Balance

  • Attribute:  Agility
  • Type:  Defend
  • Time:  N/A
  • Description:  This skill can be used to better resist a knockdown, trip attack, fall, or other type action that would leave them prone. Characters gain a +1 modifier per skill rank in Performance to their Reaction save against any attack type that that involves a prone save, so long as they are not in a grapple. In addition, it may also be used to reduce or negate modifiers for fighting from an unstable, moving, or other type of surface with challenging footing. A difficulty modifier may be applied to the skill check based on the complexity of the action and/or type of surface.
  • Specialization:  None

Crooning

  • Attribute:  Influence
  • Type:  Attack
  • Time:  Two free actions
  • Description:  Characters with this skill are able to sing or hum in a soft, soothing voice that can pacify those in an area. With a successful skill check, the character can use their voice aid an ally that has been afflicted with a mind altering affect, temper a tense situation to increase NPC reactions to the character by one level, i.e. hostile to unfriendly, neutral to friendly, etc, or to calm an alarmed animal, approaching monster, etc. Allies get a +1 modifier per two skill points in Performance to a Willpower or related save to reduce or negate the mind altering effects, while NPCs, animals, and monsters are allowed a morale save with a -1 modifier per two skill points in Performance. This skill is useful for diffusing a situation before combat begins, though it can be effectively used against those with an animal intelligence during combat, so long as no one is actively attacking the target. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again during that encounter.
  • Example of use:  Quietly hum soothing notes during a tense exchange, speak in an cheerful sing-song tone to calm a frightened ally, pacify a frightened animal with a soft tonal song, etc.
  • Specialization:  None

Dance

  • Attribute:  Agility
  • Type:  Attack
  • Time:  Two free actions
  • Description:  A character with this skill is able to move gracefully and rhythmically in a generally aesthetically pleasing manner. With a successful skill check, the character can make purposely mocking or provocative movements that incite or enrage opponents. Targets are allowed a Willpower or related defend skill to resist the attempt, with a -1 modifier per 2 skill points in Performance. In addition, those with this skill are better able to move, gaining a +1 modifier per 2 skill points in Performance to move based attack and defend actions, i.e. Charge, General Evade, (E) Rolling Strike, etc. If the skill check fails, the opponent ignores the character or the bonus modifier is not applied.
  • Example of use:  Cause the target to attack recklessly and not keep defend actions, draw an opponent away from an ally, turn graceful spins to make for a more difficult target, etc.
  • Specialization:  None

Escape Artist

  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  Characters can use this skill to slip bonds or other restraints, escape a maneuver, slip into a tight passage, etc. With a successful skill check, the character is able to contort their body to make an escape, wriggling free of some type of bindings or a grapple, or squeeze into and out of a tight area; while it does not provide the ability to pick a lock, this ability to contort body parts could allow the character access to be able to pick a lock or other similar action. When used as a grapple defense it takes only one action to wriggle free, but getting free of bindings can take multiple rounds depending on the type and complexity of bindings. The difficulty is based on the amount of time, quality of bonds, and the subtlety that the action requires; if the skill check fails, additional attempts to wriggle free of bindings may be made at a progressive difficult (-4) modifier, but after three fails the bonds are beyond the character's ability to escape.
  • Specialization:  None

Fire Breath

  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to create a plume or stream of flame by spitting some type of combustible fuel past an ignition source. To use this skill, the character must have both a fuel and flame source at hand; with a successful skill check, the character is able to spit flame at an opponent to either cause damage or serve as a distraction. Target's are allowed a defend action to avoid taking damage; the amount of damage is determined by the flash point of the fuel source, i.e. high flash point fuels cause twelve points of damage, but burn out instantly, while low flash point fuels cause eight points of damage per round for up to three rounds. When used as a distraction, opponents get a Reaction save with a -1 modifier per two skill points in Performance, those who fail lose an action for that round, assuming they have at least one remaining (this effect does not carry over to the next round). If the skill check fails, there is a risk of self-ignition which requires a Reaction save, if it fails, the character takes damage based on the fuel source.
  • Specialization:  None

