INFINITE REALMS PLAYERS BOOK

Chapter Nine - Skills

Skills simulate abilities and experience in narrow fields of endeavor. They are more specific than attributes and while attributes are usually inherent, skills are often learned.  Each skill is based one or more attributes.
The first chapter, Character Creation, lists the most common skills needed by adventures.  It is recommended that character's emphasize these skills, because they are the most often used while adventuring.

	Each of the following skills are classified alphabetically under their general and if warranted specific category.
        Skills have two costs. First the base skill must be purchased, this allows the character to use the skill at the level of the attribute on which the skill is based. The base cost for each skill is listed next to the word base on the first line of the skill description below. The skill's base attribute is next to the listing Base Atr.
        Second the skill number can be improved. On purchasing a base skill the skill number is zero. As this number is improved it is added to the skill's base attribute to figure the skill level. For every creation point spent, the skill number will go up by an amount ranging from 3 to 20. The amount the skill number goes up is listed next to the heading 1 point on the top line of the skill description. The most a character can spend on his skill number during character creation is five points.
        Most skills have prerequisites, this is a rating in one or more of the primary attributes or another skill. If the character doesn't have at least this rating in a requisite attribute or skill the base cost goes up by two points and the 1 point rating goes down by 2. The skill's default rating is what a character with no base skill must use if attempting to use this skill. It is usually a portion of a primary attribute or another skill.
Following prerequisites and the default rating, a brief description of the skill is given.
The average time taken in using that skill is then listed, if time applies to that skill.
The difficulty of the tasks is discussed next along with an examples of degrees of success and failure for using that skill.  In general the task level for an attribute roll is 50 and the task level for a skill roll is 100.  Unless stated otherwise, the character knows if he has had a less than complete success and may try again if time permits.

Academic Skills

Language

Own Language	Base : 0	1 point : 10	Base Atr : MS	
No Prerequisites
Default : MS
	Speaking the language or languages of the character’s homeland.  Reading and Writing are described below, but if literacy is common in the PC’s homeland then Reading and Writing are at the same level as Own Language and do not require separate skills.
Note that Own Language and Reading skills are prerequisites to every academic skill.
	Speaking or listening to one’s own language rarely requires a skill roll.  If the character is trying to understand someone with a thick accent a roll would be appropriate and other similar situations may arise.
The task level should be about 50 and the skill role should have a simple understand or don’t understand outcome.

Reading and Writing	Base : 0 - 3	1 point : 5 - 10	Base Atr : MS	
Prerequisite : Own Language
If literacy is common, Default : Own Language
If illiteracy is common, No Default
	Reading and Writing the language of the character’s homeland.  If literacy is common in the land, then reading and writing is a common skill that defaults directly to Own Language and there is no real need to even roll against the skill except in extreme situations.  In such a situation, illiteracy would be a 5 point handicap - only 5 because its easily learned.  If literacy is somewhat rare, then this is a 2 point zero level skill and the 1 point value is 8.  If literacy is rare then this is a 5 point zero level skill and the 1 point value is 5.  The GM may rule that a teacher is hard to find and up the zero level skill cost.
Note that Own Language and Reading and Writing Skills are prerequisites to every academic skill.
	The GM should use his discretion as to the time required in reading.
	As with Own Language, Reading will rarely require a skill roll.  If the character is reading ancient texts in his language, a roll might be required to understand them.  The task level will depend on how close the text is to the modern version of the language, 30-70,and again the skill roll would have a simple succeed or fail outcome.  
	The time taken to write will vary depending on the equipment used, the difficulty of writing the language, the author’s Writing Skill, his PD and other factors and hence is left up to the GM.
	Writing should only require a skill role if the text is for the public and the task should usually have an average level of 50. The role would indicate how well the text was written.

Critical Success 	 The text is extraordinary and any reaction to it will double.	
Complete Success 	 The book is well written, reaction is 150% normal.	
Partial Success 	 Nice job, reaction is 125% normal.	
Marginal Success or Failure 	 No effect.	
Partial Failure 	 A shabby job, reaction is 90% normal.	
Complete Failure 	 A lousy writing job, reaction is 75% normal.	
Critical Failure 	 Terrible text, ideas are muddled, reaction at half normal.	

Arcane	Base : 8 - 12	1 point : 4 - 5	Base Atr : MC	
Prerequisite : Own Language, Reading/Writing, MS & MC 60
No Default
	Reading ancient, dead languages from societies that have long vanished from the earth or changed dramatically across the centuries.  Learning this skill requires a teacher, if a teacher is not available, the zero level cost should be astronomical.
	This is a very academic skill usually used in college or monastery settings to read, translate or copy manuscripts from cultures long gone.
A text, well known to the author and of low complexity, might take a minute per page (400 words a page) to read and ten minutes a page to translate or copy.  A complex or unfamiliar text could take much longer to read or translate.  
Note that the initial Arcane Language Skill Roll will cover reading the character’s reading of the manuscript, if he is writing a translation, he must also make a Write Skill roll and if he is copying he must make another Arcane Language Skill roll for the quality of the writing.
The task level will vary with the language and the condition of the text - rarely will the task level be lower than 100, and it will often a good deal higher.

Here is a sample success list for trying to read and understand an ancient language text.

Critical Success 	The text is understood well and the researcher understands the whole text as if it were in his native tongue. 	
Complete Success 	The text is understood well and is understood, but nuances of meaning are not totally picked up.	
Partial Success 	The text is understood at a reasonable level, but all subtle meanings are missed.	
Marginal Success 	The text is understood as a whole, but details are missed.	
Marginal Failure 	The text is mostly understood, however certain passages - about 25% of the text - are not understood.	
Partial Failure 	The text is about half understood.	
Complete Failure 	The text is not understood at all.	
Critical Failure 	The text is not understood, but the researcher thinks he understood it.	

Foreign	Base : 1 - 6	1 point : 4 - 10	Base Atr : MC	
Prerequisite : Own Language, MS 50, SD 50
No Default
	Ability with languages other than the character’s native language(s).  A separate skill must be learned for each language.  The zero level cost depends on availability a suitable teacher, without a teacher, the cost should vary from eight to ten.  The difficulty of the language should be what determines the difficulty of the skill.  Some languages share similar roots and it should be easier for a character how speaks a related language to learn the new language.
	While the character is holding a conversation, he must make skill rolls to keep it up.  If the character’s skill is fifty or less, he must make a skill roll every five minutes.  If the skill is fifty-one to eighty he makes a skill roll every fifteen minutes.  If the skill is eighty-one to one hundred, he makes a skill roll every hour.  If the skill is greater than one hundred, he makes a skill roll every four hours.
	The task number should be 100, unless the character doesn’t understand this particular dialect than the task will be significantly harder.  This success list is for speaking the language, reading and writing it would have similar results.

Critical Success 	The character speaks the language like his native language.	
Complete Success 	The character speaks with a bit of an accent.	
Partial Success 	The character is obviously not a native, but his speech is still understood well.	
Marginal Success 	The character has an accent and his syntax is a bit off, but he’s still understandable.	
Marginal Failure 	The character is hard to understand.  The listener or listeners will have to make a Language Skill roll versus 50 to fully understand the speaker.	
Partial Failure 	The character is very hard to understand.  The listener must make a Language Skill roll versus 100 to understand what is being said.	
Complete Failure 	The character is not understood.	
Critical Failure 	The character’s speech doesn’t make any sense and he must roll a ten sided die. If it comes up 1, he has made an offensive remark.	

Medical

Binding Wounds	Base : 3	1 point : 6	Base Atr : MD	
Prerequisite : PD 40, MD 40
Default : MD ¼, Veterinary ½, Surgeon
	This is essentially a primitive version of modern first aid.  Suitable supplies, such as water to wash a wound and cloth to bind it must be available to the binder.
A successful skill role can keep a wound from bleeding and a character from taking any more damage from blood loss.  Use of this skill is sufficient medical attention to eventually heal all external wounds and any internal wounds of the arms and legs not involving broken bones.  If this skill is used successfully, healing will take place at twice the rate of healing for an unbound wound, and the chance of infection will drop to ten percent of normal.  Broken bones or internal wounds require the attention of a trained healer.  Binding of an arm or leg containing a broken bone will stop the bleeding damage, but internal wounds to the head and chest cannot be bound.
	The time required to bind a wound will vary from a couple of minutes for a minor flesh wound to an hour to clean and bind major lacerations.
	The task level should range from 50 for minor wounds to 150 for a major one.  Each different body parts must be bound separately, so a separate skill role will be required for each of the character’s injured body parts.

Critical Success 	The wound will heal at 150% of a bound wound’s normal speed with no chance of infection.	
Complete Success 	The wound will heal 125% normal speed with no chance of infection.	
Partial/Marginal Success 	The wound will heal normally.	
Marginal/Partial Failure 	The wound will heal at 75% normal speed.	
Complete Failure 	Not bound well and should be treated like an unbound wound.	
Critical Failure 	The wound is made worse by 50% in every negative way for the person wounded.	

Herbalist	Base : 4	1 point : 6	Base Atr : MA	
Prerequisite : MD 50
No Default
	Finding healing herbs and plants, and making a potion or preparing the herbs correctly and applying them to an injury.  To use this skill, the herbalist must know about the types of plants he is using - he is assumed to know about all plants that are in his home area.  He must also have all the required ingredients and any required equipment.
The types of plant life with medicinal value and how strong their healing properties are will vary from setting to setting.  Individual worldbooks will describe healing herbs and the like, what affect they will have if used correctly, the time involved in preparing them for use and the task level.
Both the task level and time required will vary widely.
	The success list gives modifiers to herbal potions effectiveness.

Critical Success 	The potion will have 150% normal effectiveness.	
Complete Success 	The potion will have 125% normal effectiveness.	
Partial or Marginal Success 	The potion will be normal.	
Marginal or Partial Failure 	The potion will be 50% as effective as normal.	
Complete Failure 	The potion has no effect.	
Critical Failure 	The potion has the opposite of the desired effect.	

Midwifery	Base : 5	1 point : 5	Base Atr : MD	
Prerequisite : PD 40, MD 40
Default : Surgery or Veterinary ½
	Delivering babies.  This important, if unglamorous position is almost always occupied by a woman.  Depending on the culture, men may not be allowed to deliver babies and almost all doctors in medieval times are men.  In these cultures, midwives may also serve as primitive gynecologists.
	The task level should start at 50 for an uncomplicated delivery in clean surroundings, 100 for a normal delivery in dirty environs, and 200 or above if there are complications.  If extreme complications occurred, only a surgeon will have a chance to save the mother, child or both, otherwise they will die.
	Worlds and countries will vary in respect to midwifery.  Some countries may allow a surgeon to perform these duties and not have midwifes, in this case the task level should drop by half.  Other places may have midwives, but have modifiers to the task level reflecting their medical progress or lack thereof.
	The success chart below lists the chances of the baby and the mother living for a standard medieval environment.  The world you are playing in my have higher or lower mortality rates, this is left to the GM's discretion.

Critical Success 	The baby will live and the mother will recover at 150% normal speed.	
Complete Success 	The baby will live and the mother will recover at 125% the normal speed.	
Partial Success 	The  mother will live and the baby has a 98% chance of life.	
Marginal Success 	The  mother will live and the baby has a 95% chance of life.	
Marginal Failure 	The  mother will live and the baby has a 90% chance of life.	
Partial Failure 	The  mother has a 90% chance of life and the baby has an 80% chance of life.	
Complete Failure 	The  mother has an 80% chance of life and the baby has a 50% chance of life.	
Critical Failure 	The  mother has a 50% chance of life and the baby dies.	

Surgery	Base : 8	1 point : 4	Base Atr : MS	
Prerequisite : MD, MS & MC 50, PD 40, Binding Wounds
Default : Veterinary ¼
	Setting broken bones and trying to fix internal damage.  In most medieval worlds this is a very crude skill and surgery is a risky proposition.  To perform surgery the doctor must have the appropriate tools, though in many cultures these instruments may be exceedingly crude.  He should also have a clean environment for his work.
	Setting a simple fracture of the arm might require one hour, while major internal torso surgery could require a full day.  The patient must spend time recovering as well.
	The task level for setting a simple broken bone might be 100.  Major surgery could range up to a task level of 200 or beyond.
	Individual worldbooks may have surgery modifiers reflecting the advancement of medical science in that world and its individual countries.
	The success chart indicates recovery time for moderate surgeries.

