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The Land of Karn: Fantasy Role-Playing Game > Basic Rules > Skill & Skill Group Descriptions
Skill & Skill Group Descriptions
Published by Dragavan on 2006/10/16 (7014 reads)
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Basic Version

Skill & Skill Group Descriptions


This page includes all of the basic information you need use most of the skills on the list. This information includes how the skills can be used, what prerequisites or requirements they may have, and any special rules they have. The section is broken into two sections that explain major skill groups and then a list of the skills.

Some collections of skills and entire skill groups have whole sets of rules that require more room and information to explain. These are fully explained in their own sections (found later in these rules). These sections mainly cover Combat and Magic.

A Note About "Native" Skills
A note is needed about skills that require a "native" something, weather it be language, race, or others. This "Native" race or culture is usually the skill that corresponds to the characters own race, but not always. As with most of the world, there are exceptions to everything.

If the character grew up outside of their native land, their native language or culture may be that of those who they were raised by or with. Also, if the character was born with a disability that would prevent them from using one of these skills (like deafness), they may take some other skill in the place of the skill (like a spoken language can be replace with sign language). As with any variable, the final decisions on any of these are always left up to the GMs discretion.

Skill Group Descriptions
Skill groups are a collection of skills that fall under one school or training or logical grouping. Some of these groupings are more general and some are very specific. The Base Groups that separate the skills into large sections are usually more general and contain smaller skill Sub-Groups that are more specific. Some of them may need some other explanations, but most of them are at least briefly described here.

Art
This is simply a grouping of different skills that fit the classic forms of what is often called art. This does include the music group as well. Literary arts are not grouped here, but that's because writing is so heavily covered in the language sections.

Biology Groups
The skills within these groups are a deeper understanding of how the body works (from muscles to internal organs). Each type of biology group is a focused understanding of the main skill set to understand what is needed for the type of biology it is. The higher biology skills can be used to identify internal organs, figure out how they work, and even affect them if used with other skills. Some useful skills to use biology skills with are medical skills, magic that effects people, and even combat. There are different types of biology skills, all based on the different types of creatures and races in the world.

Selecting a biology skill allows the character to have the full range of knowledge about that type of biology use. Selecting a skill under Medical Biology or General Biology gives knowledge of how the internal organs work. Selecting a skill under Natural Biology only gives the more basic and surface information needed for only basic medical skills. Characters who take a lesser biology type don't automatically get higher biology groups, but people who do have higher Biology types do get the lesser skill groups for free when they take the enclosing group.

A failed roll on any of these skills means that the character has no knowledge of the specific needed information to do what they want it for at that time. They can not roll again for the same action until they study more and learn new things, but they can try for a different thing.

The more a character knows about different biology types the better they will be at any of them. For each additional biology skill they have they get a +5% bonus to their skill attempts. This is not a skill increase though, just a bonus to the attempt, so don't change the skill levels on the character sheet.

For example: Let's say a thief wants to use Natural Biology on a Rowgrran and uses Anamanoid Combat Biology at 55%. She also has Humanoid Medical Biology and Avianoid Natural Biology. This means they have a +10% for a total to roll of 65% for their skill attempt.

Higher Biology Skills
These skills are the more complete studies of the body and how it works. Each one has a general focus with that knowledge but can be used to help with things outside those strict lines with some minor negatives based on the situation. The following are descriptions of the two Higher Biology types included.
General Biology: This is a deep study of the body and how it works from a more scientific and mechanical study through the use of biology. This is more of a how it works rather than why it works standpoint of the whole thing.
Medical Biology: This is a deep study of the body and why it works as far as medical and biological needs are concerned. This is a far deeper study than just the mechanics of how the body works, but is mainly focused on what keeps the body working.

Lesser Biology Skills
These skills are smaller and far more focused studies of the body used mainly for very specific purposes. These are not all encompassing skills that can be used for several different reasons. They can only be used for what they are designed for and are replaced by higher biology skills once any of them that match are taken.
Natural Biology: This is a basic understanding of how the body works internally and what causes it to act or react in certain ways. This is mainly a basic understanding of biology for use with basic medical skills (both race and animal) but does not help with combat at all.

Combat
Combat is normally a big part of any role-playing game, and as such it deserves to have a section dedicated to all aspects of it. The LoK:FRPG is no different. All these combat related skill groups and most of the skills within them are explained in the combat section. This includes the skills found in the Basic Combat Skills, Combat Training, Advanced Combat Techniques, Basic Martial Arts, and Weapon Training skill groups.

Craftsman
This group includes the skills of builders, artists, manufacturers, and all sorts of craftsmen. This is a fairly common group among merchants and tradesmen in Senton.

Horsemanship
This is a group of skills that deal with all aspects of handling, riding, training, and caring for horses. This skill group also covers other similar pack animals, like donkeys and oxen. This does not directly cover dissimilar pack animals used in special places of the world (like Camels and Grimzid).

Language
Language skills are the ability to speak and understand different spoken languages of the world. The Basic Version of the rules only includes some of the world's common languages. As new areas are explored and expanded, new languages will also be added. The skills in this version are more than enough to give a nice collection of languages for you to play with.

Literacy
Literacy skills are the ability to read and write in different written languages of the world. The Basic Version only includes some of the worlds common written languages. As new areas are explored and expanded, new written languages will also be added. Although these can't be used as a combined skill when used to simply read or write, but can be done when working as a group to translate something from or into a certain language.

If a character has the ability to read & write a language they can not speak they will have some problems understanding what they read and won't always write in the correct structure. The language skills are understanding of the structure and form. Literacy skills are just the ability to read and understand the alphabets and written forms used by the languages.

Lore
Lore skills are simply pure knowledge based skills of basically book learning. They can be of stories, rumors, legends, rules, effects, and more about specific subjects. The Identify and Biology skills are similar, but deal more with the real factual known physical world than most of the lore skills.

Most Lore skills can be attempted by anyone, even if they don't have the skill, simply because they may have picked up a little information on the topic somewhere along the line. But they will only have the most basic information and rumors if they do succeed.

When attempting to use a Lore skill and failing, it means you have no knowledge of that area and must seek the knowledge elsewhere. At no time may a character re-roll for knowledge of something they failed to know before (unless they have had the chance to study or learn somewhere in the meantime).

Magic
This group is for those scholars who have learned about the mystic arts of magic. This group alone doesn't contain many skills, but holds all the sub-groups that specialize a character's magic knowledge. Most of these groups (especially the Spell Casting group) and skills are fully explained and listed in the Magic sections later in this book.

