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| Leathercraft | 250 | A Leatherworker is skilled at making and repairing items of leather. For fine tooling and intricate designs, other tools are necessary. Only a heavy needle and some heavy weight thread are required to repair leather armour or saddles. | |
| Lightsleep | 225 | A character with this ability has a sixth sense that wakes him up when things aren't as they should be. It is up to the GM when this skill comes into play. Skill roll is equal to ((PER - 15) x 3) + (Level x 5). | |
| Linquist | 300 | A Linguist is able to recognize spoken and written languages, whether foreign, racial, cultural, social, professional, religious, or magical. Absolute Success will even allow him to understand enough to get the gist of a conversation. He is also able to distinguish regional accents of languages with which he is familiar (i.e. by hearing a certain thief speak he could tell that he hails from Souvrael in the Kingdom of Illyravoin and probably from the poorer section of town). A linguist may be ab | |
| Lip Reading | 250 | Bonus for reading lips. Lip Reading is only possible with languages the reader knows and then only to the known skill rank. For every foot of range beyond 20 feet, subtract 2%. | |
| Living Weapon | 300 | Roll (Rank x 3) + ((WP - 15) x 3) or less to become a Living Weapon. Attempt takes a full phase during which Martial Artist can take no other action. If failed, cannot try again for two rounds. Rank determines abilities. To end Living Weapon, the Martial Artist must roll 2 x current WP or less. The Martial Artist loses one point of WP for every 2 rounds (or fraction thereof) that he is a Living Weapon. WP returns at a rate of 1 point per hour. If WP drops below 6, the return rate increases to | |
| Locate Secret Openings | 300 | A person with this skill is able to more readily discern irregularities in surfaces that could lead to secret or concealed openings. The base chance to find a secret door or opening is equal to 2x PER on percentile dice. This assumes that the character is actively looking for a secret door and spends 10 minutes searching a 20 foot long section of wall. Each rank with this skill adds one to the character's PER roll for the purpose of finding a secret door. Additionally, the character has a chanc | |
| Lupus Combat | 400 | This skill can be used by a Werewolf in Lupus or Hispo form. IM is improved by the indicated amount, plus any modifier for DEX. Damage is as indicated, but modified by STR. Rank
Strike Chance
IM
Lupus
Damage
Lupus
Att/ Rnd
Hispo
Damage
(claw/bite)
Hispo
Att/ Rnd
1
(DEX x 2) +
(STR – 15) +
(Level x 5) +
10
+1
1d6
1
(bite)
1d8/1d6
3
(claw/claw/bite)
2 1d6 1d8/1d6 3 1d6 1d8/1d6 4 1d6+1 1d8+1/1d6+1 5 1d6+1 1d8+1/1d6+1 6 1d6+1
2
(bite)
1d8+1/1d6+1 7 1d8+1 1d8+1/1d6+1 8 +2
1d8+1 2d6/1d8+1 9 1d8+1 2d | |
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