Critical Success 	The surgery completely restores the body part and with the appropriate amount of rest the patient will be like new.  The recovery time is 3 days.	
Complete Success 	The surgery is a success, with no aftereffects, the recovery time is 5 days.	
Partial Success 	The surgery works, with no negative effects.  Recovery time is a week.	
Marginal Success 	The surgery works.  Recovery takes 10 days.	
Marginal Failure 	The surgery barely succeeds.  PC drops by 2.  Recovery takes 10 days	
Partial Failure 	The surgery saves the body part.  PD and PS go down by 1.  In the basic game, PC drops by 5.  In advanced, the body part loses 25% of its hit points. The recovery time is two weeks.	
Complete Failure 	The surgery works? PD and PS go down by 3.  In the basic game, PC drops by 10.  In advanced, the body part loses 50% of its hit points. The recovery time is two weeks.	
Critical Failure 	The patient dies.	

Veterinary	Base : 5	1 point : 5	Base Atr : MS	
Prerequisite : MD 50, PD 40
Default : Surgery ½, Binding or any outdoor skill involving working with this type of animal ½ if the problem is non-surgical.
	Taking care of the health needs of animals.  The veterinarian is a very important person in farming communities.  The uses of this skill will vary widely, including things like helping with problem births, advice on what to feed sick animals and major surgery to save an animal’s life.
	The time required to use this skill will vary widely, depending on what the vet is doing and what kind of animal he’s doing it on.
	The task level ranges from automatic for things like simple advice from a highly skilled vet, up to 200 or greater for intricate, life or death surgery.
	Worldbooks may have modifiers for time and task difficulty depending on the state of veterinary science in their worlds and lands.
	The success/failure charts for binding wounds and surgery on humans also applies to veterinary healing and surgery.

Scholarly

History	Base : 3	1 point : 8	Base Atr : MS	
Prerequisite : MC 50
No Default
	The study of the past, often specializing in the history of one country.  When at home, the historian should have access to a library, either his own or that of a college, monarch or church.  A scholar of history knows the details and dates of important worldwide events and has a solid grasp on the world’s overall history.  He knows all the details of his country of interest’s past.
	Remembering simple bits of history is automatic.  Trying to remember a truly obscure bit of information or trying to prepare a lecture from memory would have a task level varying from 50 to 100.  Trying to remember something obscure from a nation outside his specialization might have a task level of 200 or more.
	Success or failure means a character either knows about something or he doesn’t.  Critical success means he knew everything about it, while critical failure indicates misinformation.

Law	Base : 5	1 point : 6	Base Atr : MS	
Prerequisite : MC 60, SD 50
No Default
	Knowing the laws of men which govern the realm and the application of these laws before judges.  Only a few countries have persons specializing in law, lawyers, and even in most of these countries their services are reserved to the rich.  In medieval settings, many lands don’t have a court and the king or another lord will serve as the judge and jury.  In some lands, law is almost non-existent or completely arbitrary depending on the will of the sovereign or because of mob rule.
	The task level would vary widely depending on the feelings of the judge and/or jury toward both the defendant, the prosecutor and any lawyers involved and how damaging any evidence may be.
	This success list is for a lawyer’s case in a courtroom situation.

Critical Success 	The case is won.  The judge has great sympathy for the winner.  The judge has no sympathy for the opposing party.	
Complete Success 	The case is won and the judge sympathizes with the winner.	
Partial/Marginal Success 	The case is won, but there are no other great advantages for the winner.	
Partial/Marginal Failure 	The case is lost, but there is not exceptional ranker against the loser.	
Complete Failure 	The case is lost and the judge has sympathy for the opposing party.	
Critical Failure 	The case is lost, the full weight of the law will come against the character or his client, depending on the situation.	

Theology	Base : 2	1 point : 10	Base Atr : MS	
Prerequisite : MC 40
No Default
		The study of religion, often specializing in one faith.  A scholar of theology knows the details and dates of important worldwide religious events and has some knowledge of all the important religions.  He knows all the details of his specialized religion, including its history, its traditions and its beliefs.
	Knowing most things about his chosen religion would be automatic.  Trying to remember a truly obscure bit of information or trying to prepare a lecture from memory would have a task varying from 50 to 100.  Trying to remember something obscure from a religion outside his specialization might have a task level of 200 or more.
	Success or failure would mean a character either knows something or he else he doesn’t.  Critical success means he knew everything about it, while critical failure indicates misinformation.

Teaching	Base : 3	1 point : 8	Base Atr : MD	
Prerequisite : MC 40, SD 40
Default : MD 1/2
	The ability to impart knowledge to others.  It is assumed that a student that meets the prerequisites for a skill can learn that skill, it is merely a matter of how much time and difficulty it will require.  A good teacher can make learning much easier, while a poor teacher can actually be a hindrance.  In order to teach, a person must have a skill level higher than that which the student wishes to learn in the same skill.
	The task level is the skill level that the student wants to attain.
The teaching skill is averaged with the teacher’s skill in the subject he is teaching.
Teaching can have one of two effects.  If EP are being expended, then successfully teaching will lower the cost.  If the character is learning based on time, then successful teaching will shorten the time used to learn.

Critical Success 	The cost to learn is lowered by 50%.	
Complete Success 	The cost to learn is lowered by 30%.	
Partial or Marginal Success 	The cost to learn is lowered by 20%.	
Marginal or Partial Failure 	The cost to learn is lowered by 10%.	
Complete Failure 	The cost to learn remains the same.	
Critical Failure 	The cost to learn goes up 50%.	

Scientific

Alchemy	Base : 5	1 point : 5	Base Atr : MS & IN	
Prerequisite : MC 50
No Default
	The study of metals, chemicals and somewhat of minerals.  To use his skill to create items or new formulas and the like, the alchemist will need the use of a laboratory and appropriate equipment.
This skill began as attempts to turn common minerals into gold.  The closest thing to a mad scientist in the middle ages is probably an alchemist.  He can actually come up with some interesting chemical compounds, but often can’t duplicate his efforts later.  Each formula the alchemist knows should have a separate rating, initially this will be either the same as his skill rating if he learns the formula or if he invents the formula it will reflect the his invention skill roll at the time of creation.  The formula rating will change with time based on critical successes or failures.  The time required to make something useful can be extensive.
The task level for creating this and that would be quite high, averaging 200, while the task level for using an established formula should average 100.

	Here is a success list for making a chemical potion.

Critical Success 	Formula works at 150% normal; the character adds 25% to his formula skill.	
Complete Success 	Formula works at 125% normal; character adds 10% to his formula skill.	
Partial Success 	Formula works at 110% normal; character adds 5% to his formula skill.	
Marginal Success	The formula works.	
Marginal Failure	The formula works, but only at half the normal effects.	
Partial Failure 	The formula didn’t work.	
Complete Failure 	The formula didn’t work and has some crazy, though not nasty, side effect and the formula skill drops by 5%.	
Critical Failure 	The formula reverses normal effects and the formula skill drops by 10%.	

Astronomy	Base : 3	1 point : 6	Base Atr : MS	
Prerequisite : MC 60
No Default
	The study of celestial bodies, their movements and related topics.  In medieval times some astronomers double as astrologers and their astronomy tends to be a bit strange.  If a character is a skilled astrologers, he can make good money “predicting” the future and such.  Then there were astronomers who just do astronomy, they usually teach or have grants from a lord interested in science.  No matter which type of astronomer he is, the character will require access to a telescope to earn his living.
	Astronomers tend to watch the skies most of the night and sleep during the day.
	As with most purely academic skills, either an astronomer will know something or he won’t and a simple skill roll will tell which it is.  The task levels average 100, but questions on well known or obscure subjects can change the task’s difficulty a lot.  A critical success means everything about the subject is known and maybe a new insight gained, while a critical failure indicates misinformation.

Botany		Base : 2	1 point : 8	Base Atr : MS	
Prerequisite : MC 50
No Default
	The study of planet life, this a scientific skill and shouldn’t to be confused with the Flora and Fauna Skill, though they may compliment each other.  Botanists tend to get far afield trying to find and find out about new and interesting specimens.  While they should have a laboratory, they will probably have a large garden as well, where they try out all manner of experiments about cross pollination and such.
	A good botanist spends most of his time at his craft.
	As with most purely academic skills, either an botanist will know something or he won’t and a simple skill roll will tell which it is.  The task levels will average 100, but questions on well known or obscure subjects can change the task’s difficulty a lot.  A critical success will mean that everything about the subject is known and maybe a new insight is gained, while a critical failure indicates misinformation.

Geology	Base : 2	1 point : 6	Base Atr : MS	
Prerequisite : MC 60
No Default
	The study of the earth and its formations.  This is not the same skill as geography.  Geologists have some idea of why the earth rattles, shakes and burps the way it does.  How much they know depends on the technological level of the age.  Being a geologist means traveling to inspect cliffs, volcanoes, live or dead, and many other marvels.  In the medieval time period much of geology is a hands on kind of science, which has few if any followers.
	A good geologist is obsessed his craft and spends most of his time on it.
	As with most purely academic skills, either an geologist will know something or he won’t and a simple skill roll will tell which it is.  The task levels would average 100, but questions on well known or obscure subjects can change the task’s difficulty a lot.  A critical success will mean everything about the subject is known and maybe a new insight gained, while a critical failure will indicate misinformation.

Mathematics	Base : 3	1 point : 6	Base Atr : MS	
Prerequisite : MC 50
No Default
	The study of numbers and their relationships to each other.  Mathematicians tend to be a boring lot who spend all their time in laboratories.  Math being one of the few abstract sciences of medieval times, most mathematicians either teach or have endowments from a university or lord.  A mathematicians will need both a laboratory, really just a study, and a library.
	A mathematician spends all of his time at his craft.
	As with most purely academic skills, either a mathematician will know something or he won’t and a simple skill roll will tell which it is.  The task levels average 100, but questions on well known or obscure subjects can change the task’s difficulty.  A critical success means everything about the subject is known and maybe a new insight gained, while a critical failure will indicate misinformation.

Physics	Base : 4	1 point : 5	Base Atr : MS	
Prerequisite : Mathematics, MC 60
No Default
	The study of the natural laws that rule the universe.  A theoretical science that may or may not exist in the gameworld.  If it is around, it is probably very close to its infancy.  Physics is an outgrowth of math and a desire to understand more fully the universe.
	A physicist loves his craft and is always at it.
	As with most purely academic skills, either a physicist will know something or he won’t and a simple skill roll will tell which it is.  The task levels will average 100, but questions on well known or obscure subjects change the task’s difficulty a lot.  A critical success means everything about the subject is known and maybe a new insight gained, while a critical failure indicates misinformation.

Artistic Skills

Musical Instrument	Base : 4	1 point : 8	Base Atr : MD & SD	
Prerequisite : PD 50, MD 50, SD 50
No Default
	Making music using a instrument.  The musician will of course need an instrument to perform.  Each type of instrument is an individual skill, but if the character knows an instrument similar to the one being learned he may lessen the cost.  Usually a musician plays either on street corners for coins, in the theater, in the rare ensemble or orchestra or for the king.  From lowest to highest, this is also the order of respect and money a musician will command.
	The task level would be as low as 25 for a simple or well-known piece, 100 for an unfamiliar work or 200 for a difficult, unfamiliar work.
	Here is a success table for a street musician.
	
Critical Success 	Well done indeed, the character gets double money for that performance and gain few extra customers for the next few days	
Complete Success 	Nicely played, 150% normal money than usual.	
Partial or Marginal Success 	Good Job.	
Marginal or Partial Failure 	A bit off, money is at only 75% normal.	
Complete Failure 	Uugh, money is at a mere 50% normal.	
Critical Failure 	Terrible, no money and everyone thinks the character stinks.	

Painting	Base : 4	1 point : 8	Base Atr : IN & SD	
Prerequisite : PD 50, MD 50
No Default
	Making nice pictures using paint.  Painters come in several brands.  Some struggle to survive, painting what they want.  Others paint what they like for the art of it and paint portraits for rich individuals.  There are artists who do nothing but paint portraits, they usually end up with their own little studios.  There are a few who can be both well-to-do and artistically happy, they have very wealthy patrons in either government or the church who both like to sponsor great artists and have great works dedicated to them.  If a painter is a non-traveling portrait artist, he will need a studio, otherwise all he needs are paints, canvases and an easel.
	A simple portrait for a modest fee will take half a day, an elaborate portrait can take weeks.  The time for creating an artistic masterpiece varies wildly by the artist.
	The task level of a painting will be low for a portrait, say 25 - 50 depending on the intended effect and money extraction.  Creating a masterpiece might have a task level of a 200 or more.
	The success of a painting depends on what it is intended for.  A portrait will only be a true failure on a complete failure or less, while an intended masterpiece will only reach that highest of levels on a complete success or greater.  To determine worth, the GM should rule on the worth of an average painting such as the one created and modify this price by the musical instrument success-failure chart.

