HACKSSENTIAL RULES ~ CHAPTER III

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III. Exclusive Skills

III.1 ES groups

Exclusive Skills (ES) are organized into five thematic groups. Each reflects a different area of mastery:

  • Civic (CIV): Artistic Vein (specific); Education (specific); Workmanship (specific).

  • General (GEN): Appraise; Detect; Dodge; First Aid; Hunt; Outdoor Survival; Perception; Ride; Stamina; Swim; Train Animals.

  • Illicit (ILL): Body Control; Deceive; Legerdemain; Stealth; Tamper; Workmanship (Vile Arts).

  • Martial (MAR): Brawl; Combat Art (specific); Trained in Armors; Trained in Shields; Wrestle.

  • Occult (OCC): Clerical Canon (Prayer); Lore (Clerical Canons); Lore (Secret Sorcery); Secret Sorcery (Word).

III.2 ES description

Each ES is tied to two character stats: a Known Stat (KS) and an Unknown Stat (US); these are listed with every entry, alongside the ES group in [ ]. For rules on checks, see Checks: most actions are resolved through ARCT (check against a threshold) or ARCO (opposed roll). Timing conventions can be ‘normal’ (according to the standard rule in Action), ‘long-lasting’ (depending on character’s decision) or ‘special’ (for other cases).

Appraise [Intellect/Erudition, GEN]

  • Description:Assess the materials, origin, craftsmanship, and approximate value of an item.

  • Check:Usually ARCT, common items are easy.

  • Availability:Wizard, Thief.

  • Time:Special, 1 turn/kg up to 10 turns max (for >10 kg, the GM defines the timing).

Artistic Vein (specific) [Control/Accuracy, CIV]

  • Description:Master an artistic discipline: music, dance, painting, sculpture, and so on. A separate ES is required per art form.

  • Check:Usually an ARCT.

  • Availability:Wizard, Knight, Cleric.

  • Time:Long-lasting. One check can cover any number of turns. The GM may require more based on duration or performance.

Body Control [Control/Agility, ILL]

  • Description:Perform acrobatics, balance, contortions, or other feats of agility. A successful ARCT can reduce fall damage from over 3 meters (see Other cases).

  • Check:Usually ARCT.

  • Availability:Thief, Assassin.

  • Time:Normal (see Action).

Brawl [Build/Vigor, MAR]

  • Description:Fight unarmed or with natural weapons. Applies to humans (fists, kicks) or creatures (claws, fangs; see Combat actions).

  • Check:ARCO or ARCT depending on the action (see Melee).

  • Availability:All careers.

  • Time:Normal (see Action).

Clerical Canon (Prayer) [Empathy/Awareness, OCC]

  • Description:Invoke divine spells through prayer. Each Canon is a separate ES (see Clerical Canons).

  • Check:See CC Spellcasting for channeling spells.

  • Availability:Cleric, Druid.

  • Time:Special. 1 to 3 turns, depending on the Canon (see CC Spellcasting).

Combat Art with axes, blunt weapons, heavy blades, polearms, unconventional weapons [Build/Vigor, MAR]

  • Description:Use any weapon from these melee weapons groups.

  • Check:ARCO or ARCT depending on the action (see Melee).

  • Availability:Man-at-arms, Ranger (axes); Knight, Man-at-arms, Ranger (blunt weapons); Knight, Man-at-arms, Ranger, Assassin (heavy blades); Knight, Man-at-arms, Ranger (polearms); Man-at-arms, Druid, Ranger, Thief, Assassin (unconventional weapons).

  • Time:Normal (see Action).

Combat Art with bows, crossbows [Control/Accuracy, MAR]

  • Description:Use either bows or crossbows to perform a ranged attack.

  • Check:ARCO or ARCT depending on the action (see Ranged).

  • Availability:Knight, Man-at-arms, Druid, Ranger, Assassin (bow); Knight, Man-at-arms, Thief, Assassin (crossbow).

  • Time:Normal (see Action).

Combat Art with daggers, light blades, vile weapons [Control/Agility, MAR]

  • Description:Use any weapon from these melee weapons groups.

  • Check:ARCO or ARCT depending on the action (see Melee).

  • Availability:Knight, Man-at-arms, Ranger, Thief, Assassin (daggers and light blades); Thief, Assassin (vile weapons).

  • Time:Normal (see Action).