Instrumentalist

  • Attribute:  Influence
  • Type:  Attack
  • Time:  Two actions
  • Description:  This skill is used to play some type of instrument in a way that affects the emotional state of those within range. With a successful skill check, the character is able to embolden allies during combat, providing a +1 bonus modifier per skill point in Performance to their Willpower saves, or induce feelings of dread in opponents, giving them a -1 modifier per skill point in Performance to Willpower saves. Opponents are allowed an initial modified Willpower save to resist the effect. At least two actions must be spent playing the instrument, the remaining actions may be used to move or defend, but an attack action ends the effect and requires a new skill check to begin again. The effect lasts so long as the character continuously plays the instrument, each time the music ends, there is a progressive difficult (-4) modifier to begin again and recapture that emotional effect. In addition, it may be used before combat begins either to encourage allies, providing a +1 bonus modifier per two skill points in Performance to the first round of combat actions, or to discourage enemies, giving them a -1 modifier per two skill points in Performance to the first round of combat actions. This effect ends after the first round of combat regardless of whether or not the character continues playing. If the skill check fails, the modifiers are not applied, and each additional attempt carries the progressive difficult (-4) modifier as stated above.
  • Specialization:  None

Juggling

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to continuously hold, catch, carry, manipulate, and/or balance multiple objects at once. With a successful skill check, the character can draw tiny or small weapons or objects with free actions, juggling a number of them equal to the number of skill points in Performance, and throw up to two objects per action at an opponent. Target's are allowed a single defend action to avoid both objects, but if hit they must save against each object individually. In addition, the character can attempt to catch items thrown or fired at them with a bow as a defend action. Regardless of how the skill is used, characters who are moving suffer a difficult (-4) modifier to the skill check, and an additional skill check is required to maintain a juggle whenever they start or stop moving. If the skill check fails or the target makes a successful defend, the attack misses; when defending, if the skill check fails, the target is hit and takes damage normally; if the initial skill check fails, the character fails to begin the juggle.
  • Specialization:  None

Lasso

  • Attribute:  Agility
  • Type:  Attack
  • Time:  Two actions
  • Description:  This skill is used to manipulate a long rope or other type of line, with a running noose at one end, to ensnare someone or something without causing damage. With a successful skill check, the character can catch a target a distance away equal to the skill rank, around a limb or the torso in order to temporarily disable or knock prone. Target's are allowed a defend action to avoid the attack; the effect is based on the area hit. Lassoing the torso leaves the target standing prone, an arm that is lassoed is effectively disabled, and a target's legs that are lassoed must make a reaction save to avoid being knocked prone for each action the attacker takes to pull the rope. If the skill check fails or the target makes a successful defend, the attack misses.
  • Specialization:  None

Oration

  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free actions
  • Description:  Characters with this skill are able to project their voice to speak in a manner that best relates to their audience. With a successful skill check, the character is able to deliver an inspirational speech to increase NPC reactions by one level, i.e. hostile to unfriendly, neutral to friendly, etc, stir up a gathering to encourage them into action, initiate a battle cry to invoke aggression, giving allies a +1 modifier per two skill points in Performance to the next round of combat actions, etc. When used to affect NPCs, they are allowed a morale save at a -1 modifier per two skill points in Performance to resist. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again during that encounter.
  • Example of use:  Encourage a group to march against a local politician who has done something wrong, sway the patrons of a bar to help with a task, help to turn the tide of a battle by shouting a vicious battle cry after a critical hit, etc.
  • Specialization:  None

Rope Walk

  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  Those with this skill are able to move normally across narrow, slender, or other similarly precarious surfaces. With a successful skill check, the character is able to cross a surface as narrow as a rope or cable, so long as it can support their weight, based on the number of skill points in Performance, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice can move at normal speed, an expert can use the Running skill, and a master can use the Sprinting skill, assuming they have those skills. A difficulty modifier may be applied to the skill check based on the stability of the surface. If the skill check fails, the character is allowed a Reaction save to avoid a fall.
  • Specialization:  None