Magic Cantrip Use
This is a special group of spells that any person (even those not trained in real magic) can learn to use. It includes just enough knowledge of magic to be able to cast minor spells, but not enough to really train your body and mind to control anything larger. They are mostly simple basic spells, but it does open the door to casting larger spells (although with extreme danger to the caster). See the magic section for more on cantrips.

Medical
This group contains all the skills that deal with natural and surgical healing. Many of these skills require prerequisites, but most of them require other skills from this group, making them easy to acquire.

Merchant
This group is a collection of skills most used by the merchants of the land. Traveling merchants, storeowners, market stand owners, and many others use some of these skills.

Music
These are a number of special art skills only related to music. This includes both reading, writing, and playing music of all kinds.

Peasant
These are the common skills to most of the lower class. These are the skills of the farmers, field workers, and slaves.

Rogue
These are the skills of the underworld, but are not only used by criminals. Within this group are four Sub-Groups that separate the rogue skills into the four main uses they have.

Con Artist
These are the skills of the grifter, or con artist. These skills are mainly used to scam others for one reason or another and rarely directly involve violence. Card sharks, scam artists, forgery experts, and more all fall under this category.

Technical
This sub-group is the one most often used by non-criminals since locksmiths and adventurers often need these skills. Experts in this area are sometimes called mechanics.

Thief
These are the skills used by thieves and burglars. They include all the skills needed to break and enter, but once again don't necessarily involve violence. Cat burglars are the most common types to have this group.

Thug
These are the skills of the more direct thief, who targets people instead of property as their marks. Assassins, pickpockets, and just plain thugs are all part of this group. Thugs also usually take some combat skills in case their rogue skills fail.

Scholar
This group contains all the skills of the highly educated. Most people with this group have been formally educated in a school or by tutors and is usually reserved for the wealthy. These are skills of knowledge and information, with few physical skills of any kind.

Science
This is a collection of skills all related to the sciences. Other than the fact that they are all science skills this group has no special rules or information.

Sign Language
This sub-grouping of skills covers all forms of sign language. Some are racial and some are cultural. All of them need to be known by both the "speaker" and the "listener" to be successfully used. Normally these can't be used as combined skills.

Social
This is the upper class version of the peasant and general skill groups, containing all the skills that nobles might have been taught for social interaction.

Wilderness
This group includes all the skills used for survival and traveling in the wilderness. This focuses mostly on woodland and grassland survival, but can be used in swampy, desert, or other terrain types to a lesser degree.

Skill Descriptions
This section describes all of the basic skills on the skill list. Combat, Magic, and any other specialized skills may be described elsewhere in sections dealing with them, but those are usually clearly marked by the group they are in.

Most of these skills can be attempted over and over until you achieve a successful roll (possibly causing complications with every failure). Exceptions should be listed and explained, but use your common sense in most cases and remember the GM always has the final say.

Most skills can be attempted by multiple people at one time (in a combined effort to increase a chance of success). If a skill can not be they should be listed as something like "Can't be used as a combined skill."

Anamanoid Biology Skills
These biology skills include all the Anamanoid races of the world (what I call the "Furry Races" since they have more animalistic appearance and are generally covered in fur). Although similar to other intelligent mammal races (like Humans and Frenal) they are different enough to warrant a skill of their own. These include Rowgrran, Grendrrak, and other Anamanoid races (usually with digitigrade legs).

Animal Husbandry
This is knowledge about and the ability to perform the care, feeding, and breeding of most of the common domestic animals. Horses and other pack or riding animals are not included here, but cows, sheep, chickens, ducks, and more are all included. The more exotic animals require their own skills for proper care and feeding. This also includes general information about common domestic animal breeds.

Animal Lore
This is basic knowledge of all of the common animals of the world, as well as some of the less well known ones. The word animal refers to all living and animated things other than one of the races of Karn and obvious plants that have some movement. The term "Monsters", however, is an offshoot of the animal category and refers to the more exotic and dangerous types of animals in the world.

Animal-Amphibian Biology skills
These skills include all forms of amphibians. Amphibians lead a double life of being both water breathing and air breathing creatures at some point in their lives. These include newts, salamanders, frogs, toads, and others. This does not include Dragons, reptiles, or most intelligent lizard man races.

Animal- Avian Biology skills
These skills include all forms of bird creatures and animals. These include all forms of birds, from small to large (flying or not), that share the common traits of most birds (like feathers and lightweight bones). This does not include flying mammals (like bats), other flying creatures that are not basically birds, or many intelligent avian races.

Animal- Mammal Biology skills
These skills include all forms of land mammal animals. Mammals are warm blooded and usually bear live young. These include horses, pigs, bats, rats, cats, nardogs, and others. This does not include Humans, Frenal, or most sentient mammal races.

Animal- Reptile Biology skills
These skills include all forms of true lizard life (known as reptiles). These include alligators, snakes, turtles, and more. This does not include amphibians, lizard man races, or other animals that are not reptiles even though they partially resemble them.

Archaeology
This is the knowledge of how to dig up, preserve, restore, and determine the use of ancient artifacts. It can also be used to determine if something is a fake artifact or not. Much like a lore skill, a failed rolled means they have no knowledge of the object and can not roll again.

Armorer
This is the knowledge of armor making and the techniques it requires. Usually to use this skill you either need to be working with or as a blacksmith, since this skill covers how to make all forms of metal armor but not how to make the pieces needed to make it. Mind you it takes the right equipment, materials, and time to create armor from scratch.

Repairing metal armors can be done as well (with the right tools and materials). This can possibly repair (or even damage) the armor depending on the roll. If the skill roll is made successfully it can repair up to all the damage that was done to it.

Astronomy
This is the knowledge of the stars, constellations, moons, and how they all move. Seasonal changes, cycles, eclipses, and other cosmic events are also included in this knowledge. The known constellations depends on where they learned the Astronomy skill. Sailors and travelers can also use this skill to keep on a set track and know general directions, when combined with mathematics they can even plot courses on a map. A failed roll for identification or knowledge means they have no knowledge of that area of astronomy and can not roll again.

Backhanded Compliment
Although this is mostly used as a Social Conflict skill, this can be used in more general social situations to just cause subtle doubt in others or undermining their confidence. Backhanded compliments are a way of insulting somebody or making a negative comment about them under the guise of complimenting them. When done carefully and skillfully the person will have the doubt planted in their mind without realizing it and thanking the person for the compliment they just gave them.