Combat Art with thrown weapons [Control/Accuracy, MAR]

  • Description:Use any weapon from this ranged weapons group.

  • Check:ARCO or ARCT depending on the action (see Ranged).

  • Availability:All careers.

  • Time:Normal (see Action).

Deceive [Control/Accuracy, ILL]

  • Description:Lie, impersonate, mimic, or use disguise. Physical disguise requires a disguise kit.

  • Check:Usually ARCO, opposed by target’s ES Perception.

  • Availability:Thief, Assassin.

  • Time:Long-lasting. One check can cover any number of turns. The GM may require more based on duration or performance.

Detect [Empathy/Awareness, GEN]

  • Description:Actively search for hidden or concealed things: objects, creatures, traps, etc.

  • Check:Usually ARCT.

  • Availability:Ranger, Thief, Assassin.

  • Time:Long-lasting. One check can cover any number of turns. The GM may require more based on duration or performance.

Dodge [Control/Agility, GEN]

  • Description:Avoid danger, whether during combat or in response to sudden threats (see Melee).

  • Check:In combat, ARCO opposed by attacker. Outside combat, ARCT or ARCO as appropriate.

  • Availability:All careers.

  • Time:Normal (see Action). Up to three dodge actions per turn.

Education (field) [Intellect/Erudition, CIV]

  • Description:Represents specialized academic or technical knowledge. Each field requires a separate ES. Fields include: Alchemy, Art, Astrology, Economy, Engineering, Geography, Heraldry, History, Languages/Literacy, Medicine, Mythology, Nature, Religion, Sciences.

  • Check:Usually ARCT.

  • Availability:Wizard, Cleric (alchemy and science); Knight, Cleric (art); Wizard, Cleric, Druid (astrology, medicine, nature); Knight, Wizard (economics); Wizard (engineering); Wizard, Knight, Cleric (geography and heraldry); Wizard, Knight, Cleric, Druid (language, religion, mythology, history); Thief (heraldry and history).

  • Time:Special. One check per subject. Failed checks before retry require ES improvement.

First Aid [Intellect/Erudition, GEN]

  • Description:Stabilize injuries, interrupt death countdowns (see Other cases), and apply basic medical care (see Healing).

  • Check:Usually ARCT. Base threshold to stop countdown is average.

  • Availability:Man-at-arms, Cleric, Ranger, Druid.

  • Time:Special. One check lasts a nr of turns equal to the threshold.

Hunt [Empathy/Awareness, GEN]

  • Description:Track, trap, kill animals in the wild. May also be used to forage.

  • Check:Usually ARCT.

  • Availability:Knight, Druid, Ranger.

  • Time:Special. One check lasts 10 minutes × threshold (e.g. 60 minutes with easy threshold).

Legerdemain [Control/Agility, ILL]

  • Description:Perform fine manual manipulation: pickpocketing, sleight of hand, cheating, etc.

  • Check:Usually ARCO opposed by target ES Perception.

  • Availability:Thief, Assassin.

  • Time:Normal (see Action).

Lore (Clerical Canons) [Empathy/Awareness, OCC]

  • Description:Understand the traces of ongoing channeling spells or the remnants of auras from spells that have been cast.

  • Check:Usually ARCT.

  • Availability:Cleric, Druid.

  • Time:Special. To analyze spell auras, it lasts 1 minute/point of Spell Cost (see CC Spellcasting). Lore to counterspell requires a 1-turn ARCT (see CC Counterspell).

Lore (Secret Sorcery) [Intellect/Erudition, OCC]

  • Description:Understand the traces of ongoing eldritch magic spells or the remnants of auras from spells that have been cast.

  • Check:Usually ARCT.

  • Availability:Wizard, Druid.

  • Time:Special. To analyze spell auras, it lasts 1 minute/point of Spell Cost (see SS Spellcasting). Lore to counterspell requires a 1-turn ARCT (see SS Counterspell).

Outdoor Survival [Empathy/Awareness, GEN]

  • Description:Survive in wilderness. Tasks include orienteering, predicting weather, finding shelter. One ES per ecosystem.

  • Check:Usually ARCT.

  • Availability:Man-at-arms, Druid, Ranger.

  • Time:Long-lasting. One check can cover any number of turns. The GM may require more based on duration or performance.

