Appraising (1): Knows the value of the various treasure at an event. Will be given a list of the base value of all the common types of treasure and can look under the tape of a unique piece of jewelry to find out its true base value.
Fence (1, 1, 1): Character may sell searchable items (Jewelry, Gems, Treasure, Tools, Holy Relics, etc...) at base value between events. For each level of this skill, character may fence 20sp per level worth of items or 1 non-measured item (i.e magical weapon). You must have "Appraising" before taking this skill. If an item is quick manufactured (its going to be marked as such) it is only worth 1/10th of the base cost when fenced.
Farming (0.5): Character can declare the Farming occupation.
First-Aid (1, 1): Can heal limbs by wrapping a 10' elastic bandage on limb. No limb can have more than three bandages on it, and the bandages may not be removed without a Heal Limb spell or effect. If a heal limb spell is cast on a limb that is working due to first-aid ribbons, not Heal Limb ribbon is needed-just touch the limb and perform the chant and all first aid ribbons may be removed. The bandages may not be used more than once per event.
With level 2 First-Aid, the character can also temporarily bring someone back to life. If a character with first aid gets to a corpse that died within a minute of death (if a character is lit on fire or ever says "Rot!", "Stink!", etc..., than it is too late as well), he may wrap three 10' elastic bandages around the players body and the player is once again alive. The player will die again in 10 minutes if not magically raised or resurrected. No more than one set of 3 first aid ribbons may be on one person's body at a time. Raise dead on a person who is alive due to first aid still requires all the ribbons as normal, but once the spell is cast the first aid ribbons may be removed.
Fishing (0.5): Character can declare the Fishing occupation.
Fire Building (0.5): Character can light fires without Flint & Steel. He may also use Flint & Steel and count by 2s for lighting fires. See "Burning Things" in the "Basic Event Rules" section for more details.
Language (0.5 each): Each half-month in languages lets you add another language that your character speaks to your background's starting number. See "Languages" for a list of possible languages to chose from.
[Something] Lore (0.5 each): Character is an expert on [Something]. The event-holder should review all the lores and brief the characters with these lores on specific details relating to the [Something] within his event on check-in - or give them sheets with the information on them. The more specific [Something] is, the more detail is given. The eventholder should also give them extra information about [Something] that does not have to do with their event to be sure not to tip off these knowledgeable characters. At the beginning of each event, the character may ask the event holder one question relevant to the particular lore. The evnt holder may answer "I don't know" if he or she truly does not know.
Common examples: Creature Lore, Undead Lore, Political Lore, Demon Lore, Dragon Lore.
Mining (0.5): Character can declare the Mining occupation. Character may bring in occupational money from Mining (only) as coinage or as uncut gems (at their normal uncut value) or some combination thereof at their option.
Reading/Writing (1, 0.5 each thereafter): Allows the character to read and write a language that he already speaks. For his first Reading/Writing language, this costs 1 month, for each additional language it only costs half a month. Without this, the character is illiterate and cannot read anything, not even scrolls that the character could otherwise read.
Rock Climbing (0.5): Character can traverse steep rocks without an anchored rope at a heal-toe walk. He can do so using an anchored rope at a slow walk.
Seamanship (0.5): Character knows how to operate a ship and navigate at sea. Characters may not use a boat (other than a raft) unless at least one of their members has this skill. If all characters with this skill die, the boat can no longer move - or will drift with the current.
Storytelling (0.5): Character can declare the Bard occupation.
Swimming (0.5): Character can traverse water at a slow walk without an anchored rope. He may drag another character, rope, or corpse with him at a heal-toe walk (or slow swim). He may NOT bring massive objects (like boulders) across water. A character with the Vulnerability to Water racial disadvantage can NOT take this skill as they can not stand water long enough to learn how to swim in it.
Agriculture (0.5, 0.5, 0.5, 0.5): Requires Herbalism skills of the appropriate level. Allows the character to 'grow' new doses of herbs that the character possesses before an event. Character may grow one dose for every two that are previously possessed.