For example: "Wow, that dress looks great on someone of your size."

When making a Backhanded Compliment the skill is rolled as normal. The subject of a Backhanded Compliment has to make a RES Check at minus what the skill succeeded by (or plus what it failed by). If the check is successful nothing happens. If the check failed they take 1D4 SP damage (2D4 if it was critical). If the skill failed it was too obvious and the subject could notice the insult in it right away.

Basic Math
This is simply the ability to count, add, subtract, and do simple multiplication and division. This skill is needed to even know how to count money and figure out prices. Without this skill a character can't actually count much, but can compare numbers to their fingers and toes to amounts of coins or such. This can lead to characters who count with "One. Two. Many." and that's it.

Biology Skills
See the Biology Skill Group section above or the description of each individual biology skill separately.

Blacksmith
This is the ability to forge and shape metals. This includes making weapons, shoeing horses, and making parts for other areas of creation, like armor, carts, barrels, mechanical creations, and more. This skill is simply the metal creation and forming aspects of it. To actually use the elements you create to form finished objects you usually need other skills. This skill is also used to make allows, blending metals and minerals together to form new metals.

Botany
Prerequisite: Identify Plants
This is a deeper knowledge of plant life, including categories, functions, crossbreeding, and not only a deep understanding of which are safe to eat, which are drugs, and which are poisonous, but what effects those plants are likely to have on a person. This can also be used to breed and grow plants, controlling more aspects of their growth.

Breeding Horses
Prerequisite: Recognize Horse Breed & Quality
This is knowledge about how to breed different horses together to gain the traits you want out of the offspring. It also includes some knowledge of birthing horses safely, but Veterinary Medicine is more useful for this.

Brewing
This skill is actually far more than just brewing but uses the simple catchall name. This is used to mix and brew plant and animal products into mixtures of all kinds. In most cases it is a more chemistry-based version of cooking, but also includes knowledge of distilling, handling, and more. Failed rolls mean the mixture is not what you were attempting to make and usually turns out horrid tasting or even deadly. This skill does not allow them find or identify the plants and substances needed, just the correct way to mix and brew them.

Camouflage
This is the ability to use colored cloth, leaves, twigs, nets, and numerous other items and tricks to hide objects from view. This works better from distances and out in nature, but can also be used to attempt to hide things at a close up range and/or in other areas (but with serious negatives).

This is not a simple fail and succeed skill. The better you succeed, the harder the item is to find. And the worse you fail, the easier it is to find. But either way the item may still remain unfound if they fail an alertness or search skill. Mark down how much the skill attempt failed or succeeded by, since they will be used as modifiers to those trying to find them.

Card Shark
This is a combination of practiced skill and cheating used to win at games of chance, not just cards. If successful, only other Card Sharks will have a chance of noticing what you did by making an ALT check (with possible negatives if you rolled well on your skill roll).

If two card sharks are trying to win the same game against each other, they roll as usual and compare how much the Card Shark skills succeeded by as if they were opposing rolls. They both still have a chance of noticing the other one with an ALT check.

Cartography
Prerequisite: Drawing & Painting and Mathematics
This is the ability to use your drawing and math skills to accurately measure and map out areas. This includes knowledge of common mapping symbols and structure, but does not include writing. This can be used for both outdoors and indoors mapping. Reading maps can be done by just about anyone, although some symbols may not be understood.

People without this skill can still draw basic maps (with the right skills), but they will have no real accuracy or style. Most everyone who looks at these maps will know that they are not professional.

Climb
This is the ability to climb not only using ropes or on easy surfaces, but on more difficult surfaces and using advanced rope techniques. People not trained in this skill can still climb using rope or on fairly easy surfaces, but only at a base level (with any bonuses added in). Can't be used as a combined skill.

Compose Music
This is the ability to create original works of music. This does not, however, include the ability to write them down. The Read Music skill is needed to record them. But since music quality always comes down to a matter of opinion, and different races have different general styles, this doesn't mean everyone will like the music you create.

Concealment
This is the ability to hide small (and sometimes medium) sized objects either on your person or in your surroundings. This is mainly used for smuggling and for keeping a hidden weapon on your person. If successful, people will either need to search thoroughly or have the Detect Concealment skill to even have a chance of finding the object.

How well you succeed at this skill also determines how easy or difficult it would be to find too. The number it succeeded (or failed) by can easily be used as a modifier to people searching for it, so keep a record of it.

Controlled Compromise
This is a technique most commonly used in politics and Social Conflicts, although it has uses elsewhere. It is used to try and get two or more opposing sides of an argument to agree on some middle ground (at least on some points). This can not be used on hard core opposition or people with diametrically opposed opinions to come together, but might be used to make them agree on some smaller points. This skill requires good knowledge of the argument (usually through regular observation of the proceedings or extensive research) before it can be attempted. GM's may also put some modifiers into place based on the situation.

Convincing Lie
This underhanded skill is used to state something in a completely convincing way and possibly keep the story up over longer periods of time. This is often used in Social Conflicts, but can be risky. The more outrageous or unlikely the lie, the GM may put higher modifiers on the skill. When used as a normal skill the person being lied to has to make an INT check minus what the skill succeeded by. If the check is successful they don't believe the lie (at least not completely), otherwise they are convinced of its validity.

Counter Interruption
This is a Social Conflict skill and is only used there. See the Social Conflict section.

Cook
This is the ability to cook foods and the knowledge of common spices and seasonings used in cooking. This can also be used with a Read & Write skill to follow recipes. The roll you make is not a simple success or failure, but a measure of how good or bad of a meal you make. It might be necessary to mark down the number, since it could be used as a modifier when somebody eats it, but usually this is not needed since meals are generally eaten right away.

Cryptography
This is knowledge of and skill in the area of code creation and breaking. This can be used to write and decipher secret coded messages and can be used to attempt to decipher things written in an ancient lost language. If you fail this skill while trying to read something coded it means you were unable to break the code and must spend a lot of time working over it again before you get to roll again. Without a literacy skill, this can only be used to break non-written codes (like hand signals or verbal codes).

Dance
This is the ability to move fluidly and in time to music or a beat. This can even be used to create your own dances and styles. Can't usually be used as a combined skill.

Detect Concealment
This is the ability to notice concealed objects on people and even in the surrounding area, using any visual clues you can see. This is the counterpart skill to the Concealment skill, allowing you to find the concealed item, and how well they hid something may alter your chance to find it. Can't be used as a combined skill.