Tumbling

  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  This skill is used to twist, turn, roll, and/or bound through an area to escape or avoid combat. With a successful skill check, the character is able to disengage from combat or move through an opponent's threat area without drawing an attack of opportunity, moving a distance equal to one move action. In addition, the skill can be used to negate the impact from a fall based on the number of skill points in Performance, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A successful skill check is required; a novice can negate the damage from a ten yard fall, while an expert can negate the damage from twenty yard fall, and a master can negate the damage from a thirty yards fall. For a fall greater than the allotted distances, damage is calculated normally. If the skill check fails the character is subject to an attack of opportunity or will suffer damage normally from the fall.
  • Example of use: Tumble from a moving vehicle, make a long distance jump and roll to avoid taking damage, or escape an armed foe.
  • Specialization:  None

Vaulting

  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  Characters use this skill to make greater leaps with the use of an obstacle. With a successful skill check, they are able to spring forward or upward with a running start, a distance equal to two move actions, plus one yard per skill point in Performance. In addition, it can be used to make a series of vaults horizontally or vertically equal to the number of skill points in Performance, though there must be a series of available obstacles no further apart than that of a standard vault. A failed skill check indicates that the character missed the jump and possibly lands prone, depending on the circumstances. The difficulty is based on distance and encumbrance.
  • Specialization:  None

(E) Contortion

  • Attribute:  Constitution
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill are extremely flexible and able to twist their bodies into a variety of positions. This flexibility provides the character with an additional +1 bonus modifier per two skill points in Performance to Dance, Escape Artist, Dodge, and Evade skill checks, assuming the character has the skills. In addition, with a successful skill check they are able to dislocate shoulder and hip joints to squeeze into and move through tiny places. If the skill check fails, additional attempts to dislocate the joints may be made at a progressive difficult (-4) modifier, but after three fails the character takes disable damage equal to the skill rank to the target joint (normal damage saves apply), and may not try again during that encounter.
  • Prerequisites:  The Escape Artist skill and four skill points in Performance

(E) Gymnastics

  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  A character with this skill is able to perform a series of feint and fineness leaps, pivots, springs, and/or rolls during combat to avoid being hit while moving. With a successful skill check, all attackers have a penalty to hit equal to the number of skill points in Performance, so long as the character makes a move of at least five yards, though they can make up to a full move action. In addition, the character is able to kick their feet out to gain momentum and spring up into a standing position, requiring only a free action to stand from prone; this does not negate an opponent's ability to keep the character prone. If the skill check fails, the penalty modifier is not applied to opponent attacks or an action is required for the character to stand from pone, depending on the action attempted.
  • Prerequisites:  The Tumbling skill and four skill points in Performance

(E) Minstrel

  • Attribute:  Influence
  • Type:  Utility
  • Time:  Two actions
  • Description:  Characters with this skill are able to mix instrumentals and vocals to create a dynamic tune that can affect enemies or allies in combat. With a successful skill check, the character is able to play a song that has the emotional power to offer specific modifiers, based on the number of skill points in Performance. There are six possible "songs" that are available, each of which can be played in a host of different ways, using a variety of instruments and/or vocals; the character can choose any two to learn after acquiring the skill. After the initial skill check, the character can play a song for an additional round per two skill points in Performance; a minimum of two actions must be spent playing the song, the two remaining actions may be used to move or defend, but any attack action breaks the rhythm and ends the song. There is a progressive difficult (-4) modifier to recapture that emotional power after each time a song is played in an encounter. If the skill check fails, the modifiers are not applied, and each additional attempt carries the progressive difficult (-4) modifier as stated above.
  • Prerequisites:  The Crooning skill, the Instrumentalist skill, and four skill points in Performance

 

Songs
Cry Havoc:  A loud piece with a fast tempo and clashing rhythms, when this song is played, allies gain a +1 modifier to attack skills per skill point in Performance.

Guardian's Hymn:  A steady expression with complementing harmonies, mid tonality, and smooth rhythms, this song provides allies with a +1 modifier to defend skills per skill point in Performance.

Anthem of War:  Loudly clashing harmonies of varied rhythms over a deep tonality, when this song is played, allies gain a +1 modifier to damage per two skill points in Performance.

Echoes of Valor:  A smooth rhythm with a conflicting melody played at a steady tempo, this song provides a allies with a +1 modifier per skill point in Performance to Reaction, Stamina, and Willpower saves.

