General-Secondary Skills
ID Skill Stat Type Prof Bonus Description Notes
1 Acrobatics AG MM
This bonus is used for in air maneuvers or swinging on objects.Helps reduce the effects of falls.
2 Acting PR SM
This bonus is used for impersonating others,devising new identities, and playing pre scripted parts.
3 Administration PR SM
Used for bookkeeping,estate management,etc.
105 Advertising PR SM
bonus for marketing a product or service
4 Agriculture IT SM
bonus for conducting the growing of large amounts of plants, usually for food. Includes knowledge of seasons, best time to plant, etc. May be developed for specific plant species, or generally.
6 Animal Healing IT SM
Bonus for administering medical aid to injured animals.Allows one to stabilize or repair light wounds and illnesses.Successful static maneuver can stop or reduce up to 5 hpr bleeding.
5 Animal Training PR Varies
Bonus used for training a particular type of animal which must specified when skill is developed.Examples include birds of prey, horses, dogs, etc. If animal is not tamed, initial training attempts are at -30.
7 Appraisal IG SM
Used for determining or estimating the value of goods or objects.May be developed generally or as specifically as desired.Examples include gems, rubies,metal,gold,etc.
8 Architecture IG SM
Bonus used for designing,recognizing, or applying culturally specific building types.Must be developed for specific culture, but may be as general or specific as desired.Examples: Noldor,Dunedain,Late pre fall southern expatriate Numenorean,etc
106 Athletic Games ST/AG MM
bonus for physical sports and games
9 Bartering IT SM
Bonus for conducting individual commerce when money is not available,or acceptable.
10 Boat Pilot IG Varies
Bonus for interpretting rutters,compiling rutters(with mapping),and successfully navigating familiar waterways.Each area must be developed seperately,but areas can be as general or specific as desired.
113 Bow Making AG SM
bonus for making wooden bows. Crafting subskill
11 Camoflage IT SM Subterfuge Bonus for hiding or concealment by using the natural attributes of the surrounding environment.A successful static maneuver can add a bonus to subsequent hide attempts.
12 Caving IG Varies
Bonus used for determining the natural course,and lay of a cave,cavern,pass, or chamber,and for attempting restricted movement in a cave.
13 Chemistry IG SM
Bonus used for recognizing a chemical,as well as mixing compounds,solutions,or other mixtures,and conducting experiments. Crafting subskill. Medical Skill
117 Construction AG MM
bonus for performing the various tasks involved in building construction in a characters culture. Crafting subskill.
14 Contortions AG MM
Used for manipulating ones body in order to move through small opennings,or absorb sudden crushing impacts(other than falling).Helps escape from bonds,etc.
15 Cookery IT SM
Bonus used for preparing food,detecting bad food,neutralizing dangerous herbs, and ingredients.Includes basic preparation of herbs,and poisons. May be developed in greater depth:Baking,Brewing,Curing,Distilling,Poisoner,Winery.
16 Crafting Varies Varies
Bonus for particular crafstman ability.Each subskill must be developed seperatley,and stat will vary according to subskill.Examples include Carpentry(AG),Cooper(AG),Cobler(AG),Net Maker(AG),Paper Making(IG),Book Binding(AG),Ink Making(IG),etc Some existing skills are subsets of crafting: Fletching, Sewing, trap building, leatherworking, forging, etc.
17 Dance IG MM
Bonus for attempting to dance, or to recreate a dance one witnesses.
109 Demolitions IG SM
bonus for preparing, placing, and using explosives
18 Demon Lore IG SM
Bonus used for determining characters knowledge of fallen Maiar.
19 Diagnosis IT SM
bonus for determining medical condition of a type of creature.Must be developed either as General Diagnosis,or diagnosis of a specific race.General Diagnosis of 30+ allows certification of simple medical practice on most races. Medical Skill.Diagnosis skill of 30+ for a specific race is required for surgical competence.
20 Diplomacy PR SM
Ability to operate successfully in a complex,bureaucratic foreign environment.
21 Disarm Foe, Armed AG OB Weapon Bonus for attempting to disarm and armed foe, using ones weapon. roll as an attack, subtracting foes DB, and Parry. If a critical result is obtained foe is disarmed.
22 Disarm Foe, Unarmed AG OB Weapon bonus for disarming and armed foe without using a weapon oneself. Roll as an attack subtracting targets DB, and Parry. If critical result is obtained foe is disarmed. If no critical is obtained hits are applied to skill user. If no result is obtained appropriate A critical for foes weapon is applied to skill user.
23 Distance Running CO MM
Bonus for travelling long distances rapidly.Includes pacing oneself,ignoring fatigue,choosing the best course,eating and drinking while running,etc.