Sculpting	Base : 6	1 point : 5	Base Atr : IN & SD	
Prerequisite : PD 60
No Default
	Making statues out of stone, wood or another durable substance.  A sculptor will need a block of sculptable material large enough to make his statue and the correct cutting tools. The sculptor is a rare artist, he is usually employed by a very wealthy person or organization to create sculptures to grace gardens or buildings.  Most sculpting is done in stone.
	Making a life size human sculpture will take weeks.
	The task level will depend on the intricacy and size of the sculpture, ranging from 50 to 200 or higher.  Any success will indicate a job that the persons paying for the job will like.  A critical success indicates a masterpiece and possibly a bonus and a greater fame for the artist.  A non-critical failure will still result in an adequate, but depending on the level of failure less money and no chance of further work for that client.  A critical failure means a totally worthless piece of stone and a poor reputation for the artist.

Singing	Base : 2	1 point : 10	Base Atr : IN & SD	
Prerequisite : SD 40
Default : 1/2 SD
	Singing songs, usually for money, maybe as a street musician or maybe as a feature act in a theater.  At the highest level, a singer might perform regularly for a king or pope.
	The task level can be as low as 25 for a simple or well-known piece, maybe 100 for an unfamiliar work or as high as 200 for a difficult, unfamiliar work.
	See the musical instrument skill, that's the first skill listed in this category, for a success-failure chart.

Combat Skills

Armor

	Because armor is covered in detail in the combat section, this section is brief and does not contain task levels, time requirements or success lists.
Each armor skill is used not only for making movement maneuver skill rolls while using armor, it also makes the armor easier to move in by removing some of the Physical Dexterity penalty for using armor.  This is also detailed in the combat section.

Leather	Base : 1	1 point : 4	Base Atr : PD	
Prerequisite : PS 40
Default : ½ PD, Reinforced Leather
This skill covers fur, basic leather, padded leather and cuir bouilli (boiled) leather armor.
Leather armor is easy to use and not overly restrictive to movement. It offers minimal protection, but is easy to adventure in and easy on the purse.

Reinforced Leather	Base : 1	1 point : 4	Base Atr : PD	
Prerequisite : PS 45
Default : ½ PD, ½ Leather
This skill includes studded leather and ring leather armor, along with any other type of leather armor with small pieces of metal affixed to it.
This armor is a step up from standard leather armor, since the metal it contains can help turn slashing and even impaling attacks. It is bulkier, however, and restricts movement more.

Chain	Base : 4	1 point : 4	Base Atr : PD	
Prerequisite : PS 50
Default : None
This skill is used for the various forms of chain mail. Light chain mail is sometimes called ring mail, with the heavier form being known as chain. Under-padding is required when wearing chain armor. Chain mail offers fine protection, but it can be cumbersome since the weight of the armor rests primarily on the wearer's shoulders. Movement maneuvers in should average 150.

Scale / Banded	Base : 4	1 point : 4	Base Atr : PD	
Prerequisite : PS 60
Default : ½ Plate
Scale armor is scales of metal sown onto a backing of heavy cloth or leather. Banded armor is overlapping strips of armor worn over cloth or leather. Also covered is splint armor which is bands of vertical metal over chain armor and banded chain which is banded armor over chain armor. These last two are very heavy and ponderous. These types of armor offer excellent protection, but weigh a lot. Movement maneuvers in should average 150.

Plate	Base : 4	1 point : 5	Base Atr : PD	
Prerequisite : PS 70
Default : None
This covers full plate armor along with plate and chain armor and ¾ plate. Plate armor was fitted to the wearer's body, so plate virtually has to be made for the character. This type of armor is probably the heaviest of the armors, but the weight was better distributed across the body. One of the main disadvantages is the great helm, which restricts vision. When wearing plate armor with the great helm, MD should be cut in half and SD may be halved as well.  Movement maneuvers in should average 200.

Combat Knowledge

Strategy	Base : 5	1 point : 5	Base Atr : MS	
Prerequisite : MC 50, MD 40, MS 50
Default : ½ Tactics
	Making strategic decisions for entire armies and guessing what the opposing army is going to do.  The difference between Tactics and Strategy is a matter of size.  This is a very important skill for generals.
	The task difficulty is the opposing commander’s strategy skill level.  If commanders are trying to make countering moves, both make a strategy skill roll and the higher success level is successful
	Here is a success list for one commander trying to fool the other.
	
Critical Success 	The maneuver works and the opponent is at a loss.  The character’s next maneuver will be at double normal skill level.	
Success 	The maneuver works.	
Failure 	The maneuver doesn't work.	
Critical Failure 	The maneuver backfires.  Next maneuver is at 1/2 normal skill level. 	

Tactics	Base : 3	1 point : 6	Base Atr : MD	
Prerequisite : MC 40, MS 40, MD 50
Defaults to 1/3 MD
	Making strategic decisions for a small group of warriors and guessing what strategies your enemy is going to use.  This is the skill that low ranking officers leading twenty or fewer men frequently use.
	If tactics are being used to reposition warriors or make some other tactical move not directly involving an enemy unit, the task level will usually be 100, with modifications for more or less difficult situations.
	If the tactical move directly involves an enemy unit, than the task level is the opposite leader’s skill level.  If both units are countering each other than both leaders must make a skill roll and the higher success level is successful in his tactical move.
	Here is a success list for a character using tactics directly against another leader.
	
Critical Success 	The character’s tactic works to perfection and the other leader utterly fails.  Something bad happens to the character’s enemy.	
Higher Success Level	The character’s tactics succeed and the enemy’s tactic fail.	
Even	It is a stand off.	
Lower Success Level	The character’s tactics fail and the enemy’s tactic succeed.	
Critical Failure 	The character’s tactics backfire and the enemy’s work to perfection.	
Note that simultaneous critical successes or critical failures yield in an even result.

Defense

	Because defense is covered in detail in the combat section, this section is very brief and does not contain task levels, time requirements or success lists.

Shield	Base : 2	1 point : 7	Base Atr : PD	
Prerequisite : PS 40
Default : None
This skill covers the use of all type of shields.
Using a shield can vastly improve a character's defense. The shield makes him harder hit, since the shield gets in the way of many blows and may absorb some of the damage from a successful attack. A character must have a free hand to use a shield and so cannot use a 2-Handed weapon.

Dodging	Base : 0	1 point : 6	Base Atr : PD	
Prerequisite : None
Default : PD
This skill is simply getting out of the way of attacks. Dodging improves a character's defense dramatically, unfortunately he cannot attack while dodging. This skill is generally used as a last resort either to escape or in hopes a friend will come to the character's aid.

Unarmed Combat

	Because unarmed combat is covered in detail in the advanced combat section, this section is very brief and does not contain task levels, time requirements or success lists.

Boxing	Base : 2	1 point : 8	Base Atr : PD & PS	
No Prerequisite
Default : 2/3 PA

Brawling	Base : 0	1 point : 10	Base Atr : PD & PS	
No Prerequisite
Default : PA
	Basic hand-to-hand unarmed fighting with fist and foot.

Martial Arts	Base : 5 - 10	1 point : 4 - 6	Base Atr : PD & PS	
Prerequisites vary
No Default
	There are many types of martial arts, some of them are described in the GM’s handbook, if he elects to use them in his campaign, he can give you information on them.

Wrestling	Base : 1	1 point : 8	Base Atr : PD & PS	
No Prerequisite
Default : 3/4 PA
	Fighting using grabs and holds.

Weapon Skills

	Because weapons are covered in detain in the combat section, this section is very brief and does not contain task levels, time requirements or success lists.

Melee

Off Hand Weapon	Base : 0	Special Weapon Skill		
This skill is for advanced combat only
No Prerequisite
No Default
	The off hand weapon in combat starts at only 50% normal Physical Dexterity.  For each EP expended in this skill, the Physical Dexterity for this hand goes up 2%.  The most that can be spent is 25 EP, since this will take the off hand up to 100% or normal physical dexterity.

Dagger	Base : 2	1 point : 10	Base Atr : PD	
Prerequisite: PS 25
Default: ¾ PD, Thrown Dagger or ¾ 1-H Sword
The dagger is the shortest and easiest to use of the bladed weapons. Daggers do a modest amount of damage and are easy to conceal; however they can be a defensive liability since you can't parry too well with them because of their size and poor reach. Dagger skill improves the character's chance to hit when wielding a dagger, the damage he inflicts and his defensive ability.

One Handed Sword	Base : 3	1 point : 7	Base Atr : PD	
Prerequisite: PS 40
Default: ½ PD, ½ Dagger or ¾ 2-H Sword
A one handed sword is a good offensive weapon and the best defensive weapon. 
A single handed sword is usually well balanced and light enough to parry quickly and long enough to parry most weapons at a good distance from the body lessening the chance of injury. On the negative side most armor, especially metal armor, is very good at stopping the sword, so it may be difficult to injure a well-armored opponent.
The base dagger skill cost is only 1 point when the 1-H sword skill is known and for every one point used to purchase 1-H sword skill number, 2 points of dagger skill number are granted free.

Two Handed Sword	Base : 4	1 point : 5	Base Atr : PD	
Prerequisite: PS 60
Default: ½ PD or ½ 1-H Sword
A two handed sword is a powerful offensive weapon and a good defensive weapon. This weapon can do immense amounts of damage and on a good hit kill an enemy outright. Because of its size and weight it is slow and somewhat cumbersome to wield and only a very strong person can use it effectively.
As a bonus, the base 1-H skill can be purchased for only 2 points when the base 2-H sword skill is known and for every one point used to purchase 2-H sword skill number, 2 points of 1-H skill number are granted free.

Axe / Pick	Base : 3	1 point : 6	Base Atr : PD	
Prerequisite: PS 40
Default: ½ PD or ½ Thrown Axe
The axe is a good, stout slashing weapon that can inflict large amounts of damage. It has a metal head attached to a wooden shaft. Picks are similar to the miner's tool of the same name. They are excellent at penetrating armor. Axes and Picks are poor defensive weapons, because they are difficult to parry with.
When the Axe/Pick skill is known the Mace/Hammer skill can be learned for 2 points.

Mace / Hammer	Base : 3	1 point : 6	Base Atr : PD	
Prerequisite: PS 40
Default: ½ PD or ½ Flail
A mace has a blunt or spiked metal head attached to a shaft. Maces are somewhat slow and while they can be used to parry, they are not especially proficient at it. The hammer is a blunt weapon that focuses the power of the swing onto a very small area. Often the warhammer has a pick set opposite the blunt hammer. Maces and hammers are especially useful versus plate armor.
The club is also included under the Mace/Hammer skill.
When the Mace/Hammer skill is known the Axe/Pick skill can be purchased for 2 points.
When the Mace/Hammer skill is known the Flail/Whip skill can be purchased for 4 points.

Flail	Base : 5	1 point : 4	Base Atr : PD	
Prerequisite: PS 40
Default: ¼ PD or ½ Mace
Flails have one or more weighted heads attached to a shaft by means of short chain. They are whirled into a foe, making parrying a flail very difficult, unfortunately flails are also difficult to learn how to wield without hurting oneself. Flails are primarily offensive weapons and a character's defense will tend to suffer when using one. Morning Stars are also covered by this skill. The morning star is a mace-head attached to a shaft by a short chain.
Maces and flails are related weapons, so the Mace/Hammer base skill may be purchased for only 2 points when the Flail base skill is known and for every point spent on the flail/whip skill, 2 points may be added to the Mace/Hammer skill.

Spear / Pole-Arm	Base : 3	1 point : 6	Base Atr : PD	
Prerequisite: PS 60
Default: ½ PD, ½ Thrown Spear or ½ QuarterStaff
The spear is an impaling head attached to a long shaft. It is the most common of the pole-arms. Other pole-arms include many variations of the glaive, poleaxe, pole-hammer and fork.
Pole-arms are long and unwieldy two-handed weapons, requiring a high PS rating to use.
If the Spear/Pole-arm skill is known, the QuarterStaff base skill costs 1 point.

Quarter Staff	Base : 2	1 point : 8	Base Atr : PD	
Prerequisite: PS 40
Default: ¾ PD or ¾ Spear/Polearm
The quarterstaff is a large, stout piece of wood. Some variations of the quarterstaff are wound with metal bands or capped with metal. When used in combat, the warrior grasps the middle of the weapon with both hands, spread a few feet apart.
If the QuarterStaff skill is known, the Spear/Pole-arm base skill costs 2 points.

