SPECIAL SKILLS

When a character gains a Special Skill it means that a character can do the tasks explained in the skill's description better than normal. It doesn't mean that a character without a Special Skill couldn't do the tasks. Characters can perform almost all actions even without Special Skills, but there are some actions that characters can't perform without a skill value of at least 1. Common sense can be used to determine which they are. The Additional Language skill, for example, is one of these. Also, when a character has a Special Skill he may be able to perform some basic actions related to the skill without a check. A check should only be required when the attempted action is difficult enough.

The skill values can normally be between 1 and 20 as it is with characteristics. Skill values beyond 20 are considered to give miraculous benefits, and it is up to the GM to decide if these are allowed. The Characteristics usually used with the skill are indicated after the skill names, but note that many different Characteristics or an average of Characteristics can be applied depending on how the skill is used. The skill descriptions give basic guidelines on what the skill can be used for, but the GM's decision is final. The skill list is in no way exclusive. Skills can be added or removed by the GM however he sees fit.

SPECIAL SKILLS
Acting (CHA) This skill allows a character to pretend to be someone who he or she is not. It also gives the character means to deal with and perform before large crowds.
Additional Language (INT) Every species has their own language. This skill allows the character to have learned an additional language due to travels, personal interest, etc. Even a value of 1 in this skill gives the character an ability to speak the language understandably when speaking of everyday subjects, but a check is required in difficult situations.
Burrowing (DEX) Characters with this skill can dig burrows, holes, tunnels, etc. with suitable tools. He is also able to design and construct their structures and supportive constructions. The character might also detect ores and rock types and know where to search for gems. The character also has a keen sense of directions, humidity and temperature when underground.
Camouflage (DEX/AGL) This skill helps the character to blend in with the surrounding environment. Leaves, mud, undergrowth, etc. as well as natural objects with similar textures and shapes as the color patterns on a character's hide can be used as means of camouflage. Camouflage is most effective when a character stays still but it also provides some help when moving.
Clothworking (DEX/INT) Characters with this skill are trained in making clothes, blankets, curtains and other items made of fabric that last and look good. They can also make fabric from thread, repair and otherwise alter it, etc.
Dowsing (SCE) This skill means that a character can smell and locate sources of underground water with his or her natural instincts. The possibility of finding water is highly dependent on the environment, and in certain places it is impossible.
Empathy (INT) The character can easily notice and understand how another feels. He also has extensive knowledge on how to help characters in different situations, making them calm down, be coherent, even perform a task, etc.
ESP (INT) Extra sensory perception. Characters with this talent can sense the presence of other creatures within 50 meters, accuracy depending on the vicinity. The character has no precise estimate of how many creatures there are, he just feels the presence of one or more. The character can also tell when he is being followed or watched. The GM should secretly make a check when appropriate to determine whether the character has "a peculiar feeling".
Evaluate (INT) This skill allows a character to estimate other creatures' strengths, skills etc. with a relatively small margin of error. He can also estimate the value of gems, foodstuffs and other goods.
Evasion (AGL) This honorable skill helps the character when fleeing from combat or opposing a character trying to initiate combat. It also gives the character extra MPs equal to this skill's value, and makes him harder to detect when moving and staying still.
Excellent Memory (INT) The character can remember something he has read, seen, heard, smelled, touched, etc. much better than normal.
Fake Death (CON) The character is able to lower his life signs such as heart beat, breathing, etc. making it difficult to detect whether he is alive or not.
First Aid (INT) This skill allows a character to heal another one. He can even heal himself if he is conscious and not hindered by other circumstances. The healed character recovers an amount of HPs equal to the Outcome of the check. An injured character can receive First Aid only once every six hours. Special tools and ingredients might be needed in certain situations.
Gambling (INT) This skill gives the character extensive knowledge and understanding of the various forms of gambling. This gives him advantage in win, but he can also lose when he wants.
Heat Tracking (VIS) The character has the ability to see the heat radiating from the path a creature journeyed even if no footprints or similar are visible. This helps to detect tracks and to follow them from far away. The outcome of the check determines the maximum age of the pirints in hours that a character can detect.
Hypnotize (CHA) A hypnotist can place an another subject in a trance, using a swinging bauble, chant or similar. The hypnotized character remains in a trance for a certain amount of minutes and he must also answer truthfully to a certain amount of questions or perform a certain task. All these are determined by what the outcome of the check is.