Detect Traps
This is the ability to notice and uncover the location of traps without springing them. This is either a skill someone will use to attempt to check something for traps, or something the GM will have them roll when there is a more obvious trap (to see if they notice it). Even the untrained may search for traps and may come across one, but they run a much greater risk of setting it off. Can't be used as a combined skill.

Disarm Traps
Prerequisite: Detect Traps
This is the ability to nullify the effects of a trap without springing it, making it safe to pass, touch or use what the trap was on. A failed roll can end up possibly springing the trap on you. Magical traps and spells usually can't be disarmed using this skill. Having the Trap skill makes all attempts of this skill at +10%.

Disguise
This is the ability to use costumes, make-up, and acting skill to make yourself (or possibly others) look different than they normally would. This skill alone can't be used to make you look like a very different race or an exactly copy a specific person. When combined with impersonation it can be used to copy a specific person of a similar race, though.

Drawing & Painting
This is the ability and skill in using inks, paints, and pigments to create artistic drawings, sketches, and paintings. However, what one person thinks of as art is not always the same as what others think of as art, so a successful roll means just that the artist has created what they had envisioned.

Escape Artist
This is a special skill in escaping from everything from shackles, ropes, boxes, chains, and an assortment of other tight constraints through finite body control, like contorting it, and paying close attention too all aspects of the constraints. Other skills can be used with this to allow them to get out of even more things (like Pick Locks). This can be used as a combined skill as long as they are someplace they can work together to escape from.

Farm Lore
This is knowledge of farming, things that effect crops, seasons, when to plant, and even some folklore about farming. This does not include plant identification, but will have some knowledge of common types of crops, so you should be able to identify those.

Farming
Prerequisite: Farm Lore
This is simply the ability and knowledge of how to plant and maintain crops. It also includes harvesting and ground maintenance skills as well. This skill mostly covers the physical work of farming and not the knowledge of when to plant or what grows well in what climates.

Fast Talk
This is the ability to use your wit and charm to try and talk your past certain situations without really saying anything of substance. Quite often this is used to simply confuse people with your speech, so that they think they are understanding or agreeing with you, even though you have actually said nothing to agree with or understand. Although this confusion and understanding are not long lasting, they are usually good enough to allow the talker to get out of the situation they are in. What can and can't be done using this skill is up to the GM to decide based on the situation, but it is often used during Social Conflicts.

When you make a successful Fast Talk roll against someone, they have to make a successful RES check minus what the skill succeeded by. If you succeeded with a critical they have an additional -25% to their RES check. If the check is successful they realize how full of it you are and will react as normal. If unsuccessful they will usually go along with some simple thing at the moment, let the character go by, or whatever the situation calls for.

First Aid
This is the most basic medical skill, including the basic knowledge in bandaging, cleaning wounds, stopping blood, and basically saving people from slow deaths due to combat wounds. This skill does not include anything more major in the medical field. Failed rolls mean your help was inadequate to provide the bonus in healing from First Aid for this kind of wound (and can not be attempted again).

Fish
This is a skill used to catch fish in a wide variety of areas and in many ways. In the full version of the game this skill requires at least one sub-skill to be used, but since this is the basic version (which doesn't include sub-skill rules) it can be used as a general category to cover them all. Only the net based fishing can be used as a combined skill.

Fletching
This is the skill of creating arrows, bolts, and even bows of all kinds (as long as they have the appropriate tools and materials). Some special arrowheads or parts may require other skills to work the metals or leathers to make the extra parts. Crossbows can also be created, but the special parts of the crossbow have to be made by those with wood and metal working skills.

Forgery
This is the ability to copy someone else's writing, signature, marks, or symbols. Even those who don't have Literacy skills can use this skill but may only copy things word for word since they don't actually know what they say. Failed rolls mean the writing looks totally wrong and would never pass scrutiny, but even a successful roll may be caught as a forgery at some point. Basically, how much you succeed by is a bonus against detection, so you should mark it down as a modifer. When used with other skills (like Drawing & Painting) it can be used to forge other types of things as well.

Forgettable Presence
This special skill is used to make yourself blend into a crowd without hiding. You will still be seen, and possibly recognized if people there know you, but after the fact your existence at the event will be remembered as nothing more than a face in the crowd. No clear description (unless recognized at the time) will be had of you and many people just won't remember you at all. For this to work you must make sure you don't do anything or say anything to bring attention to yourself, or the skill becomes void.

Frenal Tattoo Symbology
This is the knowledge about the meanings of the symbols used in Frenal tattoos. These can range from personal achievements to religious affiliations to clan alliances. Since most of them are not pictures but actual symbols, this skill is needed to recognize them and even to make them (using with the Tattooing skill).

Frenalli Finger Language
This is a fairly common and rather ancient form of sign language used in Frenal communities. This is often used by the common man as an easy way to communicate in crowds or quietly, so rarely is it used for important or secret conversations.

Gemology
This is the knowledge and skill of identification and valuing of cut stones, as well as the ability to cut precious gems and stones. This does not include precious metals. When combined with Gold and Silversmith you can make jewelry of all kinds.

General Monster Lore
This is knowledge of all of the common monsters of the world, as well as some of the less well known ones. The word "Monsters" refers to all living and animated things other than the races and simple animals of Karn. There is a lot of overlap between this skill and the Animal Lore skill. This skill only gives basic information about the monsters and the legends and stories surrounding them.

General 'Monster' Race Lore
This is knowledge of all of the common "Monster" races of the world, as well as some of the less well known ones. The words "monster" races refer to all the races other than the main races of Karn and those that appear similar to them. This skill only gives basic information about the "monster" races and any legends surrounding them.

General Repair
This is the common everyday repair work people do. Nothing major can be fixed this way. It just kind of patches them up (never back to 100% quality). It can repair some (but never all) of the lost hit points items have lost. Up to 1/2 the lost HP cam be restored to most items. This is also used for standard maintenance of most items, keeping them in good working order, but no roll is needed for this if you are at least at 50% already.

Gold and Silversmith
Prerequisite: Identify Metals & Stones
This is the ability to smelt, refine, shape, and design precious metals. Jewelry made of metal can be made using this skill, but not ones with gems. Can be combined with Gemology to create all kinds of jewelry.

Haggle
This skill is used to instigate a mini-Social Conflict, without all the extra regalia and only when trying to haggle about the pricing of something. This is used to try to get the best deal you can on a purchase or exchange of goods (no matter which side you are on). The winner of the Haggle gets the best deal, the difference between the two determining how good it can be (as determined by the GM).

