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| Maneuver in Armor | 600 | Each rank with this skill reduces the DEX penalty for armor or shield. Each rank reduces 1 point of penalties from armor or shield. For example, if you are rank 6 in this skill, and are wearing armor that has a DEX penalty of 5, and carrying a shield that has a DEX penalty of 2, the combined DEX penalty is -7 (5 + 2 = 7). Your rank with this skill reduces the penalty to only -1. Old Description Odd numbered ranks reduce penalty for armor while even numbered ranks reduce for shield. Thus, if you | |
| Martial Artist | 1800 | See description under professions. | |
| Master Bowman | 400 | This skill enhances a archer's ability with a bow. The archer's rank with this skill cannot exceed his rank with his bow. Bow specialists and double specialists can learn this skill at a reduced EXP Multiple. Bow specialists have a multiple of 250 while bow double specialists have a multiple of 225. Bonus to Initiative
Starting at rank 2, the master bowman gains a +1 to their initiative every 3 ranks (ranks 2, 5, 8, etc.) with his specialized bow(s). Bonus to Damage
Starting at rank 3, the mast | |
| Master Defender | 300 | Defend Other
This skill allows a warrior who is skilled with Large Shields to use his shield to defend a nearby target. The master defender can use his shield to defend himself and one other target. The target being defended must be involved in the same melee as the master defender (using a melee weapon), or otherwise to the immediate right or left of the target and the declaration to defend them must be made at the beginning of the round. If the Master Defender is using a Large Round Shield, t | |
| Master of Barbarian Weapons | 300 | This skill enhances a barbarian's ability with all weapons on the All Barbarian Weapons list, but only if they are specialized with the weapon. The barbarian's rank with this skill cannot exceed his rank with All Barbarian Weapons. The Master Swordsman gains the following bonus with their specialized weapon (or weapons) as they improve in rank. Rank
Initiative
Damage
Defense *
Notes 1 +1
+1 2
+1 +2 3 +3 4 +1
+4 5
+1 +5 6 +6 7 +1
+7 8
+1 +8 9 +9 10 +1
+10
+1 chance o | |
| Master of Battle Magics | 350 | A Master of Battle Magics is skilled at casting spells in combat. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill). Bonus to Initiative
Starting at rank 2, the master gains a +1 to their initiative every 3 ranks (ranks 2, 5, 8, etc.) when casting spells in combat(s). Concentration
Spell casting comes easier to a Master of Battle Magic | |
| Master of Defensive Magics | 300 | A Master of Defensive Magics is skilled at casting protective spells in combat. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill). Defensive spells are those that provide the target with a bonus to a saving throw, defense or protection or make them immune to a type of magical attack. The GM will decide whether a given spell is defensiv | |
| Master of Hurled Weapons | 250 | This skill enhances a specialist's ability with thrown weapons. The specialist's rank with this skill cannot exceed his rank with his thrown weapon(s). Only those who have specialized in a thrown weapon can develop this skill and then it only applies to those thrown weapons in which the character is specialized. Thus, a double specialist with a dagger can develop this skill to to apply to daggers but if he throws a spear, and he is not specialized in spear, this skill cannot help him. If the ch | |
| Master of Knives | 400 | This skill enhances a specialist's ability with daggers and knives, both in melee and thrown. The specialist's rank with this skill cannot exceed his rank with dagger. Only those who have specialized in dagger can develop this skill. The Master of Knives gains the following bonus with their specialized weapon (or weapons) as they improve in rank. Rank
Initiative
Damage
Defense *
Armor Piercing
Notes 1 +1
5% 2
+1 +2
10% 3 +3
15% 4 +4
20% 5
+1
+1
+5
25% 6 | |
| Master Ritualist | 300 | A Master Ritualist is skilled at casting magical rituals. The master skill cannot exceed the lower of the mage's Spell Energy and Spell Memory skills (i.e., if the mage is rank 8 with Spell Energy and rank 12 with Spell Memory, they are limited to rank 8 in this skill). Ritual of Preparation
A Master Ritualist can perform this ritual faster than most mages. Normally each hour, up to a maximum of 10, spent in this ritual improves the cast chance for a single spell or ritual by 3%. Thus, a 10 hou | |
| Master Swordsman | 400 | This skill enhances a specialist's ability with melee weapons. The specialist's rank with this skill cannot exceed his rank with his melee weapon(s). Although this skill is called Master Swordsman, it can apply to any melee weapon in which the character is specialized, with the exception of blackjack, club, dagger, garrote, hand axe, javelin or war club. Only those who have specialized in a melee weapon can develop this skill and then it only applies to those melee weapons in which the characte | |
| Mechanician | 600 | See description under professions. | |
| Memory | 225 | A character with this skill has a very good memory. A successful skill roll (5% per rank plus ((KNOW - 15) x 3)) allows the character to dredge up some forgotten tidbit of information or remember, verbatim, the layout of a map that he saw only briefly, etc. Additionally, all lore rolls (Armor Lore, Artifact Lore, Monster Lore, etc.) are increased by 1% per rank of Memory. | |