Ballad of Despair:  A slower paced piece with an irregular rhythm and minor tonality, when this song is played, enemies suffer a -1 penalty per skill point in Performance to attack skills.

Dauntless:  Loud, with a fast tempo, linear melody, and consistent rhythm, this song temporarily removes the effect of fatigue in allies.

(E) Parkour

  • Attribute:  Agility
  • Type:  Move
  • Time:  Two actions
  • Description:  This skill is used to cross obstacle filled areas without assistive equipment in the fastest, most efficient way possible. With a successful skill check, characters are able to maintain their full move rate by running, jumping, climbing, swinging, vaulting, and rolling across and over obstacles, allowing them to move through opponent's threat areas without drawing an attack of opportunity. A minimum of two full move actions are required to use this skill, increasing the distance traveled for each successive move action spent without requiring additional skill checks in a single round. In addition, while the character is moving opponent's have a -1 modifier per two skill points in Performance to hit them. On a failed skill check, the character moves only half the distance attempted and may land prone or take falling damage, depending on the circumstances. A difficulty modifier may be applied to the skill check based on encumbrance and the type and/or size of the obstacles.
  • Prerequisites:  The Tumbling skill, the Vaulting skill, and four skill points in Perform

(E) Sleight of Hand

  • Attribute:  Agility
  • Type:  Utility
  • Time:  Free action
  • Description:  A character with this skill is able to perform minor feats of legerdemain with the use of psychology, timing, misdirection, and natural choreography. With a successful skill check, the character is able to palm tiny objects to replace them with other tiny objects or make them seem to disappear, draw a tiny or small weapon, or take a tiny or small object off a target, while under scrutiny. Targets are allowed a Search, Observation, or related skill to notice the deception, with a -1 modifier per skill point in Performance. If the skill check fails, the intent of the action is not accomplished and those in the area may get an Observation check to notice the attempt, depending on the circumstances.
  • Prerequisites:  Four skill points in Performance

(E) Trapeze

  • Attribute:  Constitution
  • Type:  Move
  • Time:  One action
  • Description:  Those with this skill are able to swing from ropes, cables, bars, or other types of supports in order to move from one place to another. With a successful skill check, the character is able to use one or more hanging or fixed aerial mediums to move from one place to another. The distance moved is dependent upon the length and/or location of the medium being used, and only one skill check is required for a using number of successive mediums equal to the number of skill points in Performance. If the skill check fails, the character is unable to make a direct transition to complete the move or falls, depending on the circumstances. A difficulty modifier may be applied to the skill check based on encumbrance and the type and/or size of the mediums.
  • Prerequisites:  The Balance skill, the Vaulting skill, and four skill points in Performance

(E) Ventriloquism

  • Attribute:  Perception
  • Type:  Utility
  • Time:  Free action
  • Description:  Characters with this skill are able to change their voice and throw it so that it appears that the voice is coming from elsewhere. With a successful skill check, the character is able mimic the voice of another or make themselves sound completely different, and/or make the voice appear to come from a specific target in an effort to deceive those in an area. Target's are allowed a Willpower or related skill to uncover the deception, with a -1 modifier per skill point in Performance. In addition, the character can produce a variety of natural, musical, or mechanical sounds using one's mouth, lips, tongue, and voice; when used for deception, target's are allowed a modified Willpower save as stated above. If the skill check fails, the intent of the action is not accomplished and those in the area may get an Observation check to notice the attempt, depending on the circumstances.
  • Prerequisites:  The Oration skill and four skill points in Performance

(M) Acrobatics

  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to add an attack to a ground based Performance move skill, i.e. Rope Walk, Tumbling, or (E) Gymnastics (assuming the character has the skill). It may be used with any novice level combat specialty attack, i.e. hack, stab, grab, shoot, claw, etc (assuming the character has the skill), with all related and general combat modifiers and action requirements applied normally. On a successful skill check, the target is hit and may defend normally. If the skill check fails, the normal results of that action apply, in addition to the missed attack.
  • Prerequisites:  The (E) Gymnastics skill and eight skill points in Performance