Dissection (1-j): Character may spend half an hour dissecting the corpse of a character or NPC. If done on a generic NPC full-blooded member of a race - the character gains a lore skill for that creature type at the end of the half hour. If done on any other NPC or PC, it causes permanent character death to the target. Will not work on magical creatures, non humanoid creatures, or creatures from other dimensions or plains. Note that this skill requires journeyman Dissection tools.
Identify Potions (0.5, 1, 1, 1.5): Character may identify potions by looking under their label for their effects. At level 1: character can identify only basic potions. At level 2: up to advanced potions. At level 3: special potions. At level 4: magical potions.
Herbalism (0.5, 0.5, 1, 1): Character may identify herbs by looking under their label for their effects and uses. At level 1: character can identify only basic herbs. At level 2: up to advanced herbs. At level 3: special herbs. At level 4: magical herbs.
Make [Basic Potion] (0.5): Character can make potions of 1 (chosen upon taking this skill) basic potion type and bring them into game - see "Potions" for the associated costs. One must be able to read and write at least 1 language before he may take this skill.
Make [Advanced Potion] (1): Character can make potions of 1 (chosen upon taking this skill) advanced potion type and bring them into game - see "Potions" for the associated costs. One must be able to make at least 2 types of basic potions before he may take this skill.
Make [Special Potion] (1): Character can make potions of 1 (chosen upon taking this skill) special potion type and bring them into game - see "Potions" for the associated costs. One must be able to make at least 2 types of advanced potions before he may take this skill.
Make [Magical Potion] (1.5): Character can make potions of 1 (chosen upon taking this skill) magical potion type and bring them into game - see "Potions" for the associated costs. One must be able to make at least 2 types of special potions before he may take this skill.
Mix Potions (0.5): Character can mix multiple potion effects into one potion. Any potions the character can create can be placed in the same potion, but both must be made at the same level, so potion effects of different levels require at least one potion to be modified in level. The cost of the potion is simply the sum cost of each of its components.
Note that both potion effects occur SIMULTANEOUSLY. So, for instance a "Raise Dead" potion mixed with a "Toxin" potion will just kill the player, not kill then raise them, since the Raise Dead does not happen after the Toxin kills the player. Any complications of the potion combination's effects must be specified in the potion label's description so players know how the mixed potion will effect them.
Enhance Potions (0.5, 0.5, 0.5, 0.5): Character can make any Basic
(at level 1), Advanced (at level 2), Special (at level 3) or Magical (at
level 4) potion last twice as long as normal before expiring for an
addition cost of 40% of the potions normal cost.
Some skills allow a character to make items of "High Quality". High Quality items are exactly like normal items, except the props for them should be well made and maintained - labelled "High Quality" and cost 10 times their normal cost.
Silver items such as walls, chains, locks, etc, are "special" level items, but require the maker of such to have the Make Item skill at a "magical" level. The normal extra cost for silver is required.
Make Armor (0.5-j, 0.5-j): Can make armor and bring it into play at base cost. Can make only level 1 armor at level 1. Can make either level 1 or level 2 armor at level 2.
Make Arrows/Bolts (0.5, 0.5-m): Can make arrows and bolts and bring them into play for free. With level 2, can make high quality arrows and bolts and can silver existing arrows and bolts at a cost of 10sp per arrow or bolt.
Make Axes/Hammers (0.5-j, 0.5-m): Can make axes and hammers and bring them into play at base cost. With level 2, can make high quality axes and can silver existing axes and hammers at a cost of 1sp per 2" of total weapon length (round up).
Make Bows (0.5, 0.5-m): Can make bows and crossbows and bring them into play at base cost. With level 2, can make high quality bows and can silver existing bows and crossbows at a cost of 1sp per 2" of total weapon length (round up).
Make Clubs/Maces (0.5-j, 0.5-m): Can make clubs and maces and bring them into play at base cost. With level 2, can make high quality clubs and can silver existing clubs and maces at a cost of 1sp per 2" of total weapon length (round up).
