Creation and Art Skills
Creation and Art
Alchemy (IQ/Very Hard)
Default: None
This is the ability to create Infusions and Potions . You may roll this skill to identify any Infusions or Potions found.
Infusions require a Portable Workspace Kit or have access to a work station or have -10 to skill. If tools have been improvised, take a -5 instead. Basic, Good, and Fine equipment give a +0/+1/+2 respectively (this cannot be used to go above Alchemy or Path skill +4).
Potions require access to a work station and cannot be made without it.
Armoury (IQ/Average)
Defaults: IQ-5 or Engineer (Same)-4
The ability to build, modify, and repair a specific class of equipment. You must Specialize in Body Armor for any kind of Armor, Melee Weapons for any Melee Weapons, Thrown Weapons, or Shields, Missile Weapons for any portable muscle powered Ranged Weapons, or Small Arms for any Firearms that use black/gun powder. These default to each other at a -4. (BS178)
Requires an appropriate Tool Kit, Backpack or have access to a work station or have -10 to skill. If tools have been improvised, take a -5 instead. Basic, Good, and Fine equipment give a +0/+1/+2 respectively.
Artist (IQ/Hard)
Defaults: IQ-6
This skill represents talent at a visual art. There are some instances where this skill would logically require a DX-based roll. You roll against this skill to determine the quality of your creation. You must Specialize in Body Art which includes tattoos, piercing, and scarification, Calligraphy for beautiful and decorative handwriting (note, literacy is not necessary for this skill), Drawing for any charcoal, ink, pastel, or pencil work, Illusion for creating believable or evocative illusions with magic (you roll to cast the spells to determine if the spell goes off. You roll the Artist (Illusion) spell to make the illusion terrifying, beautiful, or just believable if you want a bonus to your Artist skill), Painting for all forms of painting no matter the medium being painted on, Pottery for various sorts of ceramics, Sculpting for creating three-dimentional art from ivory, stone, metal, etc., or Woodworking for any form of fine woodworking like cabinet-making or decorative carving (also defaults to Carpentry-3). Calligraphy, Drawing, and Painting default to one another at -2, and to or from Body Art at -4. All other default at -6 to each other. (BS179)
Camouflage (IQ/Easy)
Defaults: IQ-4 or Survival-2
This skill lets you use natural materials, special fabrics and paints, etc. to hid yourself, your position, or your equipment. To see through your camouflage, and observer must with a Quick Contest of Vision or Observation skill vs your Camouflage skill. Depending on the circumstances, camouflage might hide the subject entirely or merely blur its outlines to make it harder to hit (-1 ot attacker's skill). Camourflage will not improve your Stealth roll, but if you fail a Stealth roll while camouflaged, those who heard you must still see through your camouflage to see you. (BS183)
Modified by: Equipment Modifiers, apply penalty equal to the Size Modifier of a large object.
Carpentry (IQ/Easy)
Defaults: IQ-4
This is the ability to build things out of wood. A successful roll lets you do one hour's worth of competent carpentry.
Modified by: Equipment Modifiers, +5 if supervised or assisted by someone with skill 15 or better.
Dancing (DX/Average)
Default: DX-5
This is the ability to perform dances appropriate to your own culture, and to learn new dances quickly. (BS187)
Disguise (IQ/Average)
Defaults: IQ-5
This is the art of altering your appearance using clothing, makeup, and prosthetics. You do not need this skill to put on a robe and pretend to be a member of the clergy. A good Disguise requires a roll and 30 minutes to an hour of preparation. Roll a Quick Contest of Disguise skill vs the Perception or Observation skill of each person your disguise must fool. When combining Acting with Disguise (changing your face and your personality), you only need to roll against one or the other, but it must be the harder of the two rolls. You must specialize by race (Human, Saurian, Dimeti, etc.) and they default to each other at a -2 to -4 depending on similarities. (BS187)
Modified by: Equipment Modifiers, -1 to -5 to disguise yourself as someone very different from you.
Enchant (IQ/Very Hard)
Default: None
This is the skill to successfully enchant a piece of equipment with a spell.
Requires a Portable Workspace Kit or have access to a work station or have -10 to skill. If tools have been improvised, take a -5 instead. Basic, Good, and Fine equipment give a +0/+1/+2 respectively (this cannot be used to go above Enchant or Path skill +4).