The person instigating the skill makes their roll. If they are successful the opposition has to make a Haggle roll (or an attribute check using half their CHR) at minus what the original skill succeeded by. If the original skill failed or the responding roll was successful they are unable to improve their side of the deal and can not try the skill again. If the skill was successful and responding roll failed the opposition will waver and alter or accept the price as wanted.

Although this is a useful skill, it can not be used at all place and all the time. Sometimes it's use will even incite anger. If you are at places with absolute pricing, it is possible that no level of haggling will be able to change them. When and where this can be used is (as always) up to the GM.

Hide Self
This is the ability to hide in shadows and remain unnoticed when standing still. This does not include the ability to move while remaining hidden. When combined with the Prowl skill this can be used to move through areas completely unnoticed. Can't be used as a combined skill.

Holistic Medicine
Prerequisite: Identify Plants and Medical Diagnostic.
This is the ability to treat common illness and injuries by natural means, including using plants and animal parts found in the environment. Surgery and manufactured drugs are not used, but many of the same plants & animals used for making drugs can be used for this skill. This counts as professional medical treatment to healing purposes and can be used to stop the pain from injuries.

Horse Care & Feeding
This is the knowledge and ability to care for, feed, groom, and otherwise take care of horses. This does not need to be rolled every time you try and do something with your horse, just once a day or so. Once you reach 50% or more, you only need to roll when there is a special need, as decided by the GM.

Horse Cart Driving
This is the ability to control horses pulling a cart during regular conditions, which is slightly different and easier than riding them. This does not include combat situations and may include negatives during difficult situations. Once you reached 50%, you only need to roll when there is some special situation, like riding fast or through rough terrain, as decided by the GM. This can only be used as a combined skill if there is room for all those combining skills to sit on the front and hold the reigns.

Horse Riding
This is the ability to ride and even control trained riding horses during regular conditions. This does not include combat situations and may include negatives during difficult situation. Once you reached 50%, you only need to roll when there is some special situation, like riding fast or through rough terrain, as decided by the GM. Can't be used as a combined skill.

Horse Training & Trick Riding
Prerequisite: Horse Riding
This is the ability to train horses to do tricks and ride them while they perform them. This is mainly used to train warhorses or show horses, and to ride show horses as they perform jumps and tricks. This does not include the ability to ride horses during combat, so normal penalties will still be in effect there. This can only be used as a combined skill for the training part, not the riding part.

Humanoid Biology skills
These biology skills include all the more Human looking races of the world. Although they are mammals they are not close enough to other mammal races to be included in one skill with them. These include Humans (duh!), Frenal, Dwarves, Gnomes, Orcs, and others.

Identify Metals and Stones
This is the ability to correctly identify metals, rocks, and other earth minerals of all kinds. This includes precious metals and stones, but not the quality of precious stones that have been cut or polished. A failed roll means the character has no knowledge of the metals or stones they are working with and can not roll again unless they get more information of study. If you have it at 50% or more you don't need to roll for common items.

Identify Plants
This is the ability to correctly identify land plant life of all kinds. A failed roll means the character has no knowledge of the plant they are working with and can not roll again. If you have it at 50% or more you don't need to roll for common plants.

Impersonation
This is the ability to copy the voice and physical behaviors of specific people (or even a general person of a certain type or job). This requires time studying the subject first and does not include looking like them. This can be combined with Disguise to create a rather convincing portrayal. Those close to the original person still have a chance of recognizing you as a fake. Can't be used as a combined skill.

Impressive Posture
This skill is used to make oneself appear more impressive and powerful than they really are. This is mainly done through the use of posture, hand use, and movement. It can lead to them being singled out as more important or powerful than those they travel with, and possibly even being mistaken for the leader of the group or as nobility without a single word being spoken. This is also often used in Social Conflicts.

Incite Anger
This is a method of speaking and acting specifically aimed at causing an opponent to become angry and stress over what is being said, possibly even multiple opponents. This is dangerous and has no direct positive affect for the speaker, but can cause serious problems for the target or force them to make the first move to instigate combat. How they react to the anger they feel is up to them or the GM, but it could very well cause all sorts of replies. It is also very useful in Social Conflicts.

The skill used with a specific target (or targets) in mind, so the words and posturing can be aimed directly at them. The instigator makes their skill roll (at -10 for each additional target after the first) to see how well they are at angering the opponents. The GM may add in some modifiers for NPCs based on their feelings about the PC using the skill already. The targets have to make RES checks minus what the skill succeeded by. All those that fail the check suffer 2D6 SP damage. Those who make the check (but weren't a critical success) still suffer 2 SP damage. Once used this can not be attempted against the same person again for a while (at least until they calm down).

Intimidation
This is a special skill used simply to try to intimidate one other person or beast in the world. It can be very dangerous to try, because the response to a failed attempt could be violent or at least angry. This doesn't require strength, as that is only one kind of intimidation. Using any number of techniques (from physical threats to posturing to implied connections and so on) they can try to make the target nervous, uncomfortable, or even completely scared of what might happen. This is also useful during a Social Conflict.

When used the intimidator makes a skill roll as normal (with any modifiers the GM may add in). The defender then makes a RES check at minus what the skill succeeded by. A failed check means they are at least somewhat nervous about it and suffer 2D6 SP damage. How they actually react at this point depends on the situation. This can not be attempted again on the same target for quite some time.

Juggling
This is the ability to keep a number of small objects in the air at one time. For every object after the second you subtract 10% from your success chance. It can also be more difficult to do it with oddly shaped or larger objects, but those modifiers are left up to the GM. Can't be used as a combined skill, but multiple people can use the skill at the same time to juggle things back and forth between them.

Land Navigation
This is the knowledge and ability to travel through numerous types of surface land terrain while keeping on a certain track. This includes knowledge of basic dangers of most common terrain, ways of recognizing the best paths to take, ability to follow the sun or other landmarks, and even the ability to mark your path on an existing map. When you have this skill at 50% or more, it is not needed to roll unless you come across some natural oddity or danger you may recognize, as decided be the GM.

Leading Questions
Although this is mostly only used during Social Conflicts, it can be attempted in other situations just to make somebody feel like they are in charge of the situation while you try and get answers from them. Rather than just asking questions directly, a conversation is started with them and then carefully lead in a way to make them feel like they are asking you questions and in control of the conversation even though their questions are giving you small pieces of the answers you want. This can not be used to get direct and full complex answers, but can be used to glean specks of useful information without them realizing they gave it.