Improvised	Base : varies	1 point : varies	Base Atr : PD	
No Prerequisites
Various defaults
	Almost any rigid item can be used as a weapon.  The GM will make a ruling as to the chances of hitting using these weapons.

Thrown Weapon Skills

Dagger	Base : 3	1 point : 6	Base Atr : PD	
Prerequisite: PS 40
Default: ½ PD or ½ Dagger
This is the skill of using throwing knives and daggers. Not all knives and daggers may be thrown, since throwing weapons must be balanced. Balanced knives and daggers generally are much more costly than their unbalanced cousins, but can be used for either throwing or melee attacks. These weapons have a maximum range of about 15 yards.

Axe	Base : 4	1 point : 4	Base Atr : PD	
Prerequisite: PS 50
Default: ¼ PD, ½ Axe
The axe is the most difficult of the throwing weapons. As with the dagger, the throwing axe must be balanced and as such is more expensive than a standard melee axe. It can be used as a melee weapon or a thrown weapon. The throwing axe has a maximum range of about 20 yards.

Javelin / Spear	Base : 3	1 point : 6	Base Atr : PD	
Prerequisite: PS 50
Default: ½ PD or Spear/Pole-arm
Any spear may be thrown, other pole-arms cannot be thrown. A javelin is essentially a throwing spear that can travel about twice as far as an ordinary spear. The normal spear has a maximum range of 16 to 26 yards depending on its size, a javelin can be thrown up to 40 yards.

Ranged Weapon Skills

Bow	Base : 4	1 point : 5	Base Atr : PD	
Prerequisite: PS 50
Default: ½ PD
This skill covers the short and long bows, composite bows and any other bow where the user's strength directly provides the pull for the shot. These bows are more difficult to use than cross-bows, but can be fired much more quickly.

Crossbow	Base : 2	1 point : 8	Base Atr : PD	
Prerequisite: PS 50
Default: ¾ PD, Bow
The crossbow is a much easier weapon to use than a normal bow, but it is much slower. As a rule of thumb, a crossbow takes twice as long to fire as a regular bow.

Sling	Base : 2	1 point : 4	Base Atr : PD	
Prerequisite: PS 50
Default: ½ PD
This skill is used to throw stones using a sling.

Criminal Skills

Blackmail	Base : 5	1 point : 6	Base Atr : SD	
No Prerequisite
Default : 1/3 SD
	Getting people, often rich, important people, to give the character money or do things for him based on damaging information he has on them.  Of course they will hate him and if his hold on them ever weakens they may seek revenge.
The task level is twice the opposing character’s SC.  The amount of damage the information would do to the person and what the character is trying to get out of them will modify the task.

Critical Success 	The victim is terrified and gives the blackmailer 50% more than he asks for.  The next blackmail attempt will be at 50% greater skill.	
Complete Success 	The victim is very frightened and gives blackmailer what he wants.  The next blackmail attempt will be at 25% greater skill.	
Partial or Marginal Success 	The victim gives the blackmailer what he wants.	
Marginal or Partial Failure 	The victim defies the blackmailer and gives only 50% of what he wants.  The next blackmail attempt will be at 90% skill.	
Complete Failure 	The victim gives the blackmailer nothing and tells the blackmailer where to get off.  The next blackmail attempt is at 75% skill.	
Critical Failure 	The blackmailer gets nothing and the victim goes after the blackmailer at any means he has at his disposal.	

Bribery	Base : 2	1 point : 8	Base Atr : SD	
Prerequisite : Money or something valuable
Default : 1/2 SD
	Getting past guards and such by buying them off.  Fairly easy to do, but often very expensive.
The task level is the opposing character’s SC.  The modifiers include the opposing character’s opinion of the bribing character and maybe most importantly how big the bribe is.

Critical Success 	Guards like the character and give him free reign.  The skill level will increase by 50% on any future bribery attempts with these guards.	
Complete Success 	Guards give the character free reign and are open to future bribery attempts.	
Partial Success 	Guards give the character what he wants, but secretly watch him and are afraid of what they’ve done.	
Marginal Success	Guards give the character what he wants, but are openly watching him and trying to rush things.	
Marginal Failure	Character gets some of what he wants, but the guards are very nervous and rush him.  Any future interaction with these guards will be at 90% skill level.	
Partial Failure 	Guards take the money and then throw the character out.  Any future interact with these guard will be at 75% skill level.	
Complete Failure 	Guards take the money and then try to collar the character.	
Critical Failure 	Guards take the money and pretend to cooperate, but they tell on the character.  Half a dozen solders apprehend the character.	

Forgery	Base : 6	1 point : 5	Base Atr : MD & PD	
Prerequisite : Skill in the appropriate art
Default : The Appropriate Art skill 1/3
	Making copies of valuable things like money or paintings.  The forger must have an Appropriate Art skill for his Forgery attempt and the materials to create the forgery.  The Art Skill and the Forgery Skill are averaged together for the skill role.
If the forger is trying to dupe someone in particular, the task level will be the victim’s MD, or if he has either, his forgery skill or his skill in the art type of the forgery.
If the forger is just trying to duplicate something, but not pass it off himself, then the task level should be whatever the GM rules the task level  of the original item was.
The time taken to create a forgery should be 50% greater than the time needed to create the original object.
Here is a success table for trying to pass forged coins.
Critical Success 	The victim thinks the coin is real and if someone does suspect the coin is fake, the victim will become irate with them.	
Complete Success 	The victim thinks the coin is real and will never suspect otherwise, ignoring anyone else’s opinion unless they prove it to him.	
Partial Success 	The victim will think the coin is real, but if someone else doubts it, he may change his mind.	
Marginal Success	The victim will accept the coin, but think something is “funny” about it.  The next attempt to pass a forgery to this person is at 90% normal.	
Marginal Failure	The victim will not accept the coin and will know something is odd about it.  Passing off another forgery to this person will require a roll at 75% normal.	
Partial Failure 	The victim will not accept the coin.  The next attempt to pass a forgery to them will be at 50% normal.	
Complete Failure 	The victim will not accept the coin and will believe it to be a fake.  The victim will get upset with the forger.  Any future attempt to pass forgeries to this person will be at 25% of the normal skill level.	
Critical Failure 	The victim will not accept the coin and will call for the authorities.  The victim will not trust the forger again and won’t do business with him.	

Pickpocket	Base : 5	1 point : 5	Base Atr : MD & PD	
Prerequisite : PD 60
Default : 1/4 PD
	Slipping things out of people’s pockets for fun and profit.  Pickpocket’s often work in teams of three.  The first person will distract the person, often by bumping in to them from the front and then apologizing.  The second person is the actual pickpocket, he lifts any valuables and passes them along to his last confederate.  If the victim accuses the pickpocket, he will plead innocence and of course there will be no proof.
The task level is the victim’s MD.  This skill is usually used in crowds.  If used in a bustling crowd the task level could be as low as half the victim’s MD, on a quiet street the task level could go as high as twice the victim’s MD.
Pickpocketing is done very quickly, in fact a team of pickpockets can fleece an entire crowd with amazing speed.
Here is a success list for a three man pickpocket team.

Critical Success 	The victim noticed nothing and will not discover the theft until he needs something that was taken.  The pickpocket got everything.	
Complete Success 	The victim will notice in ten minutes or so, unless he needs something that was taken, then he’ll discover the theft at that time.  The  pickpocket got everything.	
Partial Success 	The victim will notice in five minutes, unless he needs something taken from him before then.  The pickpocket got 90% of whatever the victim had.	
Marginal Success	The victim will take about a minute to notice his pockets are lighter.  The pickpocket got 75% of whatever the victim had.  The pickpocket will operate at 90% of skill level on this target for at least a day.	
Marginal Failure	The victim will notice the theft and accuse the confederate who bumped into him.  Of course this person didn’t take anything and a number of people will vouch for him.  The pickpocket got 50% of whatever the victim had.  The pickpocket can use only 90% of his skill in this area for the next half hour or so.	
Partial Failure 	The victim will notice the theft and accuse the pickpocket.  If the victim can make an MD roll versus the pickpocket’s skill, he will know what is going on. The pickpocket got 25% of the contents of the victim’s pockets.  The pickpocket can use only 75% of his skill in this area for the next half hour or so.	
Complete Failure 	The pickpocket got nothing and the victim saw him try to steal from his pockets.  The pickpocket can try to escape and anyone not in the intended victim’s party won’t get involved.  The pickpocket can use 50% of his skill in this area for the next hour or so.	
Critical Failure 	The pickpocket is caught red handed, any nearby solders, lawmen and law abiding citizens will help apprehend him and his gang.  The intended victim will remember the pickpocket and do nasty things to him if they meet again.	

Poisoning	Base : 4	1 point : 8	Base Atr : MD	
Prerequisite : MS 50
Default : 1/4 MD
	Death by poison is the thing every King fears.  It is one of the most subtle forms of murder.  It is also fairly difficult to successfully poison someone.  The poisoned must have some way to get the poison, mix it into the food or drink so it leaves no trace and do it skillfully enough that no one catches on to what happened.
	Before someone can try to poison a victim he must be in a situation to do it.  This may require a few task rolls by itself.  The task level will vary depending on the odor, taste, etc of the poison and how well it mixes with the food or drink.  The lowest task level should be 50, this might be poisoning a drunk with an odorless and tasteless poison in his wine.  While the highest might go over 200.
	A critical success indicates that the victim is poisoned and no one knows why.  Any other success will indicate a successful poisoning, but an investigation may follow.  A critical failure means the poisoner is caught red handed.  Any other failure means the victim either doesn’t eat the poison or just gets sick, in either case the poison is discovered and an investigation will follow.

Thievery	Base : 3	1 point : 8	Base Atr : PD	
No Prerequisite
Default : 1/3 PD
	Going quietly into people’s homes in the dead of the night or snatching nice things from the local bazaar when no one is looking.  Other skills may also be needed to successfully steal, for instance a stealth roll maybe needed to burgle an occupied building.
	The task level will vary depending on the circumstance and the GM should decide on the difficulty.  If someone is nearby who has an interest in stopping the thief, the task level will be based on twice his MD.  Otherwise the average task level is 100.
	The GM should decide the time taken to steal something.
	Refer to the success chart under Pickpocket and apply it to the thieving situation.  In general a Critical Success will mean that the thief got away with stealing what ever objects he wanted and no one noticed, while a Critical Failure means the thief got caught stealing the objects.

Torture	Base : 2	1 point : 8	Base Atr : MD & SD	
Prerequisite : SD 50
Default : 1/3 MD
	Anyone can beat helpless people up, its a different story to extract valuable information using the avoidance of pain as the incentive.  Proper equipment and a sound proof or remote room both help the torturer immensely.
The task level is based on twice the opposing player’s SC.  If the torturer doesn’t have the proper equipment, the task level will climb dramatically.
Torture is a time intensive activity, however the person being tortured can only take so much at a time.  Torture will take several hours of the torturer’s time and only once a day can he try to extract information from the tortured.

Critical Success 	Victim breaks and tells everything he knows.  If the torture involves a chance of death, the person being tortured will die.	
Complete Success 	The victim tells everything he knows.	
Partial Success 	The victim tells everything, but the deepest secrets.	
Marginal Success	The victim tells about 50% of what he knows.	
Marginal Failure	The victim won’t talk.	
Partial Failure 	The victim won’t talk and spits on the torturer.  All future torture rolls will be at only 75% of the torture’s skill level.	
Complete Failure 	The victim hates the torturer and won’t tell anything.  All future torture rolls are made at 50% skill level.	
Critical Failure 	The victim will never talk and if ever given the opportunity will kill the torturer in the most brutal way possible.	

Outdoor Skills

General

Ambush	Base : 4	1 point : 8	Base Atr : PD & MD	
Prerequisite : MD 40
Default : PD 1/3
	Characters who successfully ambush their enemies get a free round of attacks.  Only one character in the party needs the Ambush Skill.
The task level is double the MD of the creature(s) being ambushed.  Up to three of the intended victims can make an MD roll versus the skill of the ambusher to sense the ambush.  If any of these rolls exceed the success level of the ambush, it is discovered.
An simple ambush might take five minutes to set up.  A complex one could take a hour.
A Critical Failure indicates that the ambush backfires somehow and the enemy gets a free round of attacks.

Boatbuilding	Base : 3 - 8	1 point : 8	Base Atr : PD & MD	
Zero level cost is low near large bodies of water, higher elsewhere
Prerequisite : The character must live or have lived near a large body of water.
Default : Shipbuilding 3/4 or MD 1/2
	This skill allows the character to build small boats, such as rowboats or sailboats.  Wood and nails, rope or some other hold it all together device must be available to the builder.
	The difficulty of the task should vary with the availability of materials.
	A success indicates a well made boat, while a critical success means a very well made boat.  A failure means a poorly made boat and a critical failure means a poorly made boat that will spring lots of leaks and sink.