Perception [Empathy/Awareness, GEN]

  • Description:Passively detect changes or threats in the environment. Used to oppose Deceive or Legerdemain.

  • Check:ARCT or ARCO vs active deception (Deceive, Legerdemain).

  • Availability:All careers.

  • Time:Long-lasting for ARCT or Normal for ARCO.

Ride [Control/Agility, GEN]

  • Description:Handle mounts in various situations, including travel and combat. Each ES applies to one animal type.

  • Check:Usually ARCT.

  • Availability:Knight, Man-at-arms, Ranger, Druid.

  • Time:Normal (see Action).

Secret Sorcery (Word) [Intellect/Erudition, OCC]

  • Description:Cast spells using eldritch words. Each Word is a separate ES (see SS Circles).

  • Check:see SS Spellcasting for spellcasting.

  • Availability:Wizard, Druid.

  • Time:Special.1 up to 3 turns depending on Spell Cost (see SS Spellcasting).

Stamina [Build/Endurance, GEN]

  • Description:Resist physical strain mainly for prolonged efforts (see Other cases), climbing (see Other cases), being stunned (States).

  • Check:Usually an ARCT.

  • Availability:All careers.

  • Time:Special, according to the single rule (see description).

Stealth [Control/Agility, ILL]

  • Description:Move silently or remain hidden.

  • Check:Usually ARCT.

  • Availability:Thief, Assassin.

  • Time:Long-lasting. One check can cover any number of turns. The GM may require more based on duration or performance.

Swim [Build/Endurance, GEN]

  • Description:Simply swim.

  • Check:For simple or time-limited actions no check; an ARCT is needed for complex or long-lasting actions.

  • Availability:Ranger.

  • Time:Long-lasting. One check can cover any number of turns. The GM may require more based on duration or performance.

Tamper [Control/Accuracy, ILL]

  • Description:Pick locks, disable traps, or sabotage mechanisms.

  • Check:Usually ARCT.

  • Availability:Thief, Assassin.

  • Time:Special. One check lasts a number of turns equal to the threshold.

Train Animals [Empathy/Awareness, GEN]

  • Description:Teach animals to follow commands (max nr of commands = animal’s IN × ES rank). One ES per animal type.

  • Check:ARCT. Threshold = 20 – animal’s IN.

  • Availability:Druid, Ranger.

  • Time:Special. One check lasts days equal to the threshold.

Trained in Armors [Build/Endurance, MAR]

  • Description:Reduce malus from wearing armor. Every two points reduce the malus caused by the level of the armor. ES improvement (ES improvement) not applicable, being a ‘passive’ skill.

  • Check:None, it is a ‘passive’ ES.

  • Availability:Knight, Man-at-arms, Ranger.

  • Time:Not applicable.

Trained in Shields [Build/Endurance, MAR]

  • Description:Enable shield use in combat. 2 points per shield level grant the use with the defensive bonus (see Melee, otherwise the shield is useless). ES improvement (ES improvement) not applicable, being a ‘passive’ skill.

  • Check:None, it is a ‘passive’ ES.

  • Availability:Knight, Man-at-arms, Ranger.

  • Time:Not applicable.

Workmanship (art) [Intellect/Erudition, CIV except Vile Arts, ILL]

  • Description:Craft, repair, or manipulate items within a specific trade. Each field is a separate ES. Fields include: Apothecary (make salves, potions, natural remedies), Sawbones (surgery, dentistry, trauma care); Tanner (leather and hide work); Vile Arts (poisons, silent kills, sabotage); Other fields (Banker, Blacksmith, Carpenter, Constructor, Goldsmith, Notary, Sailor, Weaponsmith, Weaver and Other minor arts).

  • Check:Usually ARCT.

  • Availability:Wizard, Cleric, Druid, Assassin (apothecary); Cleric (sawbones); Ranger (tanner); Thief, Assassin (Vile Arts); none for the other workmanships (these ES refers to background).

  • Time:Long-lasting, with 2 exceptions. Normal for Vile art (silently hit a target, see Combat actions). Special for Sawbones (one check lasts minutes equal to the threshold).

Wrestle [Build/Vigor, MAR]

  • Description:Grapple, or unbalance opponents in close combat (see Combat actions).

  • Check:Usually ARCO against either ES Wrestle or ES Dodge.

  • Availability:Man-at-arms, Ranger, Assassin.

  • Time:Normal (see Action).

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