24 Diving AG MM
Bonus for controlled falling maneuvers.
25 Dream Analysis IT SM
bonus for interpreting prophetic dreams, or analyzing personnal dreams.
26 Driving AG MM General Ability to control vehicles common to the characters culture. May be developed for other vehicles:Wagon,sleigh,Carts,which are not common to the characters culture.
27 Duping PR Varies
Bonus used for convincing others that false information is true.
28 Engineering IG Varies
Bonus for knowing major facts about,and techniques of engineering of the appropriate technical level known to the characters culture. Dwarven Alchemist Required
29 Falsification PR SM
Bonus for creating false,but believable writings,illustrations,or records from scratch.
104 Farming IT Varies
bonus for performing farm duties, and organizing farm activites such as when to plant, when to harvest, how to care for common livestock.
30 Fauna Lore IG Varies
bonus for recognizing and identifying the major animal forms in a specific area,region,and climate.May be developed in general, or for a specific region,climate,or even particular species.
31 Fire Signals IG Varies
Ability to read and encode messages through a complex series of differently colored, or shaped fires.
32 First Aid IT SM
bonus for application of emergency aid or treatment,such as attempts to halt or slow bleeding.Provided with the proper tools, or bandages use can stop up to 5 hpr bleeding without resorting to a tourniquet. Medical Skill
33 Flag Signals IG Varies
Ability to read and encode messages using flags with different colors,symbols,and by holding the flags in different positions,and holding or waving them at different positions and intervals.
34 Fletching AG SM
bonus for making an arrow out of available wood, metal, paper, or feathers. Dwarven Alchemist Required
112 Flint Knapping AG SM
bonus for making items out of stone. Crafting subskill
35 Flora Lore IG Varies
Bonus for recognizing,and identifying the major plant forms within a specific area,region,or climate.May be developed generally,for a specific region, or climate, or for a particular species.
36 Foraging IT Varies
Bonus for finding a local source of potable water,edible plants, and animals,or medicinal herbs.Includes basic food acquisition such as hunting, trapping, gathering, or fishing. Includes:Hunting-finding, and killing or capturing game animals.Fishing-Capture of fish using hook and line,spear,bow,or net.Clamming-finding,and digging clams from salt water beaches, or muscles from fresh water shores. Trapping animals and fish.
37 Forging ST/AG Varies
Ability to create,maintain,and control forge fires.Allows one to build a fire to the proper specifications to work metal. Crafting subskill. Dwarven Alchemist Required
38 Gambling IT SM
bonus used for playing games with a significant element of luck.
110 Garotte AG OB Weapon bonus for strangling someone with a garotte. Can only be used on unsuspecting victem. If attack succeeds add Garotte skill to critical, and apply the same critical each round until victem dies or breaks free
39 Guide IG Varies
the ability to know an area well enough to choose likely camping sites,resources,available cover,dangerous regions, and routes of travel.
111 Gun Play/Gun Tricks AG MM
bonus for doing tricks with guns, spinning, flipping, etc
40 Hand/Arm Signals IG Varies
Ability to read, or encode messages using the movements, and positions of certain body parts.
41 Heraldry IG SM
Bonus for designing or recognizing a particular heraldic crest. Must be developed seperately for different cultures.
42 Herding PR Varies
bonus used for gathering,befriending,or manipulating herd animals.
43 History IG SM
Bonus for knowledge of history,historical places, and historical events. May be developed generally, or as specificly as desired.
44 Hostile Environment IG/IT(average) Varies
The ability to survive and function in a hostile environment.The characters bonus for this skill is taken as the percentage of their OB,DB,MM etc bonus which is available in the particular environment.Each environment must be learned as a separate skill. Partial List:Arctic,Desert,High Gravity,Fire Plains,Under Water,Vacuum,etc.
46 Interrogation IT SM
Bonus used for extracting information from an unwilling subject.May or may not involve causing discomfort. Causing a subject discomfort creates a +25 bonus, but if the roll fails they be injured or killed.
118 Knife Tricks AG MM
bonus for doing tricks with knives, spinning, flipping, etc
47 Leadership PR SM
Bonus to inspire,and command others to follow you, and to make others believe you are competent to lead. Military Skill
48 Leather Working AG SM
bonus used for working with hides,and creating leather goods. Crafting subskill. Dwarven Alchemist Required
49 Light Signals IG Varies
Ability to read, and encode messages using glass, or highly polished metal to reflect light in a given direction.
50 Mapping IG SM
Bonus for making or interpreting a map based on surveys, or personal knowledge of an area.
