Advanced Skills
*Any skill prerequisites must break the first barrier before the advanced skill can exceed the value of the Statistic it is listed under.
Strength
Lifting – Can be rolled instead of strength for this specific purpose only.
Ravage (Strength 4d) – Once per die a day the user can fly into a berserker rage in which he gains the following abilities: Ravage is added to damage instead of Strength, 1 extra HP is added to Bruised for every die in Ravage, Ravage is added to resist any charisma or charm based power or skill used against him.
Dexterity
Acrobatics (Dexterity 3d, Dodge) – A single action will defend against every attack made in a round, but it prevents the user from doing anything else. This skill can not be used while wearing any armor with a dexterity or speed penalty.
Speed (Dexterity 4d, Fighting 3d, Rogue 3d) – May be rolled instead of Initiative. For every die in Speed 1 pip is added to all movement rates. This skill can not be used while wearing armor.
Constitution
Drinking – A character without this skill can drink 1 full tankard of Ale per die in Constitution before they are lowered to the next HL. For every die in Drinking this number of drinks is increased by 1. As an added bonus the character will add 1 PIP per die in Drinking to his resistance verse any organic poison.
Endurance (Constitution 3d) – When a character reaches a HL where he would receive a penalty he may roll Endurance to shrug off the penalty. The difficulty will change depending on the HL and the situation.
Regeneration (Constitution 3d, Wizardry 4d, Necromancy specialized) – May be rolled to regenerate HP, 1 per turn for every difficulty level rolled. It may also be used to regenerate lost parts or limbs within a day at a difficulty of 15, the DM may modify the difficulty and the time depending on the size of the loss. When the user drops to the MW Health Level a difficulty of 80, minus 5 for every round the user has to live, can be rolled to escape death. The effect is instantaneous, but will leave the user unconscious from the effort. After every active use of this skill the user must reduce his total HP, starting with Bruised, by 1 for the next 24 hours.
Intelligence
Lore (Intelligence 3d) – May be rolled instead of any Intelligence skill, but it won’t work with advanced skills.
Forethought (Intelligence 4d, Wisdom 4d, IMPORTANT NOTE: “NPC Coolness Effect” this can be a dangerous skill for a DM to give out, use caution) – If something unexpected happens to the Player then Forethought is rolled to determine if the Character has expected and prepared for it. Keep in mind, however, that a character does not always have the knowledge or resources to prepare for a given situation. Difficulty is usually 1D6x10, but can be modified depending on the situation.
Runes (Intelligence 3d, must have touched at least one of the Origin Stones) – Allows the use of Rune Magic.
Guess (Intelligence 4d, can never exceed Lore) – The user may roll this skill to attain any kind of info from the DM. However, the DM may lie to the Player if his roll did not make the difficulty and the player will never know when that is. Keep in mind that at least some info about a subject must be known to start guessing about it. You can’t generate answers out of thin air.
Surgery (Dexterity 3d, Intelligence 3d, Biology, Anatomy, Healing, Herbalism) – The applications of this skill are obvious. In game terms it won’t actually give HP back to a character, but it can deal with the most serious of injuries…if the proper tools are on hand.
Wisdom
Empathy (Wisdom 2D, must be psychic, a bard, a ranger, or a druid, in the former two cases the skill only works with humanoids, in the two latter cases only with animals) – The user may roll this skill to feel and interpret other’s feelings and motives
Intuition (Wisdom 2d, must be psychic) – The user may roll this skill to attain a general positive or negative feeling about an idea, place, situation, choice, etc.
Charisma
Charm (Charisma 3d, Wizardry 2d, Enchantment specialized) – The user may roll this skill to influence an individual’s disposition toward himself. The individual gets a wisdom save verse the user’s skill. If there are two or more being affected then the one with the lowest wisdom rolls first, if he fails then his roll is added to the next victim’s roll, if the second fails then its the third’s turn adding the first and second rolls to his as a bonus. This continues until there is no one left or someone passes. Anyone who can hear the user’s voice or has made eye contact may be affected by this skill. If anyone fails to resist the effects of this skill at least 3 times a day for an amount of consecutive days equal to his pips in wisdom then he will become permanently charmed until the user releases him.
Call (Charisma 2d, Conjuration specialized) – The user may roll this skill to summon creatures of a specific type to his aid as chosen from the Ranger’s favored enemy list. If used in concert with a summon spell then the effect of the spell is amplified by ˝ for every difficulty level rolled starting with moderate. When used alone the user may summon any creature of his chosen type if it’s full name is known and a piece of it’s blood is had (if the creature doesn’t have blood, then bone will do, if there isn’t any bone then any of it’s substance must be had). If this summoning is against the creature’s will then it receives a willpower save verse the user’s skill roll (regardless of what relationship the user might have with a summoned creature a summoning is considered forced unless the creature is expecting it at the time that it happens). If the save is failed then the creature will appear the next round +1 round for every difficulty level rolled above the creature’s save then return to whence it came. The amount of essence this summoning can cost varies.
Perception
Mimic (Intelligence 4d, Perception 4d, Wizardry 4d, Illusion specialized) – Allows the user to duplicate any spell or spell like ability that he has witnessed no farther back than 1 round before. The difficulty is the original roll that was used to create the effect + 10. The user must still use essence, but the cost is half normal. Also note that any victim of this skill get a wisdom save to disbelieve, the difficulty is 10 +2 for every 5 points the user’s skill rolled over it’s mark.
Assess (Perception 3d, Wizardry 3d, Divination specialized) – The user may roll this skill to learn about an individual’s skills and abilities. The individual gets a willpower save verse the user’s skill to resist the affect.