Boating	Base : 1 - 5	1 point : 10	Base Atr : PD	
Zero level cost is low near large bodies of water, higher elsewhere
Prerequisite : The character must live or have lived near a large body of water.
Default : PD 3/4, Sailing 3/4 or Seamanship
	This is the skill of using small rowboats or sailboats, usually those that seat 1 to 4 persons.  As long as a person knows how to boat, a boating skill roll is only required to do something exceptional or when faced with adverse circumstances.
	The task level will vary depending on why the roll is made.  If a boating roll is made to settle a race, the task level is the opposite’s Boating Skill level.
	The GM should interpret the meaning of success or failure.

Camouflage	Base : 2	1 point : 8	Base Atr : MD	
No Prerequisite
Default : 2/3 MD
	Hiding in the great outdoors, mostly by making yourself look like the great outdoors, with branches and mud and such.
	The task level is double the MD of whoever the character is hiding from.  If the character is not hiding from anyone in particular, the task level is 100.

Critical Success 	The enemy has no way of knowing the character is there.	
Success 	The character is camouflaged and the pursuer must make an MD skill role versus the character’s Camouflage Skill to detect the hidden party.	
Failure 	The character is poorly camouflaged.  His pursuer makes a skill roll at double his MD versus the character’s Camouflage Skill to detect the hidden party.	
Critical Failure	The camouflage backfires and calls the pursuers attention to the character, who thinks he is well hidden.	

Cart Driving	Base : 2	1 point : 10	Base Atr : PD	
Prerequisite : IN 40
Default : Animal Handling 3/4, Riding 1/2 or PD 1/2
	Driving a cart pulled by an animal or team of animals, usually horses or oxen.  As long as a character has at least a zero level skill in cart driving, a skill roll would only be required for difficult maneuvers or when driving in difficult circumstances.
The task level should usually be very low.  If the character also has the Riding Skill for the type of animals he is driving, add 25% to his Cart Driving Skill level.
A success would mean the cart driver had no problems and a failure would mean something bad happened, such as the cart turning over.
	
Caving	Base : 1	1 point : 10	Base Atr : PD	
No Prerequisite
Default : Mining or PD 3/4
	Exploring caves and such.  A caving roll should only be needed when the character is in a tough spot, such as lost in a cave.
	The task level would vary depend on the circumstance, but should usually be fairly low, maybe 25 - 50.
	Success mean the character got out of his difficulties with no problem, while failure means he had problems.

Foraging	Base : 2	1 point : 7	Base Atr : IN & MD	
No Prerequisite
Default : Survival 3/4, Appropriate Flora and Fauna 1/2 or MD 1/2
	The skill of finding food and other basic needs by searching the surrounding area.
	It takes between half an hour and two hours to rustle up grub from the land for a party of four to six depending on the fertility of the land.  This would produce a full ration for dinner and breakfast.
If the character also has the Flora and Fauna Skill appropriate to this location, then he can forage in 75% the normally required time.
The task level should usually be 100, but the land may dictate a much higher or lower level and the GM may rule that the character has complimentary skills or attributes and lower the level.

Critical Success 	The land yields twice the normal amount of food, hence the character can get a normal amount in half the normal time.	
Complete Success 	The land yields 150% normal food.	
Partial Success 	The land yields 125% normal food.	
Marginal Success	Normal	
Marginal Failure	The land yields only 75% normal food.	
Partial Failure 	The land yields only 50% normal food.	
Complete Failure 	The land yields only 25% normal food.	
Critical Failure 	The character finds nothing, except trouble.	

Riding	Base : 2	1 point : 7	Base Atr : IN	
Prerequisite : IN 50
Default : similar Riding skill 3/4, Animal Handling 3/4, Animal Training 1/2 or PD 1/2
	Ability to ride a specific type of animal, such as a horse or camel.
As long as the character has at least a zero level skill, a roll should only be required when the horseman has to do something unusual or difficult.  A simple - do I stay on the horse if it bucks once - roll might have a task level of 25, while a circus performer’s trick of rolling under the horse and back up might have a task level of 200.  If the animal is not saddled then the task level should go up by 25 to 50%, unless the character is used to riding bareback.  If the character is trying to ride an unbroken animal then the task level should at least double.
Critical Success 	The rider looked great succeeding and if applicable should gain an edge to any activity he is engaged in while riding.	
Success 	Made it.	
Failure 	Didn’t make it, but wasn’t seriously injured.	
Critical Failure	Messed up and got hurt, maybe badly.	

Stealth	Base : 2	1 point : 4	Base Atr : PD	
Prerequisite : PD 50, MD 40
Default : Stalk 3/4, Tracking 1/2 or PD 1/3
	Going quietly and not being heard, simple concept, hard to do.
	A skill roll should be made for every sneak attempt, if the character is sneaking around for over a couple of minutes, he should make a skill roll about every two minutes.
The skill role should be made against the MD of the character the PC is trying to sneak past.
If the character succeeds, he is undetected, if he fails then he is heard or seen.

Survival	Base : 5	1 point : 5	Base Atr : MD & SC	
Prerequisite : MD 50, PC 50, SC 50
No Default
	Characters with this skill can survive in places where others would die.
This skill is used only in desperate times, mostly life or death situations caused by the environment.  The character can somehow find food, warmth and whatever else is needed to live in inhospitable climes.
The task level should usually be 100, but experience in this type of landscape or complimentary skills can lower it, while lack of experience is this type of land could raise it.
If the skill roll is a success, the character found what he needed and of course a failure means he didn’t.

Tracking	Base : 3	1 point : 5	Base Atr : MD & IN	
Prerequisite : MD 40
Default : MD 1/3
	The skill of following a creature’s tracks through the great outdoors.
The task level is the creature being tracked’s Stealth Skill or PD.
A new roll should be made every hour for fresh tracks, or half an hour for old tracks.  If tracks are very old or have been washed away or obscured by rain or snow, then the creature cannot be followed.
If it is a dog doing the tracking, then the character’s tracking skill has little to do with it and the skill being used is the sensitivity of the dog’s nose and his training.

Critical Success 	The hunter makes excellent time.	
Success 	On the track.	
Failure 	The hunter goes slowly.	
Critical Failure	The prey is lost.	

Knowledge

Cartography	Base : 4	1 point : 6	Base Atr : MD & MS	
Prerequisite : Painting Skill (well Drawing really)
No Default
	Mapping the land.  The cartographer will need a correctly sized piece of parchment and a pen to make his map.
Maps can be made by exploring the land, this gives an average task level. A map can be copied from another map, this is a low task level, but the map will contain any inaccuracies in the original and can never have a higher success level than the original.  Lastly, a map can be drawn by a cartographer hearing about the land, this has a high task level, can never be better than a Marginal Success and may be highly inaccurate.

Critical Success 	The map is the best ever done of this region.	
Complete Success 	The map is very accurate and legible.	
Partial Success 	The map is well done.	
Marginal Success	The map is mostly right and fairly legible.	
Marginal Failure	The map has some inaccuracies.	
Partial Failure 	The map is fairly inaccurate and somewhat difficult to read.	
Complete Failure 	The map is inaccurate and tough to read.	
Critical Failure 	The map gives potentially dangerous misleading information and is very easy to read.	

Flora and Fauna	Base : 2 - 10	1 point : 6 - 10	Base Atr : MD or MS	
For flora and fauna where the PC lives, or has lived, this is a 2 point zero level and easy skill based on MD and defaults to 2/3 MD.  If the PC must lean about the planets and animals from books it is a 10 point zero level and mildly hard skill based on MS and has no default, unless the character is traveling throughout the region then the default is 1/4 MD.
No Prerequisite
Default : MD 1/2 for environs that the PC has traveled in extensively or MD 1/5
	The Flora and Fauna skill covers knowledge about the plants and animals in a certain type of environment, such as deserts or tropical rain forests.  If a PC has never been to this actual area before, but is familiar with the environs, the GM should rule if there are big enough differences to penalize skill roles against the PCs knowledge.
	This skill may be used to increase the usefulness of other skills such as Foraging, Survival, Tracking and many others.
	The task level is usually 100.
	A critical success would mean the character knows everything about a certain plant or animal, while success indicates standard expert knowledge.  A failure means the character knows nothing or little about the plant or animal, while a critical failure means the character has misinformation.
  
Geography	Base : 1 - 6	1 point : 8 - 12	Base Atr : MD & MS	
Geography			1-6	Easy/Ave	MD/MS
For geography where the PC lives, or has lived, this is a 1 point zero level and Easy skill, based on MD.  If the PC must lean about the land from books it is a 6 point zero level and Average skill based on MS.
No Prerequisite
Default : MD 3/4 for areas the PC has lived in or traveled through extensively, MD 1/4 for areas that are currently being transversed, but are new to the PC and no default for other areas.
	Knowing the lay of the land is the gist of this skill.
	A success indicates the character knows what he needs to know at the moment, while a critical success means he knows everything about it.  A failure means he knows little or nothing about the matter at hand and a critical failure indicates misinformation.

Physical Skills

Climbing	Base : 1	1 point : 8	Base Atr : PD	
No Prerequisite
Default : PD
Basic climbing skills.
A climbing roll is only needed in difficult situations and the task level varies.
Success or failure means just that.  Critical failure indicates a fall.

Diving	Base : 2 - 6	1 point : 8	Base Atr : PD	
Zero level should be higher if no bodies of fairly deep water are around.
No Prerequisite
Default : 1/2 PD or 1/2 Swimming
The skill of diving deep into water.
A diving roll is only required in difficult circumstances and the task level varies.
Success looks nice and failure looks ugly.  Critical success indicates a spectacular dive, while critical failure might indicate indignity or injury.

Running	Base : 0	1 point : 12	Base Atr : PD	
No Prerequisite
Default : PD
This doesn’t add to your running movement rate, but rather is used to make difficult running movement maneuvers.
The task level varies.
Success or failure means that the action succeeded or not.

Swimming	Base : 2 - 5	1 point : 8	Base Atr : PD	
Higher zero level for living in deserts and such.
No Prerequisite
Default : 2/3 PD or Diving
	As long as the character has at least a zero level skill, skill rolls should only be needed for extreme circumstances.
	The task level varies.
	Success means the character moves through the water.  Failure shows that he moved slower.  Critical failure puts him in danger of drowning.

Social Skills

Bargaining	Base : 2	1 point : 6	Base Atr : SD & MD	
Prerequisite : SD 40, MD 40
Default : 1/2 SD or 1/2 Diplomacy
	Getting the best deals from merchants, farmers or anyone else the character is trying to strike up a deal with.
The task level is the SD, MD or Bargaining Skill of the opposing character whichever is higher.  If the GM wishes, and this is true of most communications skills, he may have the player act out the bargain with the GM as the other party, and then modify the roll by how well the player bargains.
Here is a success list for selling something.

Critical Success 	The item brings 150% normal value.	
Complete Success 	The item brings 125% normal value.	
Partial or Marginal Success 	The item sells at value.	
Marginal or Partial Failure 	The item sells at 90% normal value.	
Complete Failure 	The item sells at 75% normal value.	
Critical Failure 	The item sells at 50% normal value.	

Carousing	Base : 1	1 point : 8	Base Atr : SD	
Prerequisite : PC 50
Default : 2/3 SD
	Can the  character party hardy and still manage to keep his head on straight.
The task level is usually 100, though if two characters are trying to out party each other, their skill rolls should be based on the others Carousing skill.  MD and Intuition may modify the task level.
Here is a basic success list for how partying effects a character.
	
Critical Success 	The character has no ill effects.	
Success 	The character has few ill effects.	
Failure 	The character has the normal effects.	
Critical Failure	The character has twice the normal effects.	

Dancing	Base : 3	1 point : 6	Base Atr : PD & SD	
Prerequisite : PD 50, SD 40
Default : 1/2 PD
	Whirl across the dance floor at the King’s ball or impress the ladies at your local tavern.
	The task level should vary with the complexity of the dance.  Simple dances might have a task level of only 25-50, while ballet dancing should be much, much higher.

Critical Success 	The character was incredible, double any attraction or admiration or pay levels and such.	
Complete Success 	The character danced very well, any fitting levels are at 150% normal.	
Partial Success 	Nicely danced, any fitting levels are at 125% normal.	
Marginal Success	O. K.	
Marginal Failure	Not real bad, 90% normal reaction.	
Partial Failure 	I bit too much whiskey?  75% normal reaction	
Complete Failure 	Behold Mr. Two Left Feet!  50% normal reaction	
Critical Failure 	Injury to a partner or bystander or embarrassment for yourself for possibilities.	
	 