51 Martial Arts ST/AG(averaged) OB
Martial arts skill affects the combatants melee OB for unarmed combat.
52 Mathematics IG SM
Character is educated in basic and high mathmatical theory, and operations.
53 Mechanition AG Varies
bonus for building and using a machine which already exists, and is known to the character.Each type of machine must be developed seperately.Includes siege engines. Crafting subskill. It is nessecary to have the other skills needed to build the machine(wood working,crafting,etc)
116 Medicine Manufacturing IG SM
bonus for making medicine out of plants, chemicals, and other ingredients. Used for concoctions, decoctions, pills, elixirs, and other preparations. Crafting subskill
54 Meditation PR SM
bonus used for entering, leaving, and exploiting meditational trances.
55 Message Memorization IG SM
The ability to remember and repeat a short message.
56 Military Organization PR Varies
bonus for actions involving the organization of a military force.Includes how to billet,supply,post watch,run patrols,etc. Military Skill
57 Mining ST/AG Varies
Bonus used for extracting ores from the earth using appropriate tools.Also includes assessing the possiblities for mining in an area, and supervising the creation and running of a mine.Each type must be developed seperately. Types:Dredging(scraping material off the bottom of a river,ocean,etc),Open Pit(Removal of top ground layers to extract minerals),Quarry(removal of eart materials in block form),tunneling(making of underground passages to extract materials),Undermining
58 Missile Artillery IN/AG(average) Varies
This bonus is part of the total combat OB when using catapults,ballista,trebuchets or other missile artillery. Each weapon must be learned seperately.
59 Mneumonics IG SM
Bonus used to determine whether character accurately remembers events,visual scenes,messages,etc through the use of colorful nonsense phrases or bizarre imagery.
60 Music AG Varies
bonus for using a musical instrument, and reading a musical language. Must be developed seperately for each type:lute,harp,drums,etc.
61 Navigation IT Varies
Bonus used for determing ones location, and planning courses to other known locations by use of instruments, and various natural phenomena.
62 Obscure Trivia IG Varies
Bonus for knowing unusual, and obscure facts. May be developed as specificly as desired.
63 Off Hand Weapon ST or AG OB Weapon Offensive bonus for using a weapon in characters "off" hand. I.E. A right handed character using a shortsword in their left hand. Must be developed seperately for each weapon skill type(1 handed edged, 1 handed concussion, etc.) 2 handed weapons may not be developed for off hand use unless the characters size allows them to weild 2 handed weapons in one hand(I.E.trolls,etc)
115 Operating Engineer IG SM
bonus for operating a steam or coal train.
64 Poison Lore IT SM
Bonus for recognizing poisons,their sources, and preparation of poisons, and antidotes.
65 Propaganda IT Varies
Influencing others through indirect means rather than direct speech.Includes everything from starting rumors to running large media campaigns.
66 Prospecting IT Varies
Bonus for recognizing ores, or geophysical/geographical signs that ores may be present.
67 Public Speaking PR SM
Bonus used for impressing,entertaining,or manipulating other individualsor groups.
107 Quick Draw AG SM
bonus for drawing a weapon faster than ones opponent. Rolls may be opposed or resolved as MM. IE: both characters roll, higher wins, or both characters make a MM and whoever is more successful wins.
114 Railroad Building AG SM
bonus for participating in the various tasks involved in building railroads. Crafting subskill
68 Recruitment PR Varies
bonus for finding,recruiting,and raising troopsby various means. Military Skill
69 Reflex Training PR MM
bonus used for gymnastic moves,doges etc during combat to avoid being hit.Character can have no armor,heavy clothing, or burdens. 1 point per skill rank added to DB if roll successful,with the number of rounds in effect being equal to the number of skill ranks.If initial roll unsuccessful,may reroll each round.Each round roll is made,including first,character is at -15OB.
70 Region Lore IG SM
bonus for knowing the ins and outs of a particular region.Each region must be developed seperatley.
71 Religious Rituals IT Varies
bonus for perorming religious rituals common to a characters culture or religion. May be developed seperately for other cultures or religions.
72 Rope Mastery IG Varies
Proficiency in knot recognition,knot tying,braiding,splicing,or throwing a line.
73 Rowing ST MM
bonus for self powered boat maneuvers including rowing,poling,etc.
75 Sail Making AG SM
bonus for making and repairing sails. Crafting subskill.
74 Sailing IT MM
bonus for sailing maneuvers, or for performing specific nessecary tasks aboard large vessels.