Make Flails (0.5-j, 0.5-m): Can make flails and bring them into play at base cost. With level 2, can make high quality flails and can silver existing flails at a cost of 1sp per 2" of total weapon length (round up).
Make Flint & Steel (0.5): Can make flint & steel and bring it into game at base cost.
Make Javelins (0.5-j, 0.5-m): Can make javelins and bring them into play at base cost. With level 2, can make high quality javelins and can silver existing javelins at a cost of 1sp per 2" of total weapon length (round up).
Make Locks/Keys/Chains (0.5-a, 0.5-j, 1-m, 1-g): Can make locks and keys and bring them into game. At level 1, can make basic locks, keys and chains at base cost. At level 2, can make advanced locks, keys and chains at base cost. At level 3, can make special locks,keys and chains at base cost. At level 4, can make magical locks, keys and chains at base cost - but the lock is just a special silver lock until a mage casts Enchant Item on it.
This skill can be used to make shackles as well. To make a shackle, you must pay the cost for each lock and key, and the cost for at least 1' of chain (more if you make the chain longer).
A character who can pick a lock or already has one key for it, and can make the correct level key, can make keys for a specific lock between events.
Upon making this items the blacksmith must inscribe his symbol or name upon the item in order to more specifically delineate keys and locks.
Make Pitons/Hooks (0.5-a): Can make pitons and grappling hooks at base cost and bring them into play.
Make Rafts/Boats (0.5-a): Can make rafts for free out of any wood, and bring into play small boats at base cost.
Make Shields (0.5-j, 0.5-m): Can make shields and bring them into play at base cost. With level 2, can make high quality shields and can silver existing shields at a cost of 10sp per square foot of total shield surface area (round up).
Make Siege Engines (1): Requires 2 months of other Blacksmithing/Craft skills. Allows the character to build siege engines and boulders.
Make Spears (0.5-j, 0.5-m): Can make Spears and bring them into play at base cost. With level 2, can make high quality spears and can silver existing spears at a cost of 1sp per 2" of total weapon length (round up).
Make Staffs (0.5-j, 0.5-m): Can make staffs and bring them into play at base cost. With level 2, can make high quality staffs and can silver existing staffs at a cost of 1sp per 2" of total weapon length (round up).
Make Swords (0.5-j, 0.5-m): Can make swords and daggers and bring them into play at base cost. With level 2, can make high quality swords and can silver existing swords at a cost of 1sp per 2" of total weapon length (round up).
Make Tools (0.5-a, 0.5-j, 0.5-m, 0.5-g): Can make tools and bring them into game at base cost. Level 1 allows the character to make any basic tools, level 2: any journeyman tools, level 3: any master tools, and level 4: any grand master tools.
Make Torches (0.5): Can make torches and bring them into game at base cost.
Make Traps (0.5-a, 0.5-j, 1-m, 1-g): Can make traps of the level attained in between events.
Make Walls/Doors/Boxes (0.5-a, 0.5-j, 1-m, 1-g): Can make Walls/Doors/Boxes between events. Level 1 and 2 also allow the character to break the same level of Walls/Doors/Boxes.
Repair Armor (1-a, 1-a): Can repair armor on field with tools. This takes a 100-count per point of armor to repair with the tools in hand and the armor layed out on the ground. Can repair only level 1 armor at level 1. Can repair either level 1 or level 2 armor at level 2.
Apprentice Jeweler (0.5-a): Can cut 1 gem or make 1 piece of jewelry before each event - but only if the character is, or is working with, someone who has at least Jeweler: Level 1. See "Jeweler" for costs.
Jeweler (0.5-j, 1-m, 1-g): Can cut 2/5/8 (2 at level 1, 5 at level 2, 8 at level 3) ems that he possesses the uncut versions of, or make 2/5/8 pieces of jewelery at 80% (round up) of their base cost before each event. These are in addition to the 1 for Apprentice Jeweler (so the total number will be 3/6/9). If the jewelry's base cost is unknown, a marshal (other than the jeweler) must set its base value before the player may pay to bring it into game. Jewelry that is not on the main appraising list must have its value written on it obscured by a piece of tape that those with appraising may look under. You must have "Apprentice Jeweler" and "Appraising" before taking this ability.