Knowledge: Creatures (INT) This skill allows the character to have a fairly accurate knowledge of how creatures behave in different situations. The character can also determine where and how creatures live (useful for finding prey), what they eat, what kind of social structures and relations they have among each other and other species, etc. The GM reveals this knowledge when needed, and assigns a check when appropriate.
Knowledge: Drinks (INT) This skill allows a character to have extensive knowledge about preparing and preserving drinks and their ingredients. He/she also knows where to find the ingredients and can tell whether water in a lake, pond or similar is good to drink. It also helps him to detect the presence of alcohol, poison, hallucinogens, etc. in a drink or in other difficult situations.
Knowledge: Food (INT) This skill allows a character to have extensive knowledge about preparing and preserving foodstuffs. He or she can also make meals that both look and taste good. It also helps him to detect the presence of poison, hallucinogens, etc. in food or in other difficult situations.
Knowledge: History (INT) Characters with this skill have extensive knowledge of the most important and notable events that have occurred in their home area during at least the last 2 generations. The character also has less detailed knowledge of non-local history. The GM will reveal possible knowledge when a need should arise.
Knowledge: Minerals (INT) This allows a character the knowledge to refine metal from ore and isolate an element from its compound to produce iron, copper, lead, etc. He or she also knows how and where to search for ore. The character is able to mix metals correctly to produce alloys such as pewter, mild steel, etc.
Knowledge: Plants (INT) This allows a character to have a good knowledge of plants. The character can identify plants, knows where to find them, which ones are edible, etc. The character also knows which plants are used for drugs, poisons, producing colors, etc.
Light Sleeper (HEA/SCE) The character is able to sleep very lightly. He can easily notice disturbances close by when sleeping, and is immediately ready for action when waking up to these.
Lip Reading (INT/VIS) This skill allows a character to determine what another one is saying by following the movement of his lips. The character must have a clear view and be within a suitable range in order to see clearly. The character can only interpret those languages that he can understand. Distance and other conditions make a big difference.
Manners (CHA) A character with this skill knows how to behave, and what to let out of his mouth in most situations. This helps the character in all situations of the GMs discretion when dealing with members of royalty or other high society.
Manufacture Jewelry (DEX) This skill allows a character to manufacture jewelry from a single category of materials. The character can be skilled working with gold, silver, gems, bone, etc. Special tools are sometimes needed to manufacture the items. The value of a manufactured item item is based on the outcome of the check. Multiple copies of this skill can be gained, each one giving the character knowledge of working with another material.
Mapping (INT) This skill allows a character to produce and read maps. They can recognize geographical features, and depict unknown areas, etc. They are also good at remembering distinctive features and directions. So they can navigate fairly easily in cave systems and other labyrinthine constructions.
Mathematics (INT) This skill allows a character to have a gift for calculation. The GM should make a check secretly and give the character information depending on the outcome.
Metalworking (DEX) This skill allows a character to work with common metals such as iron, steel, copper, etc. He or she can construct and repair items such as nails, cauldrons, weapons and armor. He or she can also carve decorative items. This skill does not allow a character to refine metal from ore. Remember that metal is rarely used or mined in this game's world.
Mimic (INT/CHA) Mimics can reproduce sounds and voices very much like the ones they have heard.
Musicality (DEX/INT) This skill allows a character to have knowledge and training of one of these categories: singing, playing stringed instruments, playing wind instruments, or playing percussive instruments. The character will gain a skill for an additional category when he/she gains this skill again. The character can also improvise, compose, and recognize notes and harmonies, etc.
Orienteering (INT) This skill provides the character with an accurate sense of direction. He can always tell where north is, and can navigate through most circumstances with little or no chance of getting lost.
Pick Lock (DEX) Characters with this skill can naturally attempt to pick Locks or otherwise gain entrance using special or improvised tools. The character can attempt in picking a lock up to 3 times, after that all further attempts fail automatically.
Pick Pocket (DEX) This skill allows a character to snatch something carried by another creature without being noticed. If the character is trying to snatch something particular he must know its location, Otherwise he will snatch an amount of random items determined by the outcome of the check.
Read/Write (INT) This skill allows a character to read and write texts of all the languages he or she knows. Normal texts can be read and written without a check, but difficult or uncommon texts require one.
