Amar

The rules

Skills

Physical Skills

  • Balance One Balance roll is made for every 5 meters of balancing.
  • Climb One climb roll is made for every 5 meters of climbing.
  • Dodge The skill of dodging incoming blows in a combat (an Athletics skill).
  • Hide A hide roll is based on your skill plus any applicable modifier(s).
  • Move Quietly A move quietly roll is based on your skill plus any applicable modifier(s).
  • Ride The difficulty ratings in the table are for horseback riding.
  • Sleight This skill is used in situations requiring manual dexterity and swift hands.
  • Swim A swim roll is made for every 5 minutes of swimming.
  • Tumble This skill is used for jumping, balancing, reducing damage from falls, etc.

Mental Skills

  • Alchemy Lore This skill covers general chemistry as well as the magical forces in nature.
  • Literacy This is the skill of reading and writing a specific language.
  • Medical Lore This skill covers the treatment of wounds as well as diseases and poisons.
  • Ritual Magick Lore Also known as Natural Magick Lore.
  • Spell Lore There is a separate lore skill for each path of magick.
  • Spoken The spoken table will give you an idea of what the different skill values represent in terms of ability to speak a language.
  • Survival Lore This skill covers the gathering of food such as herbs and small animals without special equipment.
  • Teaching Normally you must have at least 5 more than your student in the skill or attribute you are teaching him in order to count as a teacher.

Perception Skills

  • Detect Traps This skill is used for detecting traps, secret doors and other mechanical devices.
  • Track Whenever a character wishes to follow some tracks, a tracking roll is made.