the Stealth skill – as to remain in Stealth requires a contested action). Each trap set up in combat requires 3 (three) actions. The first action is “get gear ready to set up trap” (non-contested). The second action is “setting & hiding the trap” (contested). The third action is “put gear away & hide unwanted evidence” (non-contested). Any person that sees you during any step of setting up the trap, they will be aware of it. The daily limit of Traps vs opponents must be respected for any Traps set during combat.

  • ·

    Stealth

    Stealth may be used in or out of combat. To initiate stealth a character needs to be obscured from the vision of their target or targets in some way. Most commonly this will be by using shadows, cover or distraction.

    In & out of combat, the character may move the distance associated with their race without leaving stealth each round (approximately 10 seconds of time). A stealth check vs their opponents would occur as the first action of each turn for the stealthed character to remain in stealth unless they are fully behind cover. If they move for their first action, they risk being seen for that action unless terrain blocks vision.

    If a character attempts a Stealth check & fails against their opponent; they used their contested action for that turn. They do not get to attempt another attack (or Stealth check) or any other contested action that turn. If there is terrain (or any other thing that would reasonably block vision) between them, the opponent will have seen or heard something suspicious in that direction. If no obstacles to vision are present, they will see that character acting “shady af”.

    Stealth For Positioning

    If you approach a person or group of people: if you do try to use stealth, you must roll against everyone once you are 30 tiles to them or closer. Before your character moves from behind cover, they must perform a stealth check against all opponents (unless your opponent is blind from another effect).

    The roll is a skill check versus opponents using: [Stealth + Presence + 1d20] vs [Stealth + Presence + 1d20]. This skill check considered a contested action. If grouping the defense roll for multiple opponents, the GM may roll once for the group, then apply any stat & skill modifiers to each of them to that one roll.

    If you remain still, behind cover, you do not need to roll a stealth check to remain in position. If the cover is wide enough, you can move while behind cover without a stealth check as long as you do not cross any opponent’s line of sight (regardless of the direction they are looking).

    Being behind cover does not automatically grant you Stealth. While you are functionally unseen, you would still need to peek out to perform any attack from behind cover. Thus, positioning to attack from behind cover for this skill still requires a Stealth check to get the bonus “Stealth attack”.

    Stealth In Combat

    You may attempt a Stealth roll any time you are behind an opponent. Even in combat. Even if they are aware of you.

    The roll is a skill check versus opponents using: [Stealth + Presence + 1d20] vs [Stealth + Presence + 1d20]. This skill check considered a contested action. If grouping the defense roll for multiple opponents, the GM may roll once for the group, then apply any stat & skill modifiers to each of them to that one roll.

    Each character that rolls under the total rolled by the initiator will have a stealth flag attached to them until the start of the stealthed character’s next turn. Characters with a stealth flag are treated as having the Blind status to the stealthed character while they move around. Meaning they will be aware someone is there if they occupy an adjacent tile, but won’t know who they are until they make an action to identify them. If an effected character with a stealth flag wishes, they may attempt to use a contested action to try to locate the stealthed character on their turn. Additionally, this also means that the stealthed character may choose to initiate their Stealth attack by crossing a line path left by their victim in that same round (see- Darkness & Blind Status).

    Dealing Damage with Stealth

    When any character has a Stealth flag, the owner of that flag gains a “Stealth attack” as a free action against them for the duration. Once this attack is used; all opponents whose vision is not blocked by terrain, or darkness, will lose their Stealth flag attached by that character. The bonus Stealth attack may be claimed any time an opponent with a Stealth flag occupies or passes through any tile within range of the Stealthed character. With any weapon, including unarmed, dual wielding, & projectile weapons.

    Stealth attack: Until their next turn – The Stealthed character may make an attack, as a free action, to anyone with a stealth flag that is in range. The defender may not use any stat, skill or dice to reduce damage received. Armor still reduces damage received normally.

    While stealth attacks may be made with any weapon. Common damage dealt with a Stealth attack is:

    • 1-Handed melee damage is:
    1d20 + [1h melee skill level] + Reflex = Roll difference.
    Roll difference + Body + [Tier of weapon used] = Damage dealt.
    Damage dealt – Armor = Damage received.

    • Bow damage is:
    1d20 = [Bow skill] + Reflex = Roll difference
    Roll difference + [Tier of weapon used] = Damage dealt
    Damage dealt – Armor = Damage received.

    • 2-Handed Crossbow damage is:
    [Tier of weapon used] = Damage dealt
    Damage dealt – (Armor – [Tier of weapon used x 2]) = Damage received.

    *Note that crossbows do not gain extra damage from Stealth. Any other weapons apply damage similar to each other: ignoring stat, skill & roll. Each using their own rules found under their respective skills.

    *Essentially, you may add the “to hit” to the “bonus damage” for any Stealth attack.