Spelljammer
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Campaign Info\Skills\Alpha Cat Skills

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Sailing300A character with sailing skill is familiar with the operation of wind-driven vessels and, with a successful skill roll, is able to use the wind to its fullest advantage. At lower ranks, the character is skilled at operating a small vessel that can be managed by one or two people. At rank 8, he is skilled at managing a larger vessel that requires a crew of 5 to 10 sailors. They are also skilled with tying knots and running lines used in sailing vessels. This skill applies primarily in the contex
Scouting300A character with this skill is adept at estimating enemy strengths based on available clues, and communicating that information to others. The base chance of estimating enemy strength is (((INT + PER) - 30) * 1.5) + (Rank x 5). This assumes a moderate amount of available information. The GM will award bonuses or penalties depending on the situation. For example, a scout has been watching an enemy fortress for a few hours. The GM makes a roll for the scout at this point to estimate the size of t
Sea Lore150Sea Lore is knowledge of the sea and ships. It encompasses some Animal Lore and Monster Lore in the context of the sea. Someone with this lore will also have knowledge of maritime geography, ships, pirates, ports and other knowledge of the vast oceans and seas of the world.
Shadowing300Bonus for following someone, primarily in a city environment, without being noticed.
Shield Large350This skill applies to Large Round Shield, Kite Shield and Tower Shield. The character gains a bonus to defense (DEF) of 4% per rank of Large Round Shield (minimum 10%), 5% per rank of Kite Shield (15% minimum) or 6% per rank of Tower Shield (minimum 20%). The minimums apply only if the character has at least one rank of shield. Otherwise the shield provides no defense (i.e., the character does not know how to use it effectively). Example: Delana is rank 1 with Large Shield and is wielding a Lar
Shield Small325This skill applies to Buckler and Small Round Shield. The character gains a bonus to defense (DEF) of 2% per rank of Buckler (minimum 5%) or 3% per rank of Small Round Shield (minimum 8%). The minimums apply only if the character has at least one rank of shield. Otherwise the shield provides no defense (i.e., the character does not know how to use it effectively). Example: Delana is rank 1 with Small Shield and is wielding a Buckler. Her rank gives her a 2% DEF but since the minimum is 5%, her
Shipwright375A shipwright builds and maintains water-borne vessels. The required tools depend on the nature of the task. Repairing a hole in a vessel while at sea would require a hammer, nails and some wooden planking (Swimming skill might also help).
Singing150A singer is skilled with their voice. Bonus for singing is 5% per rank, plus CON bonus. Singers are familiar with a wide variety of songs. The chance that a singer knows a particular song (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 songs. Reading/Writing – A musician must be able to read and write a language at rank 6 or higher to become a songwriter. Without this prerequisite, the Si
Sleep and Charm Resistance100The character is resistant to sleep and charm spells. The base chance to ignore such a spell is 75% + 1% per level.
Sleight of Hand200When a character desires to palm a small object or make something "disappear" he makes a Sleight of Hand skill roll to determine success. Perception rolls required for other to notice are: PER +25 for Partial Success, 2x PER for Near Success, 1x PER for Success, and PER -12 for Absolute Success. Someone with this skill is also good at juggling.
Snowshoeing150Someone wearing showshoes can move at half TMR. TMR improves by 1 per 2 levels of this skill, up to normal TMR for the character. Difficult maneuvers require a skill roll. This skill also allows the making of snowshoes if you have the right tools (fresh sapling, thin rope, and a drill).
Sorcery450This skill is used to modify the effects of casting a normal spell and has multiple possible uses. It also grants mages a Spell Pool of points that can be used to cast spells. The Sorcery skill roll is equal to ((MA - 15) * 3) + (Level * 5). Sorcery skill can be used for any of the following uses: Modify Description
Spell Displacement
Spell Split
Spell Trickery
Triad If attempting to use Sorcery for two different effects simultaneously (e.g., Spell Trickery and Spell Displacement) apply a -15 t
Speed Reading150For every level in this skill, the character can read 25% faster than normal. Thus, someone who is level 4 with this skill, can read a book twice as fast as normal.