Soothsaying (Wisdom 3d, Perception 3d, Divination specialized) – Allows the user to receive visions. The DM rolls the skill in secret and makes the vision more or less vague depending on how good the roll was.
Observation (Perception 3d) – The user may roll this skill to instead of perception. It is a more focused attention over a much smaller and specific area.
Combat Sense (Perception 2d, Fighting 2d) – The user rolls this skill to become aware of sneak attacks, even while sleeping though the difficulty can be astronomical. It will also help with feints, being flanked, and blindsided. However, this is purely a defensive skill. If it is rolled equal to or over the attacker’s skill then the user knows of the attack and can try to defend properly. It does not confer the ability to make such an effective defense nor does it help you to attack an enemy you can’t see, hear, or otherwise perceive.
Blind Fighting (Perception 2d, Fighting 2d) – The user may fight effectively against an enemy he can’t normally perceive, but any skill he uses to attack or defend with can never exceed his Blind Fighting. This skill is only effective in close quarters.
Seeking (Perception 4d) – Allows a psychic to find and recognize individual minds within a 10’ radius per die in Seeking. Any telepathic ability’s range is increased to this new radius and direct eye contact is no longer needed. As an added bonus, this skill acts as combat sense during telepathic combat. Note that this skill is in direction opposition to the Blank skill.
Willpower
Aura (Willpower 2d, Wizardry 4d, Abjuration specialized) – The user may roll this skill verse the skill of an opponent to annul the effects of a spell or spell like ability cast upon him. The option to do so must be taken before the effect of the spell or a save is rolled. The use of this skill requires half the essence it would have taken to cast the spell. Note that this skill will only protect the user, anything else affected by the spell will still be affected normally.
Luck (Willpower 5d) – Adds a success to every roll. There are role playing aspects, but that’s the DM’s department. Note that this skill should never be learned, there should be a special reason why the character has it.
Dream Walking (Perception 2d, Willpower 2d, must have the psychic power Dream Walker or have defeated his Dream Fear) – Allows the user to alter realty around him with his imagination. It is also possible to affect time and acquire other special benefits if they are taught by someone else who knows them.
Evoc (Willpower 4d, Wizardry 3d, Evocation specialized) – The user may roll this skill verse the skill used to create a spell or spell like effect in order to control it or dispel it. If the former, then the user must add +10 to his difficulty after the effect has been initiated and +20 at the instant of it’s casting. In the latter’s case, the user must simply beat the skill used to create the affect after it has been initiated or add +10 at the time of it’s casting. This skill uses half the essence it would have taken to create the effect
Raise (Willpower 3d, Conjuration specialized) – The user may roll this skill to conjure a single element and only this element. The amount of this element summoned can be up to 1 square ft per point rolled. If summoned within a specific shape the difficulty is a pre-chosen amount +10. If summoned to be telekinetically controlled the difficulty is a pre-chosen amount +20. If summoned to inflict damage or for any other reason the user can fail only if a botch is rolled. The amount of damage that can be inflicted is equal to the number rolled with the skill. Note that if the element is not lethal it will not cause any damage. This skill uses essence equal to half the number rolled with the skill.
Bend (Intelligence 2d, Willpower 2d, Wizardry 2d, Transmutation specialized) – The user may roll this skill to alter the parameters of a spell he is casting. Shapes and colors can be changed, lines bended, corners straightened, but no parameter can be increased without another be decreased. For every 5 points this skill rolls above the difficulty to cast the spell one parameter may be altered.
Blank (Willpower 4d) – This skill can be rolled instead of willpower save verse any mind affecting ability. As an added bonus, it renders the user invisible during telepathic combat. Note that this skill is in direct opposition to the Seeking skill.
Fighting
Precision (Dexterity 3d, Anatomy) – Allows the user to score a critical hit with one less 6 than normal, but the skill he uses can not be higher than the precision skill.
Two-Handed Fighting (Dexterity 3d, Fighting 2d) – Allows the use of a weapon in the secondary hand, but this weapon can not be used with any more skill than the user has in Two-Handed Fighting.
Rogue
6th Sense (Dexterity 2d, Perception 3d) – This skill is rolled secretly by the DM every time the character is about to be flatfooted. If the 6th Sense roll beats or equals the attack roll then the character is allowed a precognitive split second action (ex. ducking, jumping, falling, etc).
Escape (Dexterity 3d, Intelligence 3d) – The user may roll this skill to vacate any kind of imprisonment whether it be bars, chains, rope, or whatever. The difficulty is up to the DM.
Wizardry
Brewing (Intelligence 3d, Herbalism) – This skill is needed to create magical potions.
Construction (Intelligence 3d, plus the crafting skill required to make whatever item is being enchanted; note that a character can enchant an item that has been made for him, but if he makes it himself there is a +5 bonus to the roll; if the item is enchanted while the item is being made than the there is another +5 bonus; other bonuses depend on the material used, the craftsmanship involved, and even the place in which it is made) – This skill is needed to create magical items
Instill (Willpower 2d) – Needed to store essence in gems. 1 point of essence can be stored per 50 GP value (note this is only a suggestion and based on my own game’s monetary system)
Scribing – This skill is needed to create scrolls.
Faith
Exercisism (Willpower 2d) – A character may roll this skill against the willpower of one extra planar creature or the collective willpower of a group of these creatures. If the Exercisism roll equals the opposition than all targets lose 2 points of initiative; if the roll beats the opposition by 5 points then all targets lose 1 action; if the roll beats the opposition by 10 points then all targets run away in fear for 1d6+1 minutes; if the roll beats the opposition by 20 points then all targets are returned to their original plane; if the roll beats the opposition by 40 points then all targets are instantly destroyed.