Leatherworking
This is knowledge and skill in tanning, binding, studding, and all other forms of working with leathers. This includes making clothing, armors, mugs, and other leather products, as well as repairing them. This includes a form of sewing using leather strings, but can not be used on cloth and thread. This does not include the ability to take a fresh animal skin and prepare it, just working with it after it's been prepared.

Locate Secret Compartments
This is the ability to locate (while searching for or even randomly notice) hidden compartments in containers and other objects. Most of this is the ability to notice differences in depth of containers, weight, and shape of things that point to hidden spaces within them. This also includes some knowledge of how to open them once they are found. This can not usually be used to locate secret doors in walls, floors, or ceilings, unless they are able to see all around the hidden area to make the size and shape comparisons. Can't be used as a combined skill.

Locate Secret Doors
This is used to locate false walls, hidden doors, and other such hidden openings in walls, floors, ceilings, and other large or relatively flat surfaces. This mainly uses knowledge of what to look for around the edges of hidden doors, like seams and hidden hinges. This also includes knowledge of how to open many of them once they are found. This is not usually be used to locate or notice compartments hidden in objects. Can't be used as a combined skill.

Magic Item Lore
This is general knowledge about the magic items common to the world, the basics about what can be done with magic item creation, and even possible knowledge of some of the legendary or rare magic items. This includes knowledge of what they look like, how they are generally used, and what they can do. It does not include any knowledge about how to create them, just what can be done. To specifically identify a magic item you have in your possession this skill must be used in conjunction with the ability to see magic (either through a spell or naturally).

Mathematics
Prerequisite: Basic Math
This is advanced knowledge of math beyond the basics of adding and subtracting. This includes algebra and other advanced forms of math. This can be used to do complicated mathematical problems of all kinds. Figuring out the area of objects, the diameter of circles, the importance of pi, and more are all part of this skill.

Unlike most skills, this one has a tight connection to its prerequisite. When this skill goes up so does Basic Math, and at no time can Basic Math be lower than this skill.

Medical Diagnostics
Prerequisite: Any Higher Biology skill or Natural Biology
This is the simple ability to examine an ill or injured person and tell what is wrong with them, or at least what needs to be done to fix it (if possible). This must be performed before any kind of advanced medical treatment can be performed on them (unless the wounds are obvious, like cuts on the surface). A failed roll means the character has no idea what the problem is and can not roll again.

Meditation
Meditation is the ability to just meditate for sometimes hours on end. While meditating (successfully rolling the skill), the character is blocking out everything else around them. They are oblivious to anything that happens in the area unless it touches them directly. As far as resting and healing needs are concerned they are treated as if they are sleeping, but, unlike sleeping, they are considered "on guard" for saving throw purposes. Can't be used as a combined skill.

While in this meditative trance the character gains a few bonuses. First off, they are automatically +25 to save against magic. Secondly they also heal at an increased rate, gaining back double their normal HP for a relaxed day when they spend time meditating. Also, they gain back MEP at double their normal rate for where they are.

Misdirection
This is another common Social Conflict skill that can be used in some more casual social situations just to steer the conversation away from a certain topic. When successful they will be able to go unnoticed as they chance the subject away from what they didn't want to have discussed (at least for the moment). Most others will not notice, unless it was their agenda to talk about that subject (in which case they may try to steer it back that way at some point). A failed roll may actually bring attention to the subject.

Mystic Place Lore
This is knowledge about many of the places of magic, magical energy streams, and otherwise mystic places around Karn. It includes general knowledge about all common places and possibly knowing about some of the rarer ones as well. This includes information on both truth and legends about the place, but may not include information as to what is true and what is just legend. Sub-skills of this are used to know more detailed information about regional or specialized types of places.

Orcish Finger Speak
This is a military like language used to communicate quietly while moving through the swamps. It lacks many words, so non-combat or strategy based communication is difficult.

Palming
This is the ability to hold things secretly in your palm without others noticing. When you make a successful roll all those with the Palming skill can make an ALT check to see if they notice (those with the Detect Concealment skill roll normally and all others make it at only 1/2 their ALT). The GM may give some other modifiers to these rolls based on how well you did at your skill. Can't be used as a combined skill, but others can cause distractions to make it easier.

Persuasive Argument
This is mostly just a Social Conflict skill. See that section for more about it.

Pharmaceuticals
Prerequisite: Identify Plants
This is the ability to mix and create useful and poisonous drugs of all kinds. This includes knowledge of the administration and use of such drugs as well. Some drugs require brewing to actually make them, but this skill lets you mix all that is needed to make it and contains the knowledge needed to get the mixture right. Although this include knowledge of how to make and use poisons as well as drugs, it only covers the more open and medical ways of administering poisons and not the secret and sneaky ways more common with them.

Pick Locks
This is simply the ability to unlock that witch is locked (using the appropriate tools and knowledge). This can be used for just about any kind of lock, from the simple cross beam on the opposite side to highly advanced mechanical creations. Some locks are easier or more difficult to pick (usually listed in the locks description). Can't be used as a combined skill in most cases, but there may be exceptions.

When picking a lock fails, it means you were unable to figure out how to do it, but you may try again at a -10% chance. Each time you fail it drops -10% until it reaches zero, making it impossible. Then you can not try again until you have gone off and practiced a while on other locks, getting your confidence back up.

Pick Pockets
This is the ability to remove items from another persons pockets, pouches, or body without them noticing they are missing before it's too late. When a successful skill roll is made, the person being picked gets to make an ALT check at 1/2 their level to see if they notice. The ALT check may also be modified by how well you made your roll (as decided by the GM). Can't be used as a combined skill, but somebody acting as a distraction can effect their ALT check.

Play Drum
This is the ability to play drums of all kinds, including both hand and drumstick drums. Drums are relatively simple to play, but it takes mastery to form quality rhythms from them. Can't be used as a combined skill.

Play Flute
This is the ability to play the flute and some other similar wind instruments. Flutes are a softer and some say sweeter sounding wind instrument. Can't be used as a combined skill.

Play Harp
This is the ability to play all kinds of harps, from hand held to concert size. Harp music comes from running the fingers across a series of tightened strings and wires, creating a rather unique and beautiful sound. Can't be used as a combined skill.

Play Jerize
This is the ability to play this difficult Frenal bag and tube instrument. This is one of the more difficult instruments to play, and some find it quite beautiful, but others think it sounds like you're strangling a cat. Can't be used as a combined skill.