Diplomacy	Base : 4	1 point : 5	Base Atr : SD & MD	
Prerequisite : SD 50, MD 50
Default : 1/3 SD
	The skill of negotiation, usually on behalf of a city or state.
The task level is the SD or the Diplomacy skill of the opposing character. Intuition should modify this task level, as should the opposing character’s opinion of the negotiating character.

Critical Success 	The negotiating character got what he wanted, within reason.	
Success 	The negotiator did well.	
Failure 	The negotiator got somewhat less than desired.	
Critical Failure	The negotiations break down.  The opposing party gets angry.	

Etiquette	Base : 2 - 6	1 point : 5 - 8	Base Atr : SD	
The zero level cost and difficulty of the skill depend on the social class the PC was raised in for starting characters or the current social class for adventuring heroes.
Prerequisite : SD 40
Default : 1/4 - 3/4 SD depending on character’s social class.
	This skill covers the knowledge and ability to use etiquette and the forms of social convention.  In other words the skill to not mess up in formal situations.
The task level varies with the formality of the occasion.  Intuition should modify the task level.

Critical Success 	Others reactions to the character in this setting are at 150% normal.	
Success 	The character fits in well.	
Failure 	The character makes a bit of a fool of himself.	
Critical Failure	The character offends his host or someone powerful.	

Gambling	Base : 5	1 point : 6	Base Atr : IN	
Prerequisite : SD 40, MD 40
Default : 1/4 MD
	Rolling the dice, playing the cards and such for fun and profit, mostly profit.
The task level is the IN or the Gambling Skill of the opposing character.
A separate roll should be made for each bet.
Success means the character won the bet, failure means he lost.

Public Speaking	Base : 2	1 point : 7	Base Atr : SD	
Prerequisite : SD 50, MD 40
Default : 1/2 SD
	The art of talking to crowds and selling them en masse on your ideas, or maybe your plots.
The task level should usually be 100.  The task level should be modified by the crowds opinion of the speaker and their general mood.  Intuition and MD may modify the task level as well.
Here is a success list for a character trying to incite any angry crowd to revolt.
Critical Success 	The crowd will revolt and follow the character anywhere.	
Complete Success 	The crowd is incited to revolt.	
Partial Success 	The crowd wants to revolt, but is scared.	
Marginal Success	The crowd agrees with the character and most of them want a revolution.	
Marginal Failure	Some of the crowd agrees with the character.	
Partial Failure 	A few members of the crowd agree.	
Complete Failure 	The crowd disagrees and is somewhat hostile.	
Critical Failure 	The crowd grows anti-revolutionary and turns the speaker into the authorities.	

Seduction	Base : 3	1 point : 7	Base Atr : SD	
Prerequisite : SD 50
Default : 1/2 SD
	Seduction is well, seduction, the character can sometimes get members of the opposite sex to do things for them by turning on the sex appeal.
The task level is the Seduction skill or SD of the opposing character, presuming they try to resist.  Physical beauty abilities or disabilities should modify this skill heavily.

Critical Success 	The object of the seduction will follow the character anywhere and do anything for them.	
Success 	The object of the seduction falls for the character and will be cooperative.	
Failure 	The seduction failed.	
Critical Failure	The object of the seduction is repulsed and may turn on the character.	

Subterfuge Skills

Disarm Traps	Base : 3	1 point : 6	Base Atr : PD	
Prerequisite : PD 40, MD 40
Default : 1/3 PD, ¾ Trapping if the character has used this type of trap
	Deactivating a trap.
The task level is based on the trap’s complexity.
The time required varies based on the difficulty of the trap and the circumstances.
Critical Success 	The trap is completely disabled and if applicable, without close inspection the trapper can’t tell the trap has been sprung.	
Complete Success 	The trap is obviously and completely disabled.	
Partial Success 	If applicable, the trap is temporarily disabled allowing the party to pass, otherwise the trap is sprung harmlessly.	
Marginal Success	The trap is temporarily disabled, allowing the party to pass, however it will make noise.	
Marginal Failure	The trap is temporarily disabled, however it makes lots of noise and the disarming character may hurt himself slightly on the trap.	
Partial Failure 	The trap is not disarmed and the disarmer may be slightly hurt.	
Complete Failure 	The trap triggers on the disarmer.	
Critical Failure 	The trap appears to be harmlessly sprung, however it is still active and is triggered when the party tries to pass it.	

Disguise	Base : 3	1 point : 7	Base Atr : MD	
Prerequisite : MD 50
Default : 1/3 MD
	Changing the character’s or some other willing person’s looks using clothes, makeup and disguise.  Naturally in order create a disguise, the character must have the right clothes along with grease paint or whatever else is needed.
The task level will vary depending on the depth of the deception.  If the disguise is being used to impersonate a particular person, an acting or SD roll may have to be made.  If the disguise is for use in mixing with a crowd, the task level should be 100.  If a person tries to see through the disguise that person makes on MD roll against the disguise skill level.  If the disguise is meant to fool a person or small group of people, the task level is the opposing character’s MD.

Critical Success 	The character’s disguise is completely accepted and his identity will not be questioned.	
Success 	The character’s disguise is accepted.	
Failure 	The character’s disguise is questioned.	
Critical Failure	The character’s disguise is seen through completely, though the character won’t know this until it is pointed out to him.	

Escape	Base : 6	1 point : 5	Base Atr : PD	
Prerequisite : PD 50, MD 40
Default : 1/4 PD
	Getting out of ropes, chains or (or maybe and) any other type of restraint that mankind can devise.  The character’s MD may modify this skill role.
The task level is the difficulty of the restraint.
The time required to escape will vary widely depending on the complexity and amount of restraints.
A critical success means the character escapes and makes no noise, while a success means the character escapes his bonds, but makes noise.  A critical failure wound indicate that the character doesn't escape and his struggles alert his captors to his attempt and a failure would simply mean he doesn’t escape.

Hide	Base : 2	1 point : 8	Base Atr : PD	
No Prerequisite
Default : 1/2 PD
	Staying out of sight, especially when someone is looking for the character.
If the character is trying to hide from a specific person or group of people, the task level is opposing character’s MD, otherwise the task level should be about 100.
Success means that the character wasn’t seen, failure means he was.

Pick Locks	Base : 4	1 point : 6	Base Atr : PD	
Prerequisite : PD 50, MD 40
Default : 1/3 PD
	Anywhere locks are found, pick ‘em.  Simple to say, aye.
The task level is the difficulty of the lock.
See the success list for disarm traps and modify as needed.

Shadow	Base : 3	1 point : 7	Base Atr : PD & MD	
Prerequisite : PD 50
Default : 1/3 PD
	Following someone with out being noticed.  This skill is used in the city, tracking is used in the open countryside.
The task level is the followee’s MD or an appropriate skill.
Success means the character follows his prey without being noticed, while failure means he lost his prey or was seen.

Streetwise	Base : 2	1 point : 8	Base Atr : MD & SD	
Prerequisite : MD 40
Default : 1/2 MD
	Knowing your way around the city and being able to find things or people.
	The task level and the time required will vary depending on what accomplishment is sought, the character’s contacts and reputation and his familiarity with the area.  Intuition may be used to modify the task level.
	Here is a basic success list for finding someone.

Critical Success 	The person is found quickly and if desired without warning.	
Success 	The person is found.	
Failure 	The person is not found.	
Critical Failure	The person is not found and the character gets into some kind of trouble while looking for him.	

Tradesman Skills

Building

Architecture	Base : 5	1 point : 5	Base Atr : MS & MC	
Prerequisite : MS 50 & MC 50
No Default
	Designing and building important buildings, palaces, temples and the like.  An architect usually works under contract to someone rich, since buildings require massive amount of raw materials, such as wood, stones or metal, to erect.
An architect should be able to receive excellent money for any commissions from the King and the church.  Of course he has to come to their attention first and his work will come under no little scrutiny for centuries to come.  The architect in medieval times is also the foreman of the project.
	The task level and time required to build will vary depending on the complexity of the building plans.

Critical Success 	The building is a beauty and increases the builder’s reputation.  He may also receive a bonus.	
Success 	The building is well built.	
Failure 	The building is a bit shabby and the new owner may not be happy.	
Critical Failure	The building is a wreck and the builder’s reputation will suffer.  Also the new owner will refuse to pay.	

Shipbuilding	Base : 5	1 point : 5	Base Atr : MS & MC	
Prerequisite : This skill can only be learned by characters living in a port town.
No Default
	Designing a large vessel and overseeing its construction.  Ships are usually built under contract, with at least the cost of building materials prepaid.
A quality shipbuilder will be considered a very valuable person in any port city.
	The task level may vary between 50 and 200 depending on the size of ship and the builder’s familiarity with the type of ship being built.
	Time can vary greatly, anywhere from a day for an outrigger dugout to several months or more for a large ship.

Critical Success 	The ship is a beauty and increases the builder’s reputation.  He may also receive a bonus.	
Success 	The ship is well built.	
Failure 	The ship is a bit shabby and the new owner may not be happy.	
Critical Failure	The ship looks nice, but is structurally unsound.  It will sink after a few days in the water.  The builder’s reputation will sink with his ship.  The buyer will demand his money back and may try to sue for damages.	

Craft

Carpentry	Base : 3	1 point : 8	Base Atr : PD	
No Prerequisite
Default : ¼ PD
	Putting wood together into useful shapes, like tables and chairs.  Objects such as bows and arrows, crossbows, etc. require a separate skill,  Fletching.  The carpenter will require wood and tools appropriate to his task.
	The task level should average 25 for a non-complicated task, going up to 200 for intricate and/or large designs and down for smaller or simpler tasks.
	The time varies with the size and complexity of the project.
	
Critical Success 	The object of manufacture is of excellent quality and very durable, and can be sold for 150% normal.	
Success 	The object is well-made and unlikely to break during its normal lifetime.	
Failure 	The object is poorly made and will break if undue use is applied.  The object can only be sold for 75% of normal cost.	
Critical Failure	The object looks good but has a severe flaw and will break within the first few uses.  It can be sold for normal cost but the buyer will likely want his money back after it breaks.	

Cooping	Base : 2	1 point : 8	Base Atr : PD	
No Prerequisite
Default : ½ PD, ¾ Carpentry
	Making barrels.  The making of barrels requires wood for the staves and the barrel tops along with metal rings or something similar to hold the barrel together.
	The task level varies with the materials used to make the barrel, the purpose for which the barrel will be used, and the familiarity of the builder with that type of barrel.  For a simple barrel batch made with standard staves and not intended to be watertight, the task level should be about 25.  For a batch of waterproof barrels made of an unusual substance, the task level might be 200.
	Barrels are usually made in batches, so the time to construct a single barrel is about the same as the time to construct a couple dozen, i.e. a day or so including the time to soak and form the planks and shape the bands and caps.

Complete or Critical Success 	The batch is perfect, with no flawed barrels.  The barrels will also last about 20% longer than other barrels of that type.	
Partial or Marginal Success 	The batch is good, with only a few flawed barrels.	
Partial or Marginal Failure	The batch is poor, with most of the barrels being flawed.  The barrels will only last 75% as long as other barrels of that type.	
Complete or Critical Failure	Something went wrong with the batch and almost all of the barrels are ruined.  Any barrels that were not ruined are of very poor quality.	

Fletching / Bowing	Base : 4	1 point : 6	Base Atr : PD	
Prerequisite : PD 50, MD 50
Default : ¼ Carpentry
	This is the skill of making bows, crossbows, arrows, bowstrings, and such.  
	The task level is about 50 to make standard arrows, 100 to make bows, and 150 or higher to make crossbows.
	It takes about a day to make a dozen arrows if the components are not collected, and about three hours if they are collected in advance.  A straight bow may take about a day, a recurve two or three days, and any sort of compound bow, if they exist, or crossbow, upwards of a week.
	On a critical success, the bow will be of exceptionally high quality, with an increase of 25% to range and 50% to value.  With a success, the bow will simply be well-made, while on a failure, the bow will have a flaw and be 50% more likely to break each time it is used, also, the range will be only 80% of normal, and the value will only be 70% of normal. On a critical failure, the bow will fracture and be worthless the first time it is drawn.
	