Assassination:
Crushing Backstab (1, 1, 1): Character can declare any of his own attacks with a particular type of weapon to an opponent - while the opponent cannot see the character - to be "crushing" by saying "crushing" upon swinging. Even if it misses, the ability has been used. At level 1, the character can use this ability with a level 0 weapon, at level 2 - a level 1 weapon, at level 3 - a level 2 weapon. To take this skill, a character must have 2 other months in rogue skills or rogue classes.
Theft:
Fast Search Visible (0.5): When doing a "Search Visible", player may count by 2s when doing the search to cut the search time in half. Player should say "Fast Search Visible" instead of "Search Visible".
Fast Search Concealed (1): When doing a "Search Concealed", player may count by 2s when doing the search to cut the search time in half. Player should say "Fast Search Concealed" instead of "Search Concealed". A character must have "Fast Search Visible" before he may chose to get this skill.
Fast Search Hidden (1): When doing an "Search Hidden", player may count by 2s when doing the search to cut the search time in half. Player should say "Fast Search Hidden" instead of "Search Hidden". A character must have both "Search Hidden" and "Fast Search Concealed" before he may chose to get this skill.
Search Hidden (1): Can do an "Search Hidden" while searching a corpse, which will even find well-hidden items (See "Basic Event Rules"). A character must have "Fast Search Concealed" before he may chose to get this skill.
Pickpocketing (1, 1, 1): Character can declare the Pickpocket occupation to earn extra income at character check-in. See "Pickpocket" Occupation for details. A character must have at least 5 months worth of other rogue skills, or 5 months in a rogue class, before taking this skill.
Stealth:
Hide Small Item (1): Can make 1 item, or up to 10 small items in a pouch, which are in total no more than the size of a baseball "well hidden" on his person. These items are not found by normal searches, only a "Search Hidden". These items must truly be hidden (see Hiding in the "Basic Event Rules" section), and if accessed, must be re-hidden or they are no longer considered to be hidden. Only one set of items may be hidden on any person at any given time. Before he may chose to get this skill, a character must have at least 4 months worth of other rogue skills, or 4 months in a rogue class, which must include at least both "Fast Search Concealed" and "Search Hidden".
Hide Level 0 Weapon (1): Can make a level 0 weapon "well hidden" on his person. This weapon is not found by a normal search or disarm, only a "Search Hidden". This weapon must truly be hidden (see Hiding in the "Basic Event Rules" section), and if accessed, must be re-hidden or it is no longer considered to be hidden. Before he may chose to get this skill, a character must have at least 4 months worth of other rogue skills, or 4 months in a rogue class, which must include at least both "Fast Search Concealed" and "Search Hidden".
Hide Level 1 Weapon (1): Can make a level 1 weapon "well hidden" on his person. This weapon is not found by a normal search or disarm, only a "Search Hidden". This weapon must truly be hidden (see Hiding in the "Basic Event Rules" section), and if accessed, must be re-hidden or it is no longer considered to be hidden. A character must have "Hide Level 0 Weapon" before taking this skill.
Hide Level 2 Weapon (1): Can make a level 2 weapon "well hidden" on his person. This weapon is not found by a normal search or disarm, only a "Search Hidden". This weapon must truly be hidden (see Hiding in the "Basic Event Rules" section), and if accessed, must be re-hidden or it is no longer considered to be hidden. A character must have "Hide Level 1 Weapon" before taking this skill.
Hide in Shadows (2, 1, 1): Character can assume the "Invisibility" pose while standing completely in shadows or while in a very dark area. At level 1, character can not move while so hidden. At level 2, character can move while hidden at a heel-toe walk. At level 3, character can move while hidden at a slow walk. No matter the level, character may not move while hidden while wearing any level 2 armor (including magical and holy armor spells and the like). A character must have at least 6 months worth of other rogue skills, or 6 months in a rogue class before taking this skill.