Play Lute
This is the ability to play the lute and other similar string instruments. The Lute is the most common of musical entertainment in Senton. It is a rounded hollow box attached to a neck with strings stretched over it that are strummed with the hand. Can't be used as a combined skill.

Play Thunknor
This is the ability to play this simple Dwarven percussion instrument. This is a hollow wooden box with grooves cut in it on a stick that you hit with stone tipped mallets to create a series of deep wooden thuds. Can not be used as a combined skill.

Pottery
This is skilled use of clays to create pots, containers, statues, and other such items. Just about anything made of a soft clay-like substance that is then dried or fired can be made with this skill. This also includes knowledge of firing techniques, but does not include sculpting.

Presence
This is a social skill that makes you memorable and stand out in a crowd. Even after you are gone people will remember your presence there and possibly even miss you. This uses a combination of different actions, postures, and general charisma to burn your image into people's minds. Even those with relatively low CHR or BTY will still be able to stand out by using this skill.

Preserve Food
This is knowledge of many ways to keep foods from spoiling quickly and make it last longer. This includes drying, salting, spicing, smoking, and other methods of preservation. It also includes some knowledge of how refrigeration affects food, but no real knowledge of how to pull it off since there are no refrigerators in the world (that are known at least).

Prowl
This is the ability to move silently while remaining partially unnoticed in dark, cluttered, or crowded places. This is not a hiding skill, just a way of moving around without being obvious about it. In darker areas you keep within shadows, while in groups you just remain an insignificant head in the crowd. Can't be used as a combined skill.

People with or without this skill can still attempt to move silently by using there AGI, but this does not include the higher level of skill or the ability to keep unnoticed. Combining it with Hide Self they can even move silently and unseen at the same time.

Read & Write Dwarven
This is the written form of the Dwarven language and is a series of interconnected letters that form words and phrases. There are 34 letters in the standard language, with a number of other symbols and numbers as well. The letters of a word are all connected to each other along the center line of the letters and separate words are separated by spaces. The written numbers are connected, just like the letters, but unlike the letter they have a single line through the center of all of them.

Read & Write Frenalli
This is the written form of the Frenalli language and is made of letters and numbers written out in words and sentences, similar to Human. There are 28 letters in the language and the letters themselves are made of combinations of mostly strait lines. The only major noticeable difference is that they are written from right to left.

Read & Write Grendarin
This is the written form of the Grendarin language and is simpler than the spoken form. It is made of about 25 letters that are based on each of the sounds in the language. It is very easy to read since it is completely phonetic. The letters are designed to be written or scratched by the claws of the races, so they are simple in appearance and design.

Read & Write Human
This is the written form of the Human language and is basically the same as what you are reading, English.

Read & Write Rowgarin
This is the written form of the Rowgarin language and is simpler than the spoken form. It is made of about 25 letters that are based on each of the sounds in the language. It is very easy to read since it is completely phonetic. The letters are designed to be written or scratched by the claws of the races, so they are simple in appearance and design.

Read & Write Tenriline
Just as with Frenalli, the written form of Tenriline is made of letters and numbers written out in words and sentences, similar to Human. There are 28 letters in the language and the letters themselves are made of combinations of fancy curls and lines. The lines themselves are often thicker on end and rounded into a little bubble, almost like an elongated tear drop. This language is also written from right to left.

Read Music
This is knowledge of the symbols used for written music. This skill includes both the ability to read and write music notation, but does not give the person the ability to compose masterpieces of music. Can't be used as a combined skill.

Recognize Horse Breed & Quality
This is the ability to tell what breed any horse is and how well off the horse is doing. This may take a few minutes of examination to fully determine. Also, if the character has rudimentary knowledge of math and money, this includes knowledge of basic horse values in the areas they are familiar with.

Recognize Poison
This is the ability to identify any poison or drug through a number of tests, including appearance, scent, texture, taste, and more. This can also be used to tell weather or not something is poisoned. A failed roll means you are unable to identify the poison at this time or even if there is poison in it or not, and can not roll again until you do some more research.

Recognize Weapon Quality
This is knowledge of weapon types, makes, and quality. With this you can tell what race probably made the weapon, how good the weapons damage is, what shape the weapon is in, and possibly even what it sells for. A failed roll means you have no idea where the weapon was made or really how good it is at the moment and can not roll again for that weapon.

Rowing
This is the ability to control and steer rowboats and rafts through water. This can be from small one-man boats to larger ships with multiple oarsmen. This also includes pushing rafts with poles through shallow waters as well. Can not be used as a combined skill. In fact, when multiple people are working together they have to average their skills and make one roll for group at that level, unless they are a group of slaves or workers being led by a galley master. In those cases the galley master setting the pace is the one who gets to roll.

Sculpting
This is a technical version of the Sculpting & Whittling skill. It is mainly used to create shaped stones for building and use in other projects, but can also be used to create specially designed columns, borders, and other fancy stone creations used in building.

Sculpting & Whittling
This is a basic skill in sculpting stones and whittling woods to reshape them into the image you want. This is a more artistic skill and less of a craftsman skill, allowing artistic creations of all kinds to be made. As with many artistic methods, the final results quality depends on the person judging it.

Sense of Direction
Using stars, moons, the sun, geography, memory, and any other special abilities or knowledge you may have, this skill allows you to try and guess which direction is which from where you are at, without needing a special item. This can even be used inside or underground, but will most likely have some penalties when attempting it the longer you are down there.

Sew
This is skill in repairing cloth items using thread and needles. This can also be used to make basic clothing, but nothing too fancy or advanced. The things made with this skill will always be of lesser quality than what a tailor can produce, even on an off day.

Sing
This is the ability to sing in key and keep a certain tempo. It tends to depend more on the race as to what is considered good singing, and it always comes down to opinion as to what is a good performance. Can't be used as a combined skill.

Skin & Prepare Hides
This is skill in ways of removing the skins from animals and preparing them for use in other things. This can be used to create animal skin rugs and other such basic creations, or prepare leather for creating other things out of it, although this does not include the actual ability to make the clothing or anything else.

Small Talk
This is a very casual skill that not everyone can really do. It is the ability to maintain a casual conversation over extended periods of time on a myriad of topics (even if you only have casual knowledge of them) without appearing unintelligent, vapid, or ever at a loss for words. It is just being a good conversationalist, even when not dealing with your expertise. This will not allow in depth descriptions, explanations, or details to be included in the conversation (at least by those without knowledge of them), but will allow the conversation to continue and flow around the lack of details without calling attention to them.

