Training is skills or proficiencies that they have been trained in through a creatures life time. When a creature wants to do an action that will have an unknown result the player must make an attribute check. Attribute checks are things from climbing a rock cliff, to deceiving the local guard to let you pass. There are four attributes that are used for making attribute checks they are Power, Finesse, Mind, and Personality.
Attribute Checks Edit
To make an attribute check a creature must roll 3d10H and roll equal to or below the appropriate attribute score. Difficulty dice are decided upon by the game master or the skill of an opposing creature.
Opposed Checks Edit
Some actions will require an opponent to make a save such as move silently these are called opposed checks. When making an opposed check the creature initiating the opposed check has a choice. They may attempt the action without rolling an attribute check giving the opponent difficulty dice equal to 2d10 + 1d10 per training. They may also attempt to increase the difficulty with a chance of failing at the attempt. For each difficulty die you give your self on a the attribute check you may increase the saves difficulty dice.
Example Opposed check Edit
A rogue trained in move silently with a Finesse of 15 is attempting to sneak past a warrior with a 12 Perception. The rogue may just try to sneak past the warrior without rolling an attribute check giving the warrior an average difficulty save (2d10) vs Perception to not notice the rogue. Also knowing his chances are not good enough to sneak past decides to make a move silently check verses his Finesse at a Hard difficulty (4d10H). With being trained he removes a die and rolls 3d10 getting a 10, 5, and 1 for a total of 15. Now with a successful move silently check the warrior must make a Hard save verses his perception rolling 4d10. He rolls 7, 4, 2, 2 getting an 11 making his perception check and noticing the rogue!
Training can also be improved and goes from Trained (-1d10), Expert (-2d10), Master (-3d10), to Grand Master (-4d10). The following chart shows the number of d10’s used to adjust the difficulty.
Difficulty scores have 5 base levels and are defined in the following table.
|Difficulty Dice||Average Roll||Description||Example|
|3d10L||8||Easy||Smash a simple wooden door|
|2d10||11||Average||Keep from getting lost in a forest.|
|3d10H||14||Moderate||Spot a secret door.|
|4d10H||16||Difficult||Disarm a standard trap.|
|5d10H||18||Hard||Find a magical trap.|
Automatic Success and Failure Edit
To aid in keeping unimportant dice rolls from slowing down the game the following defines if an action can be made automatically.
- Adjusted dice equals less than an easy difficulty it is an automatic success.
- Adjusted dice equals more than 5 then the attempt is an automatic failure
To simplify this an expert does not need to make easy checks, a Master does not need to make average or easy checks, and a grand master does not need to make moderate or less checks
Example Automatic Success Edit
A rogue needs to enter a storage room that has a standard lock on it (Moderate difficulty 3d10H). He is a grand master at picking locks and reduces the difficulty by 4 making the roll less than an easy check. The rogue does not need to roll and automatically gains entry.
The following are some actions a creature can be trained in and by no means is this list definitive. These will be used in the backgrounds and profession sections, but many more can be created and used within the game.
Balance: You may wall on small surface based upon the difficulty dice.
Jump: +5’ per difficulty die.
- 0 to 5' Easy (3d10L)
- 6’ to 10' Average (2d10)
- 11 to 15’ Moderate (3d10H)
- 16 to 20’ Difficult (4d10H)
- 21’ to 25’ Hard (5d10H)
Tumble: You can dive, roll somersault, and flip. Specifically you can reduce fall damage by 10’ (Moderate 3d10H) or move at half your speed staying disengaged in battle (Difficult 4d10H).
You have learned to perceive things better than most people. You may reduce your perception die when making a save versus Deception, Persuasion, and Sneaking.
A creature can do physical actions better than most such as climb, jump and sprint.
Climbing: You can climb a wall on a successful check. The GM will select the appropriate Difficulty Dice.
Swimming: You can swim on a successful check. The GM will select the appropriate Difficulty Dice.
You can craft objects on a successful check. You must select a craft you know such as alchemy, armor, carpentry, leather working, pottery, or weapons. The GM will select the appropriate Difficulty Dice.
You can disguise yourself as well as create forged documents making your opponents save versus Perception.
You can persuade others to listen to you and maybe even change their minds or attitudes by making your opponent make a save versus perception.
Disable Device Edit
You can disable traps and other intricate devices.
- Jam a lock (Average 2d10)
- sabotage an object (Moderate 3d10H)
- disarm a normal trap (Difficult 4d10H)
- disarm a complex trap (Hard 5d10H).
You can also open a locks of varied difficulty, such as Average, Moderate, Difficult or Hard.
Escape Artist Edit
You can attempt to escape bonds by slipping out of them.
- Remove ropes (Average 2d10)
- Nets (Moderate 3d10H)
- Manacles (Difficult 4d10H)
- Finely crafted Manacles (Hard 5d10H).
Handle Animal Edit
You can command an animal to perform a task.
- Perform a trick (Average 2d10)
- Riding with your knees (Average 2d10)
- Leaping while riding (Moderate 3d10)
- Riding in combat (Moderate 3d10)
- Have creature fight (Moderate 3d10H)
- Fast mount or dismount (Difficult 4d10H)
- Have a creature guard (Difficult 4d10H)
You can survive in the wild
- Foraging (Easy 3d10L)
- Keep from getting lost (Average 2d10)
- Survive severe weather conditions (Moderate 3d10H)
- Predict the weather (Difficult 4d10H).
You can make a check to help a wounded creature.
- First aid (Average 2d10)
- Long-term care (Average 2d10)
- Treat poison or diseases (Moderate 3d10H).
You are good at finding information and searching an area for hidden objects or clue.
- Ransack a chest full of junk (Average 2d10)
- Notice a typical secret door (Moderate 3d10H)
- Finding a trap (Difficult 4d10H)
- Finding a magical trap (Hard 5d10H)
Knowledge Languages Edit
Languages are a knowledge and multiple languages may be known by taking the Knowledge (Language) skill.
You can determine the value of a items.
- Common items (Average 2d10)
- Exotic items (Difficult 4d10H)
- Very rare items (Hard 5d10H).
Failure by 5 or more gives an incorrect value.
Haggle: You can talk people up or down on price by making your opponent make a save vs perception.
You can entertain an audience. You must select a specific technique that you can perform. A small list is Acting, Comedy, Dance, Keyboard instrument, Oratory, Percussion instrument, String instrument, Wind instrument, or Singing. With your talent you can attempt to do specific types of performances.
- Routine performance (Easy 3d10L)
- Enjoyable performance (Average 2d10)
- Great performance (Moderate 3d10H)
- Memorable performance (Difficulty 4d10H)
- Extraordinary performance (Hard 5d10H).
Reading and Writing Edit
You can read and write in a known language. You must take this skill for each language you would like to be able to read and write in.
Sleight of Hand Edit
You can do many quick handed actions that go unnoticed.
- Lift an unattended object (Average 2d10)
- Hide a small weapon (Moderate 3d10H)
- Lift a small object from another person (Difficult 4d10)
If you are being watched closely doing any of these acts then also make an opponent save versus Perception to be seen doing the above actions.
You can hide or move silently from a creature by making an opponent save versus Perception.