Resistance: Cold (CON) A character with this skill can resist the effects of low temperature to a certain degree. Every 1 point in this skill increases the character's resistance to low temperature by 2°. It also helps when determining the amount of time a character can withstand excessive low temperature.
Resistance: Disease (CON) This skill allows a character to resist catching diseases or their effects. Some diseases are harder to resist than others, and it is possible for a character to carry a disease without suffering the effects (and therefore expose others to it).
Resistance: Drought (CON) This talent allows a character to get by with considerably lower amount of liquid than normal characters. The outcome of a check determines how much longer than normal a character can stay alive with no water. Only one check can be made until the character has once again drank enough.!!!!
Resistance: Heat (CON) A character with this skill can resist the effects of high temperature to a certain degree. Every 1 point in this skill increases the character's resistance to high temperature by 2°. It also helps when determining the amount of time a character can withstand excessive high temperature.
Resistance: Hunger (CON) This talent allows a character to get by with considerably lower amount of food than normal characters. The outcome of a check determines how much longer than normal a character can stay alive with no food. Only one check can be made until the character has once again eaten enough.!!!!
Resistance: Poison (CON) This skill allows a character to resist the effects of poisons. Some poisons are harder to resist than others and some may stay in the character's blood for some time.
Riding (DEX/AGL) This skill allows a character to know special techniques of riding other creatures, etc. He can hold on to them easily, and even perform other actions at the same time. He can also control and give instructions to the ridden creature with subtle gestures, etc.
Scaling (SPD) This skill naturally allows a character to climb any vertical surface without complications. It helps when determining how fast a character can climb. He or she will need all his or her limbs free in order to do so. He/she can also climb with 3 limbs, but his/her movement rate will suffer a penalty of the GM's discretion. Possible modifiers are also assigned depending on how slippery, rough or otherwise difficult the surface is.
Seduction (CHA) This skill makes use of the character's attractive physical appearance and behavior. He is especially good at talking to and making an impression on the members of the opposite sex.
Sneaking (AGL) This skill allows a character to move causing extremely little noise.
Speechless Communication (INT) A character has a special talent to communicate with others when they don't speak the same language. The character will easily understand and convey "simple" information like feelings, wishes, intentions, etc., but the more difficult situations will require a check.
Stoneworking (DEX) This allows a character to be experienced in working with stone. He or she can construct and repair items such as pillars, and other building elements. He or she can also carve decorative items.
Storytelling (INT) A character with this skill is able to conjure entertaining and captivating tales, jokes, etc. He can also impress or confuse others by talking for ages without actually meaning anything.
Swimming (SPD) This naturally allows a character to swim. He or she may do so at the maximum speed of half his normal movement rate. Add this skills value to your SPD value when determining how fast he can swim.
Tailing (AGL) Characters with this skill are able to follow someone without being noticed.
Time Sense (INT) This skill allows a character to have accurate knowledge on what time, day, month, week, year, etc. it is. He can also easily tell how much time has passed between certain points in time.
Tracking (VIS/INT) This allows a character to follow a trail without being slowed down. The character can distinguish a trail from the marks left behind (footprints, leftovers, excrement, etc.). He can also estimate the number and species of character(s) followed, and the distance between them and the tracker.
Trapping (DEX/INT) This skill naturally allows a character to set a concealed trap which is designed to kill or capture the victim. The character is able to disarm traps and detect traps.
Ventriloquism (DEX) This skill allows a character to speak without moving his or her lips. A check is always needed if he is under inspection.
Visual Art (DEX/INT) This skill allows a character to either paint, draw, sculpt or produce other works of visual art. The character can also detect forgeries. Multiple copies of this skill can be gained, each one allowing the character to produce works of other visual fields than those he already knows.
Weapon (AIM) This skill allows a character to be trained to use a weapon not attached to his or her physical being. It allows the character to use weapons of a single category, like 1-handed weapons, Knives/Daggers, etc. Multiple copies of this skill can be gained, each one allowing the character to use another category. Characters without the skill for a certain weapon can use it, but with a -4 modifier to their Aim (applies to hitting and parrying).!!!!
Woodworking (DEX) This allows a character to be experienced in working with wood. He or she can construct items such as bowls, chairs, doors and various decorative items. The character can also repair wooden items and constructions.