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The Melee Skill represents specific training with a

SKILLS single type of close combat weaponry. Each Melee


Specialisation indicatestraining in using a specific
Cool (WP) basic class of weapon. If you don’t have the correct
Cool allows you to remain calm under stress, resist Specialisation for a weapon you wish to use, refer to
fear when faced with horror, and stick to your Chapter 11: Consumers’ Guide for the correct weapon
convictions. entry, and what penalties you will suffer.See Chapter
Cool is generally used to resist other Skills — Charm, 5: Rules for more detail about combat and using the
Intimidate, and similar — but you may also be Melee Skill.
required to make a Cool Test when faced with
anything forcing you to do something you Perception (I) basic
would rather not. Cool is also the primary Skill used Your ability to notice things with your senses — sight,
to limit Psychology (see page 190). smell, hearing, touch, and taste, and any other senses
you may possess, such as magical or non-Human
Dodge (Ag) basic senses. Your GM may ask for a Perception Test to
Dodge is your ability to avoid things, through detect something, like movement behind the treeline,
ducking, diving, and moving quickly, and is used the presence of a trap, or someone following you,
extensively to sidestep falling rocks, incoming modified by how easy it is to notice. Perception is also
weapons, unexpected traps, and the like. used to resist attempts to hide things through Skills
In combat, Dodge is generally used to resist attacks or such as Sleight of Hand or Stealth.
avoid damage. Refer to Chapter 5: Rules for more on Perception has multiple uses in combat, most
this. commonly to notice important details beyond the
immediately obvious about the surrounding
Haggle (Fel) basic environment and your opponents, as determined
Haggle allows you to secure better deals when by the GM.
negotiating with others. In general, Haggle is used to
see whether you do, or do not, make a good deal, most Evaluate (Int) advanced
commonly with an Opposed Haggle Test. Specifically, Lets you determine the value of rare artefacts, unusual
it can be used when shopping to secure better prices. trade goods, and works of art. Everybody is assumed
For information on this, refer to Chapter 11. to know the relative worth of general items, but a
successful use of the Evaluate allows you to identify
Intuition (I) basic the value of curious and unique items. A successful
The Intuition Skill allows you to get a feel for your Evaluate Test may also alert you if the goods (or
surroundings, leading you to notice when something coins) you are studying are counterfeit — this Test
is wrong, and gives you a sense of when people may will usually be Opposed by the forger’s SL on their
be hiding something from you. A successful use of the Art or Trade Test. Your GM may apply modifiers
Intuition Skill gives you subtle or implicit intelligence based on just how rare or obscure the item is, or on
relating to your environment, determined by your your character’s particular expertise or background.
GM. This may be information such as whether
someone believes what they are saying, what the Channelling (WP) advanced, grouped
general attitude is towards the local noble, or if the The Channelling Skill measures your ability to call
helpful local’s motives are as pure as they seem. If upon and control the various Winds of Magic, and is
someone is actively trying to hide their intent, they solely used by the magic rules. Channelling is a
may resist your Intuition with Cool or Entertain special skill in that it is both Grouped, allowing for
(Acting). Specialisations, and also ungrouped, for those not
In combat, a successful Intuition Test may be used to properly trained to channel magic.
give you +1 Advantage as you weigh the environment
and your opponents. You may continue building Lore (Int) advanced, grouped
Advantage in subsequent turns providing you are able Having a Lore Skill means you’ve been formally
to observe your targets and are not interrupted (such taught, or have somehow otherwise learned, a branch
as being attacked); you may gain a maximum of specialist knowledge. Possessing a Lore Skill
advantage equal to your Intelligence Bonus in this means you are broadly knowledgeable in the
manner. specialisation and don’t need to make a Test in order
for the GM to supply you with relevant facts. If you
Melee (WS) basic, grouped are seeking specific, less well-known information,
you will be required to make a Lore Test, modified by
how obscure the information is, with the SL indicating
how much detail you recall.
In combat, successful Lore Tests may afford you +1
Advantage if appropriate (with your GM’s approval).
For instance, Lore (Geology) may give you an edge if
fighting in a rocky cavern, or Lore (Engineering) may
help you if fighting a foe armed with a complex
mechanical device. You may continue building
Advantage in subsequent turns providing the
circumstances are correct (as determined by the GM)
and you are not interrupted; you may gain a maximum
Advantage.

TALENTS

Second Sight
Max: Initiative Bonus
Tests: Any Test to detect the Winds of Magic
The Second Sight Talent allows you to perceive the
Winds of Magic, and how magic influences the world
around you. Second Sight affects all your senses, and
how it manifests is dependent on individual
experience and training: So, where Aqshy may have a
hot, cinnamon odour to one pyromancer, it
could feel like searing ear itches to another.
If you have Second Sight, you may use any
appropriate Skills with your aethyric senses, most
commonly your Intuition, Perception, and Track
Skills. For example, a Magister following the trail of a
fleeing witch could make a Track test, following the
faint traces of Dhar in the witch’s path, rather than
their literal footsteps. Or a Witch looking to see what
kind of magic had gathered locally could use
Perception to examine the Winds more closely. Like
the mundane senses, Second Sight does not simply
switch off, which is a source of great discomfort to
those who would rather have no truck with the Winds
of Magic but cannot help what they perceive. This
means the GM may request Tests, or take Tests on
your behalf, to see if you spot subtle magical details in
your surrounding environment, even if you’re not
looking for them.

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