Gold Smithing	Base : 5	1 point : 5	Base Atr : PD	
Prerequisite : PD 60 & PS 50
Default : ¼ Smithing
	Smithing gold, silver, and other precious metals.  This includes alloying the metal to increase its strength, casting, molding, or beating the metal to form, setting jewels in the metal, and etching designs.  Repair and appraising  of jewelry are also included in this skill.  A gold smith will require a work area and tools for examining jewelry, shaping metal and the like.
	The task level should average 100, adjusted based on the intricacy of the design, the malleability of the metal involved, et cetera.
	The time involved will vary from a few moments to appraise a cheap fake to weeks or months to design and build an intricate statuette.
	This success table is for smithing a somewhat intricate gold ring with a jewel setting.

Critical Success 	The ring is outstanding, and will fetch twice its normal price.  The smith’s reputation will also go up.	
Complete Success 	The ring is stunningly well done, and will fetch 150% of the current market value.  The buyer will be impressed with the smith’s talent and as such may increase the smith’s reputation.	
Partial Success 	The ring is well made and can be sold for 125% of normal market price.	
Marginal Success	The ring is good enough to satisfy the designs and commands a normal price.	
Marginal Failure	The ring is a bit off, and will only fetch 90% normal price.	
Partial Failure 	The ring is of shoddy design and will only fetch 75% of the market value.	
Complete Failure 	The ring is worth little more than the value of the metal used, and will negatively impact the smith’s reputation.  The gem is still intact.	
Critical Failure 	The ring is worthless, the metal has been mostly ruined through maltreatment, the gem has been ruined, and if it gets out, the smith’s reputation will plummet.	

Heraldry	Base : 5	1 point : 5	Base Atr : MS	
Prerequisite : Painting Skill (Drawing really...)
No default
	The art of designing and drawing up family crests based on personalities of ancestors, great family accomplishments, talents, family history, and the like.
	The task level should average about 100, depending on the cooperation of the family, the accessibility of  records, and the complexity of the design.
	The time to design the crest may vary between a few hours and a few days; the actual drawing up of a set of plans will only take a day at most.
	If the artisan succeeds, the crest will be both pleasing to the family and to outsiders.  If, however, he fails, the crest may be attractive to some of the family or may simply be rejected.

Jewelling	Base : 5	1 point : 5	Base Atr : PD	
Prerequisite : PD 50
No Default
	Cutting and finishing jewels.  The jewel has to be mined and fairly clean of the surrounding rock.  The jewler requires specific jewling tools and a work area.
Any jewel shrinks slightly after cutting - depending on the complexity of the cut, how flawed the jewel is, and the ability of the jewler.
	The task level is based on the hardness and value of the jewel; lead crystal is simple to cut and should have a task level of about 25, while a diamond is hard to cut properly and much more valuable if cut right, and should have a task level of about 200.
	It takes between an hour and a few days to properly cut a jewel.
	For general guidelines about jewelling, consult the Gold Smithing success table.

Leatherworking	Base : 3	1 point : 7	Base Atr : PD	
No Prerequisite
No Default
	Making clothes and saddles and such out of leather.  Tanning the leather is also included.
	The task level is based on the complexity of the project and the type of hide used.  Making a bracelet out of normal leather should have a task level of about 25, making a jerkin out of deerhide would be about 100, and making a pair of boots out of crocodile skin would be 200.
	The time varies with the size of the project, from an hour for a bracelet to a week or more for intricate projects.
	With any success, the project will be finished to satisfaction, being more and more durable and beautiful as the success level rises.  With any failure, the project will be incompetently done, have progressively less market value, and have an increasing chance of ruining the leather.

Pottery	Base : 2	1 point : 8	Base Atr : PD	
No Prerequisite
No Default
	Making useful pots, decorative vases, and other wares from clay.  The potter must have a supply of clay and some method to harden the clay, usually either a kiln or furnace.
	The task level varies based on the complexity of the ware to be made, the supplies and tools available to the potter, and how difficult the clay is to work.  Some clay is much easier to form and fire than others - note the difficulty of the clay has nothing to do with the quality of the finished project!  The average task level should be fairly low, especially if the potter has made the particular form before.
	The time involved in creating pottery depends on the complexity.  Some types of project may be made in batches; others must be individually crafted.  A simple cup will take no more than 20 minutes to form and several hours to fire; a complicated sculpture may take weeks to form and nearly as long to fire, due to the extreme caution required.
	With any success, the project will be finished to satisfaction, being more and more durable and beautiful as the success level rises.  With any failure, the project will be incompetently done, have progressively less market value, and have an increasing chance of breaking during firing.

Smithing	Base : 3	1 point : 7	Base Atr : PD	
Prerequisite : PD 50 & PS 70
No Default
	Beating out iron, bronze and similar metals into horse shoes and stoves and other things like that.  Valuable metals are not covered.  This is not a career for weak characters.
	The task level varies with the complexity of the project and the smithy’s familiarity with the metal being worked.  Simple tasks as might be performed every day - horseshoes for example - should only have a task level of about 25.  Making a stove may have a task level of 100 to 200. 
	It takes only a few minutes to beat a rod of metal into a horseshoe; a stove may require a day or so, and more complex projects even longer.
	See the Weapon Smithing table below for basic guidelines as to success or failure.

Tailoring	Base : 2	1 point : 7	Base Atr : PD	
No Prerequisite
No Default
	Making clothes out of cloth.  Leather clothing is covered under leatherworking, but this skill does include basic ornamentation and styling.
	The task level should average 100, depending on the material and the pattern.
	It can take anywhere from an hour to the better part of a week to sew an item of clothing.
	If the tailor succeeds his roll, the clothing fits and looks like it should, becoming more valuable and durable as the success level goes up.  If the roll is failed, however, the clothing doesn’t fit or look quite right.  Further tailoring rolls may allow the tailor to alter the clothing to spec, however.

Tinkering	Base : 2	1 point : 8	Base Atr : PD	
No Prerequisite
Default: 1/3 PD or 2/3 Smithing
	Tinkering is the art of fixing small defects in simple devices.  A clockwork bird, for instance, might have a gear loose, which a tinker could fix, or he may hammer out and refinish a metal pot.  A tinker will have a full tool belt or toolbox.  Tinkering is a valuable survival skill if no other jobs can be found, since work is usually common.  Although it does not pay well, it does pay consistently and requires no particular startup capital.
	The task level should average about 70 - this is not a complicated skill.
	The time required is minimal, requiring no more than an hour on the most complex of jobs.
	If the tinker succeeds, the problem is fixed, with improvements as the success level goes up.  If he fails, the problem remains, but he may try again.  If a critical failure is rolled, the problem has been made worse and may have been made irreparable.

Weapon Smithing	Base : 3	1 point : 6	Base Atr : PD	
Prerequisite : Smithing 
Default : ½ Smithing
	This skill covers making weapons, metal shields and metal armor.  The character has to know Smithing to take up Weapon Smithing. 
	The task level for a simple sword or shield will be about 100, with more complex tasks increasing the task level.  A beautiful katana would probably have a task level of 200 or more.
To make a sword would take less than a day.  A katana may take weeks of concentrated effort to finish.  The time will decrease with assistance, since the smith will not need to clean up, stoke the forge, run the bellows, fetch water, etc.
	The following success table is for a basic sword.  The condition rating is used only for advanced combat and may be ignored in basic combat.
	
Critical Success 	The sword is beautiful as well as functional.  The sword has an offensive, defensive and damage bonus of 25%.  It has a condition rating of 50 and will have twice normal market value.  The reputation of the smith will go up.  	
Complete Success 	The sword is highly functional.  It has an offensive, defensive and damage bonus of 10%. It has a condition rating of 30 and have half again the normal market.  The reputation of the smith rises slightly.	
Partial Success 	The sword isn’t bad.  Its offensive bonus is 10% and a condition rating is 25.	
Marginal Success	The sword is just what one would expect from a sword.	
Marginal Failure	The sword is mildly flawed.  It has a condition rating of 18.	
Partial Failure 	The sword is visibly flawed.  It has a condition rating of 15 and its offensive bonus is a negative 10%.	
Complete Failure 	The sword is completely flawed.  It has a condition rating of 10 and will have a mildly negative effect on the smith’s reputation if he chooses to sell it.  The offensive, defensive and damage bonus is -10%.	
Critical Failure 	The sword just did not work out.  The sword, if it survived the quenching process (50% chance), will break the first time it strikes anything. Selling this piece of junk will severely affect the smith's reputation.	

Woodcarving	Base : 2	1 point : 8	Base Atr : PD	
No Prerequisite
Default : 1/3 PD
	Basically, woodcarving is trained whittling.  A woodcarver does not typically work with very large objects; the most he might do is a bust of some noble person or the filigree on a carpenter’s table.
	The task level will depend on the complexity and intricacy of the work.  A simple pendant, for example, would only merit a task level of 25, whereas making a lifelike figurine of a squirrel might be a task level of 150.  The task level is also modified by the durability of the wood and the tools used.
	Most projects take about the same amount of time to complete.  Very simple projects would take less time and very complex projects more time, but in general, three to four hours for simple items and a day or two for detailed items is a good guideline.
	If the carver succeeds, the woodcarving looks like the intended design, becoming more beautiful and valuable with increased success levels.  If he fails, the woodcarving is flawed in some way, either because it doesn’t look quite right or a part breaks off.  On a critical failure, the wood being carved fractures.

Domestic

Brewing	Base : 2	1 point : 8	Base Atr : MD	
No Prerequisite
Default : 1/3 MD
	Making beer, ale and such.  This skill will be in great demand in most cities, unless drinking is illegal or unknown.
	The task level for brewing should have a low task level such as 50, as long as the brewer is familiar with the type of alcohol he is brewing.
	Brewing times vary widely by what beverage is being brewed.
	If the brewer is successful, the beverage will be of good quality, with a critical success meaning exceptional brew.  If the brew fails, the drink is of poor quality and a critical failure means an undrinkable brew.

Cooking	Base : 2	1 point : 8	Base Atr : MD	
No Prerequisite
Default : 1/2 MD
	Preparing food for public consumption.  Cooking also includes skills such as baking and often meat cutting.  This skill will make a character highly employable, as any establishment where meals are consumed must cook food.  At the highest level, the King has a chief cook and at lower levels, most taverns also serve food.
	Unless the chief is trying to make something unusual or unfamiliar, a skill roll should not be needed.  The task level will vary depending on the exotic nature of the dish and the cooks familiarity with it.
	Cooking times varies from a few minutes for toasting bread, to several hours for an elaborate meal.  It is assumed that the cook has the necessary ingredients.
Critical Success 	The food is outstanding and any response will be very favorable, any appropriate reactions are at 150% normal.	
Success 	The food is well prepared.	
Failure 	The food is poorly prepared, reactions to it will be at 75%.	
Critical Failure	The food is abysmal and any paying customer eating it will want his money back and try to avoid the cook in the future.  If there is a boss, he is unhappy.	

Innkeeping	Base : 3	1 point : 8	Base Atr : MD & SD	
No Prerequisite
Default : the higher of 1/3 MD or SD
	Running inns and hotels.  This includes things like making sure all the employees are doing their jobs, dealing with irate customers, trying to get more customers and much more in the same vein.  This skill is more often used as a modifier to tasks involved in the running of an inn than as a separate skill.
	The task level will vary depending on why the skill roll is needed.
	This skill may be used in a variety or ways, so the GM must use his judgment as to the meaning of various degrees success and failure.

Entertainment

Acrobatics	Base : 5	1 point : 5	Base Atr : PD	
Prerequisite : PD 60, PS 50
Default : 1/4 PD
	Tumbling and flying through the air and the like to entertain the masses.  Often acrobats travel in troupes and entertain in theaters, however some may also entertain on the streets, depending on the realm’s opinion of street performers.
	The skill level involved should average 100 and vary with the difficulty of the routine.
	Here is a success table for a street tumbler.

Critical Success 	Well done indeed, double the character’s money for that performance and gain few extra customers for the next few days.	
Complete Success 	Nicely done, money as 150% normal.	
Partial or Marginal Success 	Good Job.	
Marginal or Partial Failure 	A bit off, money is down 25%.	
Complete Failure 	Poorly done, money down 50%	
Critical Failure 	Terrible, no money and everyone thinks you stink.	

Acting	Base : 3	1 point : 7	Base Atr : SD & MD	
Prerequisite : SD 50, MD 50, MC 40
Default : 1/3 SD or 1/3MD
	Putting on skits or full fledge productions for the enjoyment of a paying public.  Some acting companies have permanent residences in lavish theaters, while others travel through the area playing in all the towns and villages.
	A skill roll should only be required if acting is being used to deceive someone, or if a role in the theater is exceptionally difficult in this case the skill level should vary between 100 and 200.
	Here is a success list for a difficult stage part.

