| Name | Multiple | Description | |
| A |
| |
| |
| B |
| |
| |
| D |
| |
| |
| F |
| |
| Faerie Lore | 100 | Bonus for recognizing and identifying the major powers and abilities of Fairies, and things pertaining to Faerie. These include elves. | |
| Fast Healer | 400 | As the name implies, a Fast Healer recovers from wounds faster than most. This ability works automatically but assumes that the character gets a full night's rest, plus occasional rest during the rest of the 24 hour period. If the character's opportunity to rest is reduced, the GM will determine how much Fast Healer will help them, if at all. For example, if the character is a prisoner who is being subjected to torture and sleep deprivation, the GM may rule that their Fast Healer is only giving | |
| Find Traps | 400 | This skill applies primarily to finding intricate traps on doors, chests, coffers, drawers, etc. If the character rolls a Blunder when attempting to find a trap, he has probably set it off, depending on the nature of the trap. If the character desires to remove the trap, he must have the skill Remove Traps. His chance to remove a trap is modified by -25% if his Find Traps skill roll resulted in Partial Success, -10% for Near Success and +15% for Absolute Success. It generally takes 1d4 rounds t | |
| Find Weakness | 300 | With a successful skill roll (5% per rank plus stat modifier), the character is able to find weaknesses in their opponent’s armour. The result is that the opponent only gains one half of their armour value (round up) vs. the character’s weapons. To use this ability, the character must take half a round to study the opponent and then make a Find Weakness roll (((INT + PER) - 30) x 1.5) + (Rank x 5). The character loses half of their attacks (round down) and suffers a -5 to initiative for all r | |
| First Aid | 400 | Bonus for applications of emergency aid or treatment (limited to a type of creature), such as attempts to halt or slow bleeding. A character with this skill can stop up to 5 points per round of bleeding without resorting to a tourniquet. Used normally in the field without the benefits of a proper medical facility or elaborate equipment. First Aid to stop bleeding takes one round and a successful skill roll. First Aid roll is (INT + KNOW - 30) x 1.5. Each rank of Anatomy skill also improves the | |
| Fishing | 150 | Represents the ability to find good fishing locations and catch fish. Finding or otherwise knowing whether a particular spot is a good fishing spot is (((KNOW + PER) - 30) *.15) + (Rank x 5). Catching enough fish suitable for a meal for a number of people equal to rank is ((LUCK - 15) x 3) + (Rank x 5). The bonus catching fish assume that the character has made a successful roll to find a good fishing spot. Otherwise they suffer a -20 to their roll to catch a fish. It takes 2 hours to catch fis | |
| Fletcher | 175 | A Fletcher is skilled in making arrows. It takes the character 60 (minus Level x 2) minutes, and a successful skill roll, to make an arrow (partial success = -10 arrow, near success = -5 arrow, absolute success = +5 arrow). At rank 13, a Fletcher is able to make Arrows of Quality. At rank 13, they may make excellent arrows, and at rank 16, they may make superior Arrows. | |
| Flying | 275 | This skill is only available to those who have the native ability to fly, such as myyrrhn. Manueverability - Maneuverability is a function of rank. The flyer has a flying agility roll equal to ((DEX - 15) x 3) + (Rank x 5). Encumbrance – A flyer's effective rank is increased by 1 if completely unencumbered (light clothing and nothing more). Effective rank is reduced by one if wearing a backpack. Running skill is effectively negated if encumbered (c.f., Strength). Improved TMR - Flying skill im | |
| Focused Attack | 450 | A focused attack allows someone using unarmed combat to sacrifice an attack to do extra damage. A focused attack can only be used with Unarmed Combat and Martial Arts. A character with Unarmed Combat must be at least rank 8, and have a minimum STR of 24 or WP of 22, to acquire this skill. A character with Martial Arts must be at least rank 6, and have a minimum WP of 22 to acquire this skill. Both hands must be free to make a focused attack. The character gains a bonus of +1 to strike chance an | |
| Forgery | 350 | Bonus for the creation of false but believable writings, illustrations, or records from scratch. It is used to falsify blank records and accounts, change testimony records to misrepresent the facts, reproduce works of art or official documents including currency, stocks or bonds. A Forger can duplicate almost anything that is already in existence, or reproduce a successful style, technique, procedure, process, trademark, or copyright. | |
| Fungus Lore | 100 | Bonus for recognizing and identifying different types of fungi, normally most useful in underground environments. | |
| G |
| |
| |
| I |
| |
| |
| L |
| |
| |
| M |
| |
| |
| Magic |
| |
| |
| O |
| |
| |
| Q |
| |
| |
| S |
| |
| |
| U |
| |
| |
| Weapon |
| |
|