Skill Creations

Autonomics

dot1.gif (957 bytes) 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

dot1.gif (957 bytes) -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

dot1.gif (957 bytes) 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

dot1.gif (957 bytes) Varies with Conditions (DM decide)

Pilot, Ski's

dot1.gif (957 bytes) Requires personalized ski's, Speed =1x Mv for every 20 degree slope & 100 lbs

Pilot, Sled

dot1.gif (957 bytes) Requires at least four dogs, Speed =base MV of animals divided by four. max. of eight animals

Snow Shoeing

dot1.gif (957 bytes) 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

dot1.gif (957 bytes) 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

dot1.gif (957 bytes) 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

dot1.gif (957 bytes) 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

dot1.gif (957 bytes) 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

dot1.gif (957 bytes) 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.

  There is a way out of this cave, but you must know what "the air speed velocity of an unlaiden swallow" to exit (African Swallow)

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