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; 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 a CS; these are listed with every entry, alongside the ES group in [ ]. For rules on checks, see V.7: 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 V.6), ‘long-lasting’ (depending on character’s decision) or ‘special’ (for other cases).

Appraise [Intellect, 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, CIV]

Description: Typical background skill. Master an artistic discipline: music, painting, sculpture, and so on. A separate ES is required per art.

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, ILL]

Description: Perform acrobatics, balance, contortions, or other feats of agility. A successful ARCT can reduce fall damage from over 3 meters (see VIII.5).

Check: Usually ARCT.

Availability: Thief, Assassin.

Time: Normal (see V.6).

Brawl [Build, MAR]

Description: Fight unarmed or with natural weapons according to combat options of attack and defense. Applies to humans (fists, kicks) or creatures (claws, fangs; see VI.3).

Check: ARCO or ARCT depending on the action (see VI.1).

Availability: All careers.

Time: Normal (see V.6).

Clerical Canon (Prayer) [Empathy, OCC]

Description: Invoke divine spells through prayer. Each Canon is a separate ES (see VII.6).

Check: See VII.8 for channeling spells.

Availability: Cleric, Druid.

Time: Special. 1 to 3 turns, depending on the Canon (see VII.8).

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

Description: Use any weapon from these melee weapons groups according to combat options of attack and defense.

Check: ARCO or ARCT depending on the action (see VI.1).

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 V.6).

Combat Art with bows, crossbows [Control, MAR]

Description: Use either bows or crossbows to perform a ranged attack according to combat options of attack.

Check: ARCO or ARCT depending on the action (see VI.2).

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

Time: Normal (see V.6).

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

Description: Use any weapon from these melee weapons groups according to combat options of attack and defense.

Check: ARCO or ARCT depending on the action (see VI.1).

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

Time: Normal (see V.6).

Combat Art with thrown weapons [Control, MAR]

Description: Use any weapon from this ranged weapons group according to combat options of attack.

Check: ARCO or ARCT depending on the action (see VI.2).

Availability: All careers.

Time: Normal (see V.6).

Deceive [Control, 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, 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, GEN]

Description: Avoid danger, whether during combat according to defense options or in response to sudden threats (see VI.1).

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

Availability: All careers.

Time: Normal (see V.6). Up to three dodge actions per turn.

Education (field) [Intellect, CIV]

Description: Typical background skill. 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, Science); Knight, Cleric (Art); Wizard, Cleric, Druid (Astrology, Medicine, Nature); Knight, Wizard (Economics); Wizard (Engineering); Wizard, Knight, Cleric (Geography, Heraldry); Wizard, Knight, Cleric, Druid (Language, Religion, Mythology, History); Thief (Heraldry History).

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

First Aid [Intellect, GEN]

Description: Stabilize injuries, interrupt death countdowns (see VIII.5), and apply basic medical care (see VIII.3).

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

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

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

Hunt [Empathy, 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., 80 minutes with easy threshold).

Legerdemain [Control, 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 V.6).

Lore (Clerical Canons) [Empathy, 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 VII.8). Lore to counterspell requires a 1-turn ARCT (see VII.9).

Lore (Secret Sorcery) [Intellect, 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 VII.4). Lore to counterspell requires a 1-turn ARCT (see VII.5).

Outdoor Survival [Empathy, GEN]

Description: Survive in wilderness: climbing, orienteering, swimming, predicting weather, finding shelter. One ES per ecosystem.

Check: Usually ARCT.

Availability: 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, GEN]

Description: Used to allow senses to identify changes or threats in the environment or 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, 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 V.6).

Secret Sorcery (Word) [Intellect, OCC]

Description: Cast spells using eldritch magic embedded in words. Each Word is a separate ES (see VII.3).

Check: see VII.4 for spellcasting.

Availability: Wizard, Druid.

Time: Special.1 up to 3 turns depending on Spell Cost (see VII.4).

Stealth [Control, ILL]

Description: Move silently or hide from view.

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.

Tamper [Control, 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, GEN]

Description: Teach animals to follow commands (max number 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, MAR]

Description: Enable armor use in combat: 2 points per armor level grant the adjustment for the damage calculation (see VI.1, otherwise the shield is useless). ES improvement (IV.5) 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, MAR]

Description: Enable shield use in combat: 2 points per shield level grant the adjustment in the defensive bonus (see VI.1, otherwise the shield is useless). ES improvement (IV.5) 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, CIV except Vile Arts, ILL]

Description: Typical background skill. 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 VI.3). Special for Sawbones (one check lasts minutes equal to the threshold).

Wrestle [Build, MAR]

Description: Grapple, or unbalance opponents in close combat (see VI.3).

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

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

Time: Normal (see V.6).

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