Speak Dwarven
This is the traditional language of the Dwarven race brought from the east where the Dwarven Empire resides. It is a guttural and gruff sounding language that most other races think sounds angry even when speaking the most complimentary words. Much of the language is built around symbolism and analogies, but words and phrases dealing with combat and war and simple and strait forward.

Speak Frenalli
This is the common language of the Frenal race and is spoken by most Frenal all over the world, even when living among Humans or other races. It is often called Low Frenalli or even Low Elf by other races. Often called a romance language, Frenalli flows almost like a song and has lots of long and soft sounds, multiple vowels strung together, and few sudden stops or hard sounds. Other than the sound of it, Frenalli is very similar in design and sentence structure to Human.

Speak Garblin
Garblin was once a dialect of the Human language but over time has become so removed from its parent that is qualifies as a whole new language. It has lots of hard sounds and sudden stops and sometimes sounds like a horrible mispronunciation of the Human language, even though the meanings of the words may have changed. It has no standard form of structure and seems to borrow structures of the major languages of the area. This would normally make a language difficult to understand, but since Garblin is so simplistic to begin with it doesn't matter.

Speak Grendarin
This is the language of the northern Wolf and Bear races. It sounds similar to Rowgarin but they are completely separate languages. The language contains a lot of growls, rolling R's, low barks, and other dog-like sounds and noises. The structure of the language is fairly standard, with simple words combined to form sentences and thoughts.

Speak Human
This is the common language of the Human cultures of the world, although local dialects may be quite different. It mainly uses a wide variety of the mid-range sounds, with few too harsh or too flowing. The sentence structure and design is basically the same as what this book is written in, English, so I am not going to give it a long description.

Speak Rowgarin
This is the language of the southern Wolf race. It sounds similar to Grendarin but they are completely separate languages. The language contains a lot of growls, rolling R's, low barks, and other dog-like sounds and noises, but seems to be more harsh and less flowing than Grendarin. The structure of the language is fairly standard though, with simple words combined to form sentences and thoughts.

Speak Tenriline
This is the High language of the Frenal race and is rarely taught to anyone outside the culture and of higher standing. It is often called High Frenalli or High Elf by other races. It is more precise and verbose than Frenalli and sounds even more flowing elegant. It sounds extremely elegant and flows from one word to another, almost like the entire language is one song. The sentence structure is a variation of the one used for Frenalli, but has more guidelines and rules to help it flow better when spoken.

Spell Lore
This is general knowledge about the known spells of Karn and basic knowledge about the elements needed to create new spells. It does not include the ability to cast spells or create them, just what exists and what is possible. Sub-skills can be taken in this to know more about a specific spells taught by the specific groups and schools. Without these sub-skills the only spells the Spell Lore skill covers are the common Cantrips and Basic School of Magic spells.

Standard Creators Sign Language
This is the most common form of sign language in Karn and is believed to have been handed down by the creators themselves. It is used for many reasons, from military to religious, and throughout most of the Senton, Vinto, and the Dwarven Empire.

Streetwise
This is a general knowledge of how the criminal underworld works and what to look for when wanting to find or avoid them. This is useful in finding thieves guilds, knowing the signs of a "bad" part of town, and locating other such "seedy" locations. A failed roll means you either missed what you are looking for or suspect something of being what it isn't.

Stress Management
This is a mental conditioning type skill used to increase a character's ability to handle stress. It increases the character's maximum natural Stress Points. Other skills may also increase SP, but this one can not push it over the character's RES.

Subtle Interruption
This is a Social Conflict skill and is only used there. See the Social Conflict section.

Surgery
Prerequisite: Medical Biology and Medical Diagnostics
This is a highly technical skill that allows the user to do intense medical treatment that may even include cutting the body open and repairing or patching up injured parts as well as is possible. Most of the time this doesn't require that intense of work, but does include a large number of other procedures used to heal the body. This is professional medical treatment and when doing minor injury treatment you either get bonuses to this skill or can use First Aid instead.

Swim
This is simply the ability to keep afloat and move through water. There are different styles of swimming, but each are based on the same basic principles. Attempting one of the other styles just causes a modifier to the skill roll and is not separate knowledge. Easy techniques (like the back float) may have as good as a +25% and extremely hard ones (like the butterfly stroke) may have as bad as a -25%. This skill only needs to be made every once and a while; I suggest once every 15 minutes in calm water. Can't be used as a combined skill.

When a roll is failed it means you start to sink and only have one more chance to save yourself, by making another roll. If you fail two rolls in a row, you fail to swim and will drown if not saved fast enough.

Tattooing
This is the skill in using needles, ink, and other tools to create long lasting patterns on the skin. Tattoos take a long time to make and can be quite painful, but can also be quite breathtaking and beautiful. If they are not done correctly they can also cause permanent scaring and possibly even infections.

Track
This is the skill of finding and following footprints and tracks left by animals and others. This skill does not include sneaking skills or hunting abilities, just the ability to find and follow tracks. There is a slim chance anyone will be able to follow and find tracks.

Trap
This is the ability to use and create traps of all kinds. The skilled person can even create traps using items found around them or combine other skills to help create them. The really creative person who has the right skills can even create their own versions of our favorite tomb and crypt traps.

Use and Prepare Poison
This is skill in the handling and use of poisons. This includes technical knowledge of many types of poisons and the best ways to administer them for best effect and in the most covert ways. This is also knowledge of how to make many of the basic poisons without need for the Pharmaceuticals skill, but they will be of lower quality. This does not include the ability to identify poisons, just how to use them.

Veterinary Medicine
Prerequisite: Any animal Medical or Natural Biology skill
This is skill and knowledge in animal medical procedures. With this skill you can use any medical skills you have, from first aid to surgery, to treat animals as well as humans. As far as rolling skills, this skill replaces Medical Diagnostics skill when treating animals.

Wilderness Survival
Prerequisite: Identify Plants
This is the basic ability to survive in the wilderness, even without much in the way of equipment. You know what is needed to survive (like fresh water and food) and the best ways to acquire them in the wilderness.

Writing
Prerequisite: any Literacy skill
This is the skilled use of a written medium to get ideas across to others. This is skilled use of creative grammar, verbiage, and poetic styles to make the written words seem to be more than just words. Like most art forms, what is good is still subjective, so a successful roll here just means you accomplished what you envisioned.

The Land of Karn: Fantasy Role-Playing Game Basic Version 0.3.5
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