Critical Success 	The role is well played and the character’s fame spreads.	
Success 	The role is accomplished adequately.	
Failure 	The role is poorly done.	
Critical Failure	The character fell flat, missing cues, lines and marks.  His reputation as an actor will suffer.	

Athletics	Base : 1 - 5	1 point : 5 - 10	Base Atr : PD & PS	
Prerequisite : Knowledge of the game’s rules and being in good enough shape to participate.
Default : 1/5 to 3/4 PD
	Each different type of athletic activity requires a different skill.  Many of the skills are interrelated and may default to one another.
The GM should decide on the difficulty of the sport and if it is a team sport the difficulty of the character’s position on the team, this will determine the task level.  The GM may also rule that PC or MD heavily influences the sport or position.
The time required will vary depending on the sport, however if the character wishes to remain proficient in his sport or sports, he must find time to practice.
The meaning of success or failure will vary widely by sport.

Barding	Base : 4	1 point : 8	Base Atr : MD & SD	
Prerequisite : SD 50, MD 50
Default : 1/3 SD
	Telling stories and singing songs to entertain and teach.  This skill may be a professional skill or may be simply a nice auxiliary skill.
	A skill should only be required if the bard is trying to raise money or impress someone.  The average task level should be about 70.
	A simple song can take a few minutes, while an extended performance of a tale in song and word can last hours.
	For a sample success list for a street bard, see acrobatics.

Juggling	Base : 4	1 point : 6	Base Atr : PD	
Prerequisite : PD 50, MD 50
Defaults to ¼ PD
	Tossing lots of items into the air and keeping them there for long periods of time.  This may be combined with other entertainment skills such as barding for a more complete entertainment show.
	The task level for juggling should average 100, with heavy or unusual items having a higher difficulty to juggle.
	Juggling can last as long or short a time as the juggler decides to juggle.
	For a sample success list for a street juggler, see acrobatics.

Stage Magic	Base : 8	1 point : 5	Base Atr : PD & MD	
Prerequisite : PD 50, MD 60, MC 50, SD 60
No Default
	Stage magic includes illusion, sleight of hand and similar acts.  Escapes as part of a magic act would require the appropriate escape skills.  A full stage show can generate a lots of money in  the theaters of a well-to-do community.  The feelings of the government in a realm will dictate whether stage magic is legal, quasi-legal or outlawed altogether.
	The task level will vary from 25 for a simple, well oiled illusion in a theater to 200 or more for complex sleight of hand under the very noses of the audience.
	For a sample success list for a street magician, see acrobatics.

Merchant

Shopkeeping	Base : 4	1 point : 8	Base Atr : MD & SD	
No Prerequisite
Default : 1/3 MD
Running a store carrying products purchased from the producer or a middleman and selling them to consumers.  Some shopkeepers also make at least some of the articles they sell, in this case of course they will need a fairly high skill in the craft as well.  A successful shopkeepers who does not make his own wares, should still have at least a basic understanding of what he sells, otherwise he will get ripped off a lot.
The skill of shopkeeping is usually used as a modifying skill to skill roles involving the various aspects of running a store, such as bargaining, rather than as a separate skill.  It is a requisite for running a successful store.  If the GM wishes to pass time quickly, he may wish to figure the average daily income of the store and then make skill rolls for each day, basing the income on the outcome of the skill roll.  The task level should average 100.

Critical Success 	Daily income is doubled.	
Complete Success 	Daily income is 150% normal.	
Partial Success 	Daily income is 125% normal.	
Marginal Success	Income is normal.	
Marginal Failure	Daily income is 90% normal.	
Partial Failure 	Daily income is 75% normal.	
Complete Failure 	Daily income is 50% normal.	
Critical Failure 	Daily income was stolen or otherwise lost.	

Trading	Base : 2	1 point : 8	Base Atr : MD or SD	
Prerequisite : MD 40 or SD 50
Default : 1/2 MD or SD
	Traveling about the countryside and selling merchandise.  The trader will usually need some sort of cart to transport his wares.
Many traders sell valuable things to farmers and their wives for fair prices, these sorts should use MD as the base for this skill.  Others sell fraudulent medicines or elaborate machines that never quite work or other such things, these friendly frauds should base their skill on SD.  In either case the task level should be the MD or an appropriate skill of the person being traded with.
Here is a success list for an honest trader trying to sell wares at about market value.

Critical Success 	The trader receives twice the value of the item.	
Complete Success 	The trader receives 150% of the item’s value.	
Partial Success 	The trader receives 125% of the item’s value.	
Marginal Success	The trader receives the item’s value.	
Marginal Failure	The trader receives 90% of the item’s value.	
Partial Failure 	The trader receives 75% of the item’s value.	
Complete Failure 	The trader receives 50% of the item’s value.	
Critical Failure 	The trader can’t sell the product and the person he was trying to sell to gets angry at him and won’t deal with him any more that day.	

Outdoor

Animal Handling	Base : 3	1 point : 7	Base Atr : IN	
Animal Handling		3	Ave		Intuition
Default : Animal Training, 1/3 PD or Riding
	Working with animals, usually trained animals.  This usually involves coaxing the animals to do things that they have been trained to do.  This skill may be used at the GM’s discretion in trying to calm wild animals.
	The task level should average 100 and vary with the training of the animals and the difficulty of their task.
	This is a success chart for a trainer trying to get an animal to perform a task.

Critical Success 	The animal did its job and learned it a bit better, next time with this animal, the task level will drop a few points.	
Success 	The animal did its job.	
Failure 	The animal didn’t do its job.  Try again.	
Critical Failure	Roll D10, if it comes up a one, the animal attacks the trainer.  Otherwise, the animal refuses to do the trick period and the task level for working with this animal in the future goes up a few points.	

Animal Training	Base : 5	1 point : 5	Base Atr : IN	
Prerequisite : Animal Handling
No Default
	Teaching animals how to work in a particular way, how to do tricks or something similar.  This may involve wild or tame animals.  If a wild animal is involved, the trainer must first tame the beast and then train it.
	While the GM may just wish to make simple roll to see if the animal is tamed or trained, it is more realistic to make a roll a day to check on the animals progress.  The GM may wish to assign an overall task number ranging from 20 to 1000.  Each day a skill roll is made and the amount the skill roll is made or missed by is subtracted from the overall task number, thus a miss actually adds points.  The animal is tamed or learns the skill when the overall task reaches zero.  In assigning an overall skill number, the GM might guess at the number of days he thinks it should take an average trainer to do the job, multiply the number of the days by twenty and call this the overall skill level.
The task level will vary widely depending on the willingness of the animal to learn, its natural ferocity and its mental quickness and intelligence.  Teaching a tame dog to play fetch would involve a task of level 25, while getting a wild tiger to jump through a flaming hoop would required a task level of maybe 200 to tame the tiger and 300 to teach it to jump through a flame.
The time involved in training animals depends on the creature’s intelligence and natural inclinations toward training.  Taming a wild animal will also have a variable time schedule, but it almost always takes weeks to months and maybe even years to train the fiercest beasts.
Here is a success list for taming an animal based on a single skill roll.

Critical Success 	Animal is completely tame and will be willing to work with trainers in the future.  Drop future task levels with this animal by 25%.	
Complete Success 	The animal is tame and will be willing to work with trainers from now on, all future task levels with this animal will go down 10%.	
Partial or Marginal Success 	The animal has been tamed.	
Partial or Marginal Success	The animal is mostly tame, but still has a wild streak and is somewhat difficult to work with, future task levels go up by 10%, until a trainer has a critical success with this animal.	
Complete Failure	The animal is barely tame, all future task levels go up 25% until the animal is successfully retrained.	
Critical Failure 	The animal in not tamed.  Roll D10, if a one results, the animal turns on the trainer.  Otherwise the animal can only be trained by another trainer and at a 50% greater task level.	

Farming	Base : 4	1 point : 8	Base Atr : PD	
Prerequisite : IN 40
No Default
	Growing food for a living.  For general farming, no skill roll is needed.  A skill roll might be made to see how successful the harvest was.
	The task level will vary depending on why the roll is needed, if it is to see how good the harvest is, it might average 100, with modifiers for growing conditions and soil quality.
	Here is a sample success list for a standard harvest or grain.

Critical Success 	The crop is excellent.  The normal income is doubled due to higher yield and quality.  The harvesting time is 150% of normal.	
Complete Success 	The crop is very good.  Income is 150% of normal.	
Partial Success 	The crop is good.  Income is 125% of normal.	
Marginal Success	The crop is average.	
Marginal Failure	The crop is a bit poor.  Income is 90% of normal.	
Partial Failure 	The crop is poor.  Income is 80% of normal.  Since the crop is thin it only takes 90% of the normal time to harvest.	
Complete Failure 	The crop is very poor.  Income is only 60% of normal and the crop takes 80% of the normal time to harvest.	
Critical Failure 	The crop is a waste, something is wrong with it and it is worthless.	

Fishing	Base : 0	1 point : 10	Base Atr : IN	
No Prerequisite
Default : Intuition
	Using a fishing pole, a fish net or other means to catch fish.  The amount of fish caught varies with the method used and the success level.
	The task level should range from 25 to 100 depending on conditions.
	Fishing takes at least an hour and true fisherman often fish all day.
	A critical success might mean that twice as many fish as normal are caught, success meaning a normal amount of fish, failure half the usual amount and critical failure no fish at all, maybe the net or line broke.

Herding	Base : 2	1 point : 8	Base Atr : IN	
No Prerequisite
Default : ½ Intuition
	Watching herds of live stock, often sheep.
	A skill role should only be needed if something goes wrong and even then the task level should be very low.
	A success or failure means just that.

Hunting	Base : 2	1 point : 8	Base Atr : IN	
Prerequisite : Any weapon skill.
Default : ½ PD or ½ Intuition
	Finding wild game and killing it for food.  A tracking skill roll may be appropriate in situations where a specific creature is being hunted down.
	The task level might vary with the weather conditions and the difficulty of the prey and the terrain.  Complimentary skills such as appropriate Flora and Fauna or Geography Skill may help.
	The time involved should vary from half and hour to several hours, taking into consideration the modifiers mention in the previous paragraph.
	A critical success could indicate abundant game, success a normal amount, failure half the normal amount and critical failure none at all.

Mining	Base : 2	1 point : 8	Base Atr : PD	
Prerequisite : PS 50
Default : 1/2 PD
	Getting valuable minerals, metals or gems out of the ground.
	A skill roll may be used to see how much the character mined.  The task level should start at 100 and be modified depending on the conditions and the equipment available to the character.
	The time required will vary widely depending on the modifiers just mentioned and how much the character is trying to get.
	Critical success might mean that the character took 75% of the normal time, success took normal time, failure 150% normal time and critical failure twice normal time if anything was mined and maybe broken equipment.

Trapping	Base : 3	1 point : 8	Base Atr : IN	
Prerequisite : IN 50
Defaults : 1/3 IN or ¼ PD
	Setting traps and trap lines to catch animals.  Usually the animals being trapped are small.  Trapping maybe done to rid an area of animals or for meat, however usually it is done to get animals’ pelts.  Often animals such as beaver or mink are trapped for this reason.
	A skill roll might be used to figure out how many, if any animals are caught.  The skill level should average 100 with modifiers for weather conditions and the trapper’s equipment.
	Time needed will vary depending on the number of traps, how many need to be reset and the complexity of resetting them.  Usually a trapper will set his traps initially and leave them, checking back every so often to see if anything has been caught.
	Critical success might mean a great haul, success an average catch, failure a poor catch and critical failure no luck, period.

Sailing

Navigation	Base : 5	1 point : 6	Base Atr : MD	
Prerequisite : Must have had the opportunity to be shipboard.
No Default
	Finding the way across the trackless ocean or along treacherous shores.  A working knowledge of astronomy is needed for voyages that cross large bodies of water while out of sight of the land.
	The task level should vary depending on how familiar the navigator is with the stars from his current vantage point and if he already has a general idea of where the ship is.  That said the average task level should be 100.
	Success indicates that the navigator knows where the ship is, failure means he is lost.  The higher the success level, the closer the navigator is in his estimation of where the ship is and the greater the failure the farther off he is.

Seamanship	Base : 2	1 point : 8	Base Atr : PD	
Prerequisite : Must have had experience on a ship.
Default :1/2 PD
	The general business of being a sailor, knowing about knots, jibs, pirates and other things land lubbers don’t understand.  This skill will cover just about any everyday job a sailor does that isn’t already covered by another skill.
	The task level will vary depending on why the skill role is needed.
	The GM should interpret the meaning of the success roll.  Since this skill is very generic, no success list is included.