Spell Energy450Each level gives the character 2 spell points. The character gains bonus spell points for high CON equal to standard bonus (+1 for 18-19, +3 for 20-21, +5 for 22-23, +7 for 24.25). Thus, a mage with a CON of 20 and level 1 in this skill has 5 spell points - 3 for his CON of 20 and 2 for his level with this skill. Spell points recover with a good night's rest. In general, the GM should allow the mage to recover all of their spell points if they spend 8 hours to so resting, including watches. If
Spell Memory300A Mage may have a number of spells memorized at one time equal to 2x his rank with this skill, plus standard bonus for KNOW. Thus, a mage with an KNOW of 18 and rank 3 in this ability, could have a total of 7 spells memorized: 1 for his KNOW of 18 and 2 more for each rank of this ability. This doesn't mean that he can't know more, it just means that at any one time he can only have a limited number of spells in memory. Note that the counterspells for the mage's own college do not count against
Spelljammer Astrogator350A spelljammer astrogator interacts with a spelljammer helm to plot distant destinations. The astrogator can plot destinations in two ways. Anchor Point Plot - The astrogator plots a course to a known anchor point. When the astrogator feeds spell energy into a helm, he sees a representation of all anchor points within the Astral Limit of the helm, plus an additional radius of 20% per rank. Thus, if the helm has an astral limit of 100,000 miles, and the character is rank 5, he will see all anchor
Spelljammer Lore150This lore skill gives the character general knowledge of spelljammers of all types.
Spelljammer Pilot350The Spelljammer Pilot operates the spelljammer. The skill is used to determine the success of difficult maneuvers. It also determines the speed that the pilot is able to coax out of the helm. A rank 1 pilot may not be able to get his ship to go any faster than a few miles per hour while a highly skilled pilot can get his ship to the maximum of the ship. Spelljammer Pilot skill also determines the Defense of the spelljammer by 5% per rank. Anyone will Spell Energy skill can feed spell points int
Staff Defense450Staff defense is the improved ability to parry weapons in melee combat. With regards to melee combat, staff defense works just like a shield or defense skill except that it only works in melee combat. It does not work against ranged attacks. Staff defense can be used in conjunction with defense skill but not with shield. Staff defense can only be used if the character is using a quarterstaff, or similar two handed weapon where the hands are spaced well apart on the weapon, and the weapon itself
Stonecraft300A character with this skill is able to fashion items from stone. The item may be as simple as a stone block for a wall or as complex as an intricate stone statue of an armoured warrior. He also has a chance of automatically noticing stonework traps such as falling blocks, pit traps, etc., as well as secret doors concealed in stone walls. A character can also do general stonework (bonus of ((DEX - 15) x 3) + (rank x 5)).
Storytelling200A storyteller is skilled at writing at telling interesting stories. Bonus for telling a story is 6% per rank, plus CHA bonus ((CHA -15 ) x 3). Storytellers know many legends. The chance that a storyteller knows a particular legend is 4% per rank, plus Know bonus ((KNOW - 15) x 3). The GM may assign modifiers for particular well-known or particularly obscure legends. Reading/Writing – A storyteller must be able to read and write a language at rank 6 or higher to advance beyond rank 3. In additi
Streetwise275A character with this skill is adept at dealing with the seedier sides of human cities. He knows how to establish underground contacts, buy illegal items, and sell stolen goods. His bonus to find information or establish street contacts is ((CHA - 15) x 3) + (Rank x 5)
Strong Lungs250The character is able to hold their breath longer than most. A normal character with no Swimming or Diving skill can hold their breath for 15 + WP seconds without preparation, or 30 + (WP x 2) with preparation. See the descriptions for Swimming and Diving for how long characters with those skills can hold their breath. Each rank with this talent increases the duration that the character can hold their breath by 1 minute.
Suppleness125Can dislocate joints, contort body. Allows escape from normal rope or chains. Can squeeze through 19" opening. -1” per 2 ranks over 10, to a minimum of a 10” opening.
Survival300The character is adept at surviving in the wilderness. They can find food and construct shelters out of native materials. If the character is new to a particular environment, then it will take some time for him to be able to apply his skill to the new environment. For example, if the character has never been in an arctic environment before, then it will take some time before he will get his full survival bonus in the arctic environment. Exactly how long is up to the GM. The character's bonus to
Swashbuckler1200See Swashbuckler profession for details.
Swimming250Encumbrance – A swimmer’s effective rank is reduced by 1 if clothing is worn and by 1 (plus 2 times DEX penalty) if armour is worn. This applies to TMR and combat, but not to holding your breath. Non-Swimmers - Characters with no levels in swimming or diving do not know how to swim and will lose 1 hit point cumulative every round (1 point the first round, 2 points the second round, 3 the third, etc.). Surface TMR - A Swimmer has a base TMR of 15 in the water (10 for gnomes and 5 for dwarves).
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