Autonomics
|
Requires a successful roll during
an attack to get a extra att. & a +2 to hit. If you fail -2 AC. Note: Autonomics is
the study of how a body reacts to certain pressures. Hence a punch to the stomach would
make you bend downward.
|
Arctic
Hazards |
-2 in mountains to check, -1
plains. With this knowledge and a successful check you can survive for 1 day in harsh
arctic conditions without proper clothing. Note: Ever day a new check must be made
|
Frost
/ Icewater Survival |
Requires a Con check every 3 Rnds
in 0 degree water, -1 every 3 Rnds there after to stay in water without penalties. Note:
this assumes no protective clothing.
|
Pilot
Kayak |
Varies with Conditions (DM
decide)
|
Pilot,
Ski's |
Requires personalized ski's,
Speed =1x Mv for every 20 degree slope & 100 lbs
|
Pilot,
Sled |
Requires at least four dogs,
Speed =base MV of animals divided by four. max. of eight animals
|
Snow
Shoeing |
Make a normal roll every 1000 ft new powdered snow, to get the
bonus of normal MV rate. Note: MV is half over hard surface, such as stone (Note: there is
+1 to check for ice thinner then 8 inches when on ponds and making a roll to see if you
break through |
Monster
Lore |
This skill gives one the
knowledge of monster life in a select area of about 150 to 200 miles of land. If a
successful Chk is made with this skill a character has some general knowledge about the
monster he is currently interested in. For each slot (including the original) devoted
toward this the user gets in-depth knowledge of one of the monsters in his area giving him
a bonus that the DM can decide. - 2 to Chk for every 200+(20) miles away from range. Also
there +1 bonus in area within 50 miles.
|
Sharpening
|
This skill allows a user to give
one blade a +1 dmg for 1d3 hits. This can only be done 10 times due to the wear on the
blade then it becomes useless, unless specifically tempered. (Note: a proper sharpening
stone is required)
|
Weight
Control |
This skill allows a user to shift
there weight in such a way the they can use it to there advantage. It can add a plus on
dmg or another appropriate action if a successful Chk is made and the following conditions
are met (user must be over 200 lbs including armor, this takes 1 round preparation also
there is a -3 for every 1 point of dmg or bonus wanted.
|
Wound
Placement |
This skill gives the user the
knowledge of the most vulnerable places and (a) creature and exploit these weaknesses. It
requires a successful roll for a +2 hit , if you fail your check you take +2 hit from your
opponents next att.
|
Inscencing
|
This skill gives the user the
in-depth knowledge of creating and using incense. The effect of different incenses vary so
the dm can decide on the exact effect. -10 to Chk's for doubly potent incense also double
the ingredients, if roll fails double opposite effect. Note: the opposite effect can be
changed by DM's to do something more suitable.
|