76 Scrounging IT Varies
bonus to locate a particular needed item,part,or ingredient in an urban setting. Urban Foraging
77 Second Aid IT SM
Bonus for performing minor surgery including sewing wounds closed,removing diseased or mangled limbs,bone setting,etc. Medical Skill.Characters second aid skill rank can never equal, or exceed their First Aid skill rank.
78 Seduction PR SM
Self explanatory, but not always sexual.bonus for using ones appearance, or personal appeal to convince another to do ones bidding.
81 Sewing IT SM
Bonus for making items from cloth,leather,wool,hides,etc using needle and thread, or mechanical sewing apparatus.Includes making, and repairing clothing. Crafting subskill. Dwarven Alchemist Required
79 Sex IT MM
Bonus for knowledge, and proficiency in various sexual acts, and positions.includes knowledge of how to please ones partner.
108 Sharp Shooting XXXX SP Weapon bonus for called shot. Requires 2 rounds of preparation. If successful bonus is added to the attack roll and any critical. Critical is applied to the target area (IE: head). Target must be unaware of sharp shooter and relatively stationary.
119 Shelter Making IT SM
bonus for making shelters such as improved tents, and lean to's from available materials
80 Siege Engineering IT Varies
Allows user knowledge of all aspects of a siege.Proper, and best position of siege engines,determining weakest pertion of a wall,building ramps,digging trenches, and horse traps,etc.
82 Signaling IG Varies
bonus when using any form of signal communication.
83 Singing PR SM
Bonus for singing on key, and properly,without antagonizing, or torturing those nearby.
84 Skiing AG MM
bonus used for skiing, and sliding maneuvers.
85 Smithing ST Varies
Bonus for working with normal metals to cretae or repair desired objects.Bonus for oven or kiln building and doubling effects of fires. Crafting subskill. Dwarven Alchemist Required.May be developed in depth:Armorer,Blacksmith,Bronze Smith,Copper Smith,Etcher,Fire Master,Foundry,Gold Smith,Iron Smith,Silver Smith,Tin Smith,Tooler,Weapon Smith.
86 Sorcerous Rituals IT Varies
Bonus for performing rituals pertaining to various sorcerous rites,spells,enchantments,etc.
87 Sound Signals IG Varies
Ability to understand and encode messages using a set of sounds.
88 Star Gazing IT SM
bonus used for determining dates,directions,and locations when stars are visible.
89 Stone Carving AG SM
Bonus used for fashioning an object out of stone or similar material using appropriate tools. Crafting subskill. Dwarven Alchemist Required
103 Strategy IG Varies
bonus for perceiving and planning appropriate and effective action in a strategic military environment.
90 Surgery IT SM
bonus for performing major surgery, including exploratory surgery,organ transplants,organ repairs, limb repairs,etc.Must be developed seperately for each type.Use of this skill requires simple equipment(scalpel,anesthesia,etc). Medical Skill.Use of this skill requires diagnosis of 30+ for the race being operated on.Characters skill rank in surgery can never equal or exceed their Second Aid skill rank.
91 Surveillance IT Varies
bonus for keeping watch over a person,place,object, or activity.
92 Survey IG Varies
Ability to make maps based on the local geography.Includes ability to measure distances accurately. Detailed surveys may take large amounts of time.
93 Tactics IT Varies
bonus for perceiving and planning apprpriate and effective strategy in a tactical military situation.Must be developed seperately for each type:Aerial,Battle Field,Naval,Sabotage,siege,Small Unit,Strategic. Military Skill
94 Taming IT Varies
Ability to properly train newly acquired animals to obey simple standard commands.
95 Torture IG/IT (averaged) SM
Bonus for inflicting pain on another being without doing serious injury, or fatal damage. Often used in conjunction with interrogation.It should be noted that individuals will reach a point where they will confess to anything at all to stop the pain.
96 Trading PR SM
Bonus for conducting group, or volume commerce,with or without money,at some distance from characters home area.
97 Trap Building IG SM Subterfuge bonus for making traps out of available resources.Bonus of trap builders may subtract from any detection/disarming rolls depending on location,care,and time in construction,etc. Crafting subskill
98 Trickery PR SM Subterfuge bonus used for maneuvers involving slight of hand.Includes picking pockets,confusing sight tricks,and slight of hand diversions.
99 Tumbling AG MM
Bonus used for horizontal dives,rolling,or vaulting maneuvers, or swinging on stationary objects.
100 Weather Watching IT SM
bonus to determine local weather for the next 24 hours.
101 Wood Carving AG SM
bonus used for fashioning an object out of wood, bone, or similar material. Crafting subskill Dwarven Alchemist Required
102 Xeno Lores Varies Varies
bonus for attempting to learn and use information about extra dimensional beings, and places.