Dark Fantasy Core Set/Skills/Proficiencies

Proficiencies have an open-ended number of levels. The base number to roll for most skills is 11 or higher. Character classes may be rolled as proficiencies, as each is something of an over-large skill suite. Levels I to III are equal to apprentice, IV to VIII are equivalent to journeyman, and levels IX and higher are equal to master. Non-martial proficiencies are associated with an attribute that modifies the roll:

Social skills: +1 for every point above 10, -1 for every point below

Technical skills: +1 for every two full points above 10, -1 for every two points below

Mystic skills: +1 for every three full points above 10, -2 for every point below

The listed attribute may be substituted for another if appropriate to the situation.

Administration Social Proficiency [Personality] 200 hours Akijutsu Martial Proficiency 1200 hours Double learning difficulty * Cannot attack with this skill; includes: circular parry, defensive stance, hand parry, and the combo grapple/attack * I. +2 to parry * II. Hip throw--1D8 damage (no strength bonus to damage) * III. +1 to parry, +1 to dodge * IV. Soft push--push back 1D6 + skill level in feet, 30% chance to cause knock-down (agility check or fall & take 1D6 damage; no strength bonus) * V. Two-finger--push back level in feet & knock down if agility check failed (1D6 damage with no strength bonus); +1 to parry * VI. +2 to parry, +2 to dodge * VII. One-finger--as two finger, but is a ranged attack--you don't need to touch your opponent--3 inch range, doubles every additional skill level * VII. One-hand flip--1D8 damage (no strength bonus); +1 to dodge * IX. Circle sweep--low foot sweep that knocks down everyone within melee range if they fail an agility check (1D6 damage with no strength bonus), those who make the check still take 4 + Strength bonus in kicking damage; +2 to parry, +1 to dodge * X. Infinite defence--gets a parry/dodge combo for all attacks; i.e. if the parry fails, you still get a chance to dodge, you can continue to use this combo until you run out of actions (that is, if you get 2 attacks you could parry / dodge / parry / dodge a single attack) * +1 to parry for each additional level; +1 to dodge for every additional even level Alertness Technical Proficiency [Awareness] 200 hours * Skill check to avoid surprise or awaken Analysis Mystic Proficiency [Willpower] 200 hours Psionic * Determine percentile chance of event occuring Animal Lore Technical [lore] Proficiency [Knowledge] 200 hours Artillery (weapon type) Martial Proficiency 400 hours each * Ballista, Battering ram, Catapult--heavy, Catapult--light, Catapult--slinging, Stone screw, Trebuchet Atemi: Pain Touch Martial Proficiency 100 hours * Skill check of 10+ causes double damage when combined with a hand-to-hand attack (doesn't stack); skill roll over 20 adds to damage Balance Technical Proficiency [Agility] 200 hours Bartering Social Proficiency [Personality] 200 hours Bear Hug Martial Proficiency 120 hours * Skill level + Strength damage per round; no active defence for either Brawling Martial Proficiency 200 hours * 2 + Strength damage; includes Hand Parry Catch Technical Proficiency [Agility] 100 hours Chemistry Technical Proficiency [Knowledge] 400 hours Climbing Technical Proficiency [Agility] 200 hours * Benchmarks: II--tree, IV--rock wall, VI--brick wall, VIII--wood wall, X--ice Con-artistry Social Proficiency [Personality] 400 hours * Lie convincingly Conversational Dominance Social Proficiency [Appearance] 100 hours * Interrupt speaking; check against highest Personality in the crowd, for each point over, you get one round to talk Detect Lies Social Proficiency [Common Sense] 400 hours Double learning difficulty Diplomacy Social Proficiency [Personality] 300 hours Distinguished Expertise Social Proficiency [Knowledge] 300 hours * Pretend to know more than you do Divination--Cards Mystic Proficiency [Awareness] 100 hours Divination--Pendulum Mystic Proficiency [Awareness] 100 hours Dodge Martial Proficiency 50 hours * +1 dodge per skill level Electrical Engineering Technical Proficiency [Knowledge] 1200 hours Requires: Drawing, Mechanical Engineering, & Physics Double learning difficulty Escape Technical Proficiency [Agility] 300 hours Double learning difficulty Fencing Martial Proficiency 200 hours Requires: Melee Weapon: Short or Medium * Fully stackable weapon proficiency if lightly encumbered; add two parries per round in addition to those gained from both skills Field improvisation Technical Proficiency [Knowledge] 200 hours Forensics Technical Proficiency [Knowledge] 1200 hours Double learning difficulty Forgery Technical Proficiency [Agility] 400 hours Glare Social Proficiency [Grace] 400 hours Double learning difficulty * Stare down; save vs. mental (equal to skill check) or be intimidated Grab Attack Martial Proficiency 200 hours * Attack reflex armour class Hand-to-hand: Street Martial Proficiency 200 hours * 1 + Strength damage; only half skill for parry; also considered a grappler * I. Hair pulling--+3 hold * II. Nails--trade 2 damage for 1D6 shock * III. Low blow--double shock * IV. Go for the eyes--blind one round & +4 to next attack * V. Sucker punch--if you have initiative for first round opponent rolls Awareness check or first attack counts as surprise * VI. Trip--Agility contest or they stumble; if then, Grace check or fall * VII. Improvised weapons--most count as rock, stick, or knife * +1 hold/escape per additional even numbered level Herbalism Technical [Knowledge] Proficiency 300 hours Hiding Technical Proficiency [Knowledge] 200 hours Holistic Healing Technical Proficiency [Knowledge] 500 hours Counts as 2 skills at character creation (per level) Double learning difficulty * Skill suite: Diagnosis, Dress Wounds, and Herbalism Hunting Technical Proficiency [Knowledge] 100 hours Hypnosis Mystic Proficiency [Knowledge] 400 hours Insults Social Proficiency [Personality] 200 hours * Check vs. opponent's Willpower; every 3 points over subtracts one from their rolls Intimidation Social Proficiency [Personality] 200 hours Jumping Technical Proficiency [Agility] 100 hours * 5 feet +1 foot per point rolled over 10; 1/2 distance standing long or running high jumps, 1/4 distance standing high jumps Land Navigation Technical Proficiency [Knowledge] 300 hours Lesser Protection Circle Mystic Proficiency [Knowledge] 50 hours * +1 to saving throws per skill level while within Lock-Picking Technical Proficiency [Agility] 200 hours Make-up Social Proficiency [Appearance] 200 hours Mechanical Engineering Technical Proficiency [Knowledge] 1200 hours Requires: Drawing, Literacy, & Mathematics Double learning difficulty Melee Weapon (weapon type) Martial Proficiency 200 hours each * Hand, Short, Medium, Long, Polearms, Short--flex, Medium--flex, Long--flex, Mass-weapon, Special Nautical Navigation Technical Proficiency [Knowledge] 400 hours Pickpocket Technical Proficiency [Agility] 200 hours Polevaulting Technical Proficiency [Agility] 100 hours * Each point rolled over 12 is one foot jumped Psychometry Mystic Proficiency [Awareness] 600 hours Psionic * Psychic impressions from an object or area Ranged Weapon (weapon type) Martial Proficiency 200 hours each * -3 non-familiar penalty plus -5 non-proficient penalty; longbow takes twice as long to learn, crossbow takes 10% less * Bow, Crossbow, Grenade, Knife/Axe, Pistol, Spear, Special Recognize Tracks Technical Proficiency [Knowledge] 100 hours Scrounging Technical Proficiency [Common Sense] 300 hours Scrying Mystic Proficiency [Willpower] 400 hours Seduction Social Proficiency [Appearance] 200 hours Shield Martial Proficiency 80 hours Shoot from the Hip Martial Proficiency 200 hours * Each level subtracts one from penalty for moving when using ranged weapons; passive skill Sleight-of-Hand Technical Proficiency [Agility] 200 hours Sneaking Technical Proficiency [Agility] 200 hours Streetwise Social Proficiency [Knowledge] 600 hours Survival (terrain) Technical Proficiency [Knowledge] 200 hours each * Arctic, desert, forest, mountain, ocean, steppe, tropical jungle, & urban Sword-Catch Martial Proficiency 200 hours Double learning difficulty * Requires 1 hand for stabbing & smashing, 2 hands for hacking; -2 to catch smashing; acts as a parry & can lead to disarm Tailing Technical Proficiency [Grace] 200 hours Take It Like a Man Martial Proficiency 300 hours Double learning difficulty * Reduce shock by one for each level--passive; reduce fatigue by one point per skill check at 18 Teaching Social Proficiency [Personality] 400 hours * Must know skill taught at journeyman or level V; amount rolled over 15 adds to pupil's Common Sense or Wits roll to learn Telekinesis Mystic Proficiency [Willpower] 1600 hours Psionic * One ounce at first level, doubled per level afterward; living things get save vs. physical magic at mage's Willpower; affect whole objects only & only what can be seen; Tracking Technical Proficiency [Awareness] 300 hours Trapping Technical Proficiency [Knowledge] 200 hours Travel Sense Technical Proficiency [Willpower] 120 hours * Travel in a straight line & count distance covered Tumbling Technical Proficiency [Agility] 200 hours Vocal Impressions Social Proficiency [Personality] 200 hours Walking Technical Proficiency [Stamina] 200 hours * Each level adds 10% to distance covered for the day & subtracts 10% from fatigue while walking Wrestling Martial Proficiency 400 hours * Includes: Breakfall, Grab Attack, Ground Fighting, and Pin * I. Select 2 holds * II. Select 1 joint lock * III. Headbutt: 1D4 + Strength damage & can be used while grappling * IV. +2 bonus to maintain and escape from holds * V. +3 on Agility checks to maintain balance * VI. Breakfree: can escape from multiple holds on a successful skill roll against an 18 * VII. Select either Closed Fist Style or Hand Parry * VIII. +2 bonus to maintain and escape from holds * IX. One-hand flip--1D8 damage (no strength bonus); +1 to dodge * X. Tag-team: can simultaneously maintain as many grabs, holds, & locks, as logic will allow +1 to maintain and escape from holds per additional level