A character is not allowed to hide in shadows if they are carrying a longer than 5 foot weapon. If a weapon is carried by the character it has to be fully covered or sheathed, except the handle of the weapon. Otherwise the person is visible. During the night if someone is using the hide in shadows ability and another character is able to spot them, but not being able to see the hide in shadows sign the character can see the person hiding in shadows. However if its obvious that someone is using the hide in shadows sign then they are hiding in shadows and are not seen.
Burglary:
Along with the month costs for the skills, lock-picking tools requirements
are listed for each level of the skill. None (n), Apprentice (a),
Journeyman (j), Master (m), or Grand Master (g) lock-picking tools may be
required for any of these skills. If tools are required for a level, the
abilities given to that level can not be used without the tools being
present. Note that any level of tool includes the previous levels - so if
an ability requires master tools, it also requires journeyman and
apprentice tools.
Disarm Traps (.5, .5, 1, 2): Allows character to ignore all effects of opening the trapped item, if the trap is of the appropriate level.
Pick Basic Locks (1): Can pick any basic (brown) lock that is not marked "unpickable" in a 1-count (1 second).
Pick Advanced Locks (1): Can pick any advanced (grey) lock that is not marked "unpickable" in a 10-count (10 seconds). A character must have "Pick Basic Locks" before taking this skill.
Pick Special Locks (1): Can pick any special (black) lock that is not marked "unpickable" in a 100-count (100 seconds). A character must have "Pick Advanced Locks" before taking this skill.
Pick Magical Locks (2): Can pick any magical (red & blue) lock that is not marked "unpickable" in a 1000-count (1000 seconds). A character must have "Pick Special Locks" before taking this skill.
Escape:
Escape Basic Chains (0.5): Can escape from any basic (brown) chains or shackles.
Escape Advanced Chains (0.5): Can escape from any advanced (grey) chains or shackles. A character must have "Escape Basic Chains" before taking this skill.
Escape Special Chains (1): Can escape from any special (black) chains or shackles. A character must have "Escape Advanced Chains" before taking this skill.
Escape Magical Chains (2): Can escape from any magical (red & blue) chains or shackles. A character must have "Escape Special Chains" before taking this skill.
Reconnaissance:
Rumormongering (0.5, 0.5): The character may add or remove up to 3 (at level 1), or 6 (at level 2), rumors at each event. The player must make sure to tell the eventholder what he is doing with this with ample time before the event for the event-holder to make the change.
Added rumors may be about anyone or anything and that rumor will be distributed at the event in its original form without any modification (within reason). Removed rumors must be carry-overs from a previous event in which the character received the rumor. The character shows/tells the rumor to the event-holder, and it must be removed from the rumor pool before the event.
Scouting (0.5, 1, 1.5): The character is good at determining the lay of the land, and can observe things from a distance without being noticed. Characters with level 1 scouting will get a brief description of the event site from the event-holder. Those with level 2 scouting also get a rough map. Those with level 3 also get a more detailed map.
Sleuth (1): The character may, immediately upon receiving his rumors, ask the event holder whether 1 specific rumor is true or false. Eventholder must answer honestly and may elaborate as much as he desires, but he is not required to answer more than "true" or "false". The event holder need not go find out the information, and "I don't know" is also a valid answer - as long as it is true. You must have both Rumormongering: Level 2, and Streetwise: Level 2 before taking this skill.
Streetwise (0.5, 0.5): The character will get at least 25% (at level 1), or 50% (at level 2) of the rumors that will circulate during an event during character check-in. Which of the rumors the character gets is chosen by the event-holder.
Understand any language (1): Can understand any non-magical speech, no matter what language it is in. If the character has any Reading/Writing skills, he can also read any item not in a magical language. This does NOT give the character any ability to write or speak these languages, only to read (if they are literate) and understand them. In order to get this, the character must already have two months in other rogue skills, or 2 months in a rogue class.