| Mental Perception | 250 | Only psionically aware characters may use this skill. The character is able to "burn" a mental point and detect mental energy out to a range of (rank x 3) feet for a period of 1 minute per rank. At rank 11 and higher, range increases to 30 + ((rank - 10) x 6) feet while duration extends to 10 + ((rank - 10) x 3). Thus, at rank 10, range is 30 feet and duration is 10 minutes. At rank 11, range is 36 feet and duration is 13 minutes. At rank 12, range is 42 feet and duration is 16 minutes, and so | |
| Mental Resistance | 275 | Mental Resistance is a psuedo-psionic ability that makes the character more difficult to affect with mental attacks. A complimentary skill to Mental Resistance is Mental Perception. Those with both skills can use Mental Points from this skill to "burn a point" for Mental Perception. Rank with this skill cannot exceed Overall Level. Mental Save Bonus - Each rank with the ability increases the character's Mental save by 1% (already included in mental save in the online character sheet). Mind Mask | |
| Mercenary Lore | 100 | A character with this skill has knowledge of mercenary ways and mercenary groups. They know how mercenaries act and where to find them. They know how to make contacts with people who want to hire mercenaries. | |
| Metal and Mineral Lore | 100 | Bonus for recognizing and identifying and appraising metals, alloys, metallic crystal structures, etc as well as types of stones and gems. Someone with this lore might be able to positively identify a diamond but, without Gem and Jewelry Appraisal skill, would not be able to determine its value. This skill will also give information on famous, magical artifacts and historic, legendary, or cursed types of metals or gems. | |
| Military Scientist | 450 | A military scientist is skilled at leading men in battle. A military scientist can directly lead (15+(rank squared)+ (4 X WP)) troops effectively in battle
Anyone can try to lead an unlimited number of troops in battle. However, any troops beyond leader’s effective limit will usually become disorganized in the midst of battle. A military scientist can form a personal guard. After drilling for (150-(Instructor rank x 10)) days (minimum 10 days), the military scientist forms a personal guard of | |
| Mining | 300 | A Miner is familiar with natural formations of stone and earth. A successful skill roll will tell him whether a given passage is safe from the chance of collapse. He is able to tell how thick a stone wall is by knocking on it and how long it will take to cut through it. No tools are required to use this knowledge. If the miner is clearing away the debris from a collapsed tunnel, he should have the materials on hand to make tunnel supports or the tunnel may collapse again. Cutting a new tunnel t | |
| Monster Lore | 300 | This skill gives the character a knowledge of the various monsters. As a general rule, this skill only applies to prime material plane creatures. Refer to the following list for the applicable lore skill: Animals - Animal Lore
Avians - Monster Lore (e.g., roc, stirge)
Bugs - Monster Lore (e.g., carrion crawler, giant wasp, phase spider)
Demons and Devils - Demon/Devil Lore
Dragons - Monster Lore and Dragon Lore
Elementals - Elemental Lore
Faeries - Faerie Lore
Giant Animals - Monster Lore and A | |
| Mountaineering | 200 | Bonus for climbing in the mountains, rappelling, finding the safest path through the mountains, etc. It does not include the ability to climb sheer cliffs. User Climbing skill for that. Mountaineering is more about finding the best way through difficult, mountainous terrain, with occasional difficult climbs. Climb Mountain - Bonus is equal to (STR + DEX + PER - 45) + (Rank x 5). Use this skill to find the best way up a mountain that does not involve vertical climbs (Climbing skill is needed for | |
| Move Silently | 325 | This skill allows a character who makes a successful skill roll to move without making a sound. If hard-soled shoes are worn, the roll is at -20%. Maneuver penalties for armour also apply. A character may not move silently in metal armor. Perception rolls to notice someone who is moving silently depends on the character's Move Silently roll: PC +25 for Partial Success, 2x PC for Near Success, 1x PC for Success, and PC -12 for Absolute Success. | |
| Musician | 250 | A musician is skilled with music. At rank one, he must choose a single instrument that he is skilled in. His bonus for playing is 5% per rank plus DEX bonus. Musicians are familiar with a wide variety of musical numbers. The chance that a musician knows a particular piece of music (assuming that it is moderately well known) is 4% per rank, plus Know bonus. The GM may assign modifiers for particular well-known or particularly obscure pieces of music. Play Musical Instrument – At rank 5, the mus | |
| Musketry | 550 | Musketry skill allows characters to use Flintlock Pistols, Muskets and similar weapons. | |
| Mystic Sense | 350 | Mystic Sense is an advanced martial artist ability. Prerequisites: WP 20, PER 22, Martial Artist 4 The martial artist is able to sense invisible, ethereal and out-of-phase creatures within rank x 3 feet. The chance of successfully noting the presence of such a creature is equal to (((PER + WP) - 42) x 3) + (Rank x 5). | |
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