Explosives (IQ/Average)
Default: IQ-5
This skill is the ability to prepare and set explosives in order to blow things up. You can also use this to successfully make bullets (the powder mixture is the hardest part). Make a roll whenever using/making explosives this way. A failure indicates an error. The gravity of the error depends on the amount by which you failed. A poor enough roll could result in the item going off in your face. (BS194)
Herb Lore (IQ/Very Hard)
Defauts: None
This skill requires Naturalist. This skill can be counted as a Professional Skill (Dungeon Butcher) roll, but can be used when you have access to the wilderness. To do this, you must spend 1d+1 hours gleaning through a field and make a successful Herb Lore roll.
Jeweler (IQ/Hard)
Defaults: IQ-6, Smith-4
This is the ability to work with precious metals, make jewelry decorate weapons, etc. A successful skill roll allows you to identify a precious metal or gem, or determine the value of a precious bauble. (BS203)
Requires an appropriate Tool Kit, Backpack or have access to a work station or have -10 to skill. If tools have been improvised, take a -5 instead. Basic, Good, and Fine equipment give a +0/+1/+2 respectively.
Leatherworking (DX/Easy)
Default: DX-4
This is the ability to work with leather to make belts, saddles, armor, etc. A successfull skill roll lets you repair or create leather goods. Make an IQ-based roll to design items that are more artistic than functional. Your roll against this skill determines quality of what you've created. (BS205)
Requires an appropriate Tool Kit, Backpack or have access to a work station or have -10 to skill. If tools have been improvised, take a -5 instead. Basic, Good, and Fine equipment give a +0/+1/+2 respectively.
Modified by: +1 per level of High Manual Dexterity, -3 per level of Ham-Fisted
Masonry (IQ/Easy)
Default: IQ-4
This is the ability to build things out of brick or stone. (BS207)
Requires an appropriate Tool Kit, Backpack or have access to a work station or have -10 to skill. If tools have been improvised, take a -5 instead. Basic, Good, and Fine equipment give a +0/+1/+2 respectively.
Modified by: -3 for simple engineering projects (erecting scaffolding, moving large blocks of stone, etc.) rather than masonry per se
Musical Influence (IQ/Very Hard)
Defaults: None
This skill requires Musical Ability 1 and either Musical Instrument or Singing at 12+. This skill allows you to influence the emotions of others by playing a musical instrument or singing. This skill works with any instrument as well as with voice. To use this skill, you must first get an audience to sit and listen to your performance. You must also make a successful Musical Instrument or Singing roll. You may then roll against your Musical Influence skill.
On a success, you can adjust the reaction roll of your audience to you or to anyone present up or down by an amount equal to your margin of success, to a maximum of +3 (+4 for critical success). If the audience isn't really paying full attention to your performance, you can only adjust reaction rolls by 1 instead. This skill can be resisted with Will, but it generally won't be. This skill works on animals.
This is an optional core skill for Incantation Magic. (BS210)
Musical Instrument (IQ/Hard)
Defaults: Special
This is the ability to play a musical instrument. With a successful skill roll, you give a competent performance. You must specialize in a particular instrument. Defaults between specialities range from -3 for similar instruments to "no default" for utterly unrelated ones. (BS211)
Poetry (IQ/Average)
Defaults: IQ-5, Writing-5
This is the ability to compose "good" poetry of any type native to your culture, in any language you know. A successful roll lets you write one good poem in an appropriate amount of time (anywhere from an hour to a day depending on the length of the poem). A failed roll might mean that you couldn't get inspired or that your audience just didn't care for your work. (BS214)
Modified by: -3 for Unfamiliar Cultures
Sewing (DX/Easy)
Default:DX-4
This is the ability to work with fabric. A successful skill roll lets you repair damaged cloth items, modifiy garments, or create new clothing or costumes from suitable materials. (BS219)
Singing (HT/Easy)
HT-4
This is the ability to sing in a pleasing fashion. A successful roll means the audience liked your song.(BS220)
Modified by: apply any Language modifiers if singing in a different language, -2 if the audience doesn't understand the language, +2 for Voice, -2 for Stuttering
Symbol Drawing (IQ/Hard)
Default: Ritual Magic-4
This skill is for creating Scripts. Scripts require anchoring the magic to a surface by the use of arcane symbols, strange sigils, words of mystical power, etc., allowing you to creat a magically augmented parchment that contains a single spell.
Requires a Portable Workspace Kit or have access to a work station or have -10 to skill. If tools have been improvised, take a -5 instead. Basic, Good, and Fine equipment give a +0/+1/+2 respectively (this cannot be used to go above Symbol Drawing or Path skill +4).