Abilities

Sure shes got a 1D in mental, but shes got a 5D+2 in charisma 

In light of Alathay philosophy and metaphysics, abilities are divided into the three realms of a living being: mind, body, and spirit.  Each of these is subdivided into two realms or focuses.  Mind is divided into mental, or that which is learned or understood, and perception, or how the mind observes the world around it.  Body is divided into strength, or how much force a body can give or take, and dexterity, or how much control the body has over specific movements.  Spirit is divided into will, or how strong the spirit is, usually as compared to outside forces, and mysticism, or connection with and ability to manipulate the spirit world.

Errata:

  • Mind, body, and spirit scores (called traits) may be found by taking the average of the two sub-realms.  This is by far the most common when rolling against bodily damage, where the damage taken is compared to the body score.  The body score is the number found by rolling a number of dice equal to the average of dexterity and strength.  This may be occasionally referred to as constitution.
  • The six sub-traits or focuses are more commonly referred to as attributes.
  • Sub-categories of attributes are called skills and are divided into abilities and spells.
  • Abilities listed on the right require familiarity.  Having a skill listed on a character sheet shows familiarity with a skill*.
  • A character having familiarity with a skill roles the full attribute dice or higher (if more dice are listed.  See rewards for raising skill abilities)
  • If, however, a character does not have familiarity (ie. the ability is unlisted), subtract two dots from the attribute dice when rolling (-2, not -2D).
  • Other abilities not listed on the right may come up during the game.  Depending on the ability, the GM may decide to treat them as familiar abilities (roll the full corresponding attribute dice) or unfamiliar abilities (roll the attribute dice -2).
  • A character may attempt to use any ability, whether or not he or she is familiar with it.  Spells, however, may not be attempted unless known.
  • Sub-categories of abilities may be learned and are referred to as specialties.  For example, a character may be a scholar in a particular area like music.  This is written as Scholar: Music.  Specialties may be learned quicker than the corresponding general ability (see rewards )

*Abilities listed as less than their corresponding attribute do not qualify as familiarity, but also do not incur the -2 penalty for not being familiar, they are simply rolled at the stated value.



Clarifications

Focus: Using the focus ability signifies concentrating with all your will on a single action.  Those using focus that turn may not dodge or take multiple actions.  The following turn, they apply a +1D bonus to their action roll.  The type of action they are focusing on must be specified in advance (ie the turn where the focus is rolled rather than the turn where the action is rolled).

Tactics:    If a situation has anything the player believes would give them a tactical advantage, the player rolls their tactics ability.  If successful they receive a bonus of x  to their next 1D+2 rolls (treated as a buff, although not removable by any debuff).  The x  to be added is determined by the gm's view of the group's degree of advantage and is figured based on the seldom-used middle section of the difficulties and damage chart: the modifiers.  They are as follows:      

  Modifiers 

Degree of advantage               Dots         Dice

Slight Advantage                       1-5          1D

Decent Advantage                     6-10         2D

Solid Advantage                       11-13        3D

Decisive Advantage                  14-16        4D

Overwhelming Advantage            16+         5D

Note however, that it is not +1D to the party's rolls if it is determined that they have a slight advantage, but rather the player rolling tactics rolls 1D.  That number is added on to the rolls of those the player directs for the duration of the buff.  In order for the buff to apply to others, they must be directed by the person using the tactics ability.  Others may choose to ignore the tactical advice and do as they will, but will thus not receive the buff.  Rolling tactics constitutes a regular action.

 

Unarmed:  The damage done by unarmed is the strength of the character the player is rolling for, with a limit of 4D+2, unbuffed, for non-monster characters.

Parrying:
A player may parry rather than dodge to avoid being hit.  This is done by rolling the corresponding weapon skill.  For example, when blocking with a scimitar, roll using the slash blade skill.



 

Mental

  • Botany
  • Bureaucracy 
  • Business
  • Politics
  • Religion
  • Scholar
  • Streetwise
  • Survival
  • Tactics
  • Sailing
  • Navigation
  • Armor Repair
  • Weapon Repair
  • Crafting 
  • First Aid
  • Building
  • Tracking
  • Society 
  • Animal Training
  • Other Profession (specify)

Perception 

  • Charisma
  • Bargain
  • Intimidate
  • Con
  • Hide
  • Sneak
  • Persuasion
  • Search
  • Forge 

Strength

  • Lifting
  • Climbing
  • Swimming
  • Endurance 
  • Jumping 

Dexterity

  • Khirka
  • Bow
  • Slash Blade
  • Pierce Blade
  • Polearm
  • Club/Mace
  • Staff
  • Blowgun
  • Throwing
  • Whip
  • Unarmed
  • Dodge
  • Pick Pocket
  • Riding 

Will

  • Control Pain
  • Resist Poison
  • Resist Illness
  • Resist Illusion